{"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[164,118,649,149],\"text\":\"A Translational Science Model for HCI\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[127,164,358,227],\"text\":\"Lucas Colusso\\ncolusso@uw.edu\\n\\n\\nHuman Centered Design and Engineering\\n\\n\\nDUB Group, University of Washington\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[128,241,358,302],\"text\":\"Sean A. Munson\\nsmunson@uw.edu\\n\\n\\nHuman Centered Design and Engineering\\n\\n\\nDUB Group, University of Washington\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[456,164,686,227],\"text\":\"Ridley Jones\\nrajone@iut.edu\\n\\n\\nHuman Centered Design and Engineering\\n\\n\\nDUB Group, University of Washington\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[456,241,685,304],\"text\":\"Gary Hsieh\\ngaryhs@uw.edu\\n\\n\\nHuman Centered Design and Engineering\\n\\n\\nDUB Group, University of Washington\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,314,141,330],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,335,396,590],\"text\":\"Using scientific discoveries to inform design practice is an\\nimportant, but difficult, objective in HCI. In this paper, we\\nprovide an overview of Translational Science in HCI by trans-\\ngulating literature related to the research-practice gap with\\ninterview data from many parties engaged (or not) in trans-\\nlating HCI knowledge. We propose a model for Translational\\nScience in HCI based on the concept of a continuum to de-\\nscribe how knowledge progresses (or stalls) through multiple\\nsteps and translations until it can influence design practice.\\nThe model offers a conceptual framework that can be used\\nby researchers and practitioners to visualize and describe\\nthe progression of HCI knowledge through a sequence of\\ntranslations. Additionally, the model may facilitate a precise\\nidentification of translational barriers, which allows devis-\\ning more effective strategies to increase the use of scientific\\nfindings in design practice.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,620,172,638],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,642,393,674],\"text\":\"• Human-centered computing → HCI theory, concepts\\nand models.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,690,149,707],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,711,394,745],\"text\":\"Translational Science, Translational Research, Research-Practice\\nGap\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,316,555,330],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,746,402],\"text\":\"Lucas Coloso, Ridley Jones, Sean A. Murnison, and Gary Hsieh.\\n2019. A Translational Science Model for HCI. In Proceedings of CHI\\nConference on Human Factors in Computing Systems Proceedings\\n2019, Association for Computing Machinery, pp. 131–142. https://doi.org/10.\\n1145/3290605.3300231\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,422,549,439],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,746,603],\"text\":\"Translational Science (TS) is the study of scientific knowl-\\nedge progression from academia to practice and back. Taking\\nfindings from a basic science discovery to real-world impact\\nis a complex process that requires both research (e.g., lab-\\noratory and applied research) and non-research activities\\n(e.g., design and engineering) [28] . In this paper, we work\\nunder the premise that there is a general goal in applied\\nfields to translate scientific knowledge to inform the work\\nof professionals. In HCI's case, it means influencing design\\npractice as an endpoint [31, 69] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,603,746,761],\"text\":\"However, HCI papers offer limited support for practice. For\\nexample, only 7 % of CHI 2011 papers were oriented towards\\nsupporting design practice [56] . At the same time, there\\nis a growing expectation from industry practitioners, gov-\\nernments, and the general public that scientific knowledge\\nshould be useful to society [57, 64] . Practitioners, specifically,\\nhave voiced concerns with the applicability of HCI research\\nfindings [11, 19, 36, 37] . Consequently, mapping the Trans-\\nlational Science process is necessary to understand how to\\nincrease the use of HCI discoveries in design practice.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,746,954],\"text\":\"Past research in HCI has approached TS using the research-\\npractice gap metaphor. This metaphor implies a separation\\nbetween two sides or communities: academic researchers\\nand design practitioners. However, the research-practice\\ngap metaphor can oversimplify the translation work that\\nHCI scholars and design practitioners do. For example, HCI\\nscholars often draw on other disciplines to inspire applied\\nresearch, such as cognitive sciences, psychology, and anthro-\\npology theories (e.g., Hutchins's Distributed Cognition [34]\\nfrom cognitive science, Leontiev's Activity Theory [44] from\\npsychology, Suchman's Situated Action [67] from anthro-\\npology). The research-practice gap narrative overlooks this\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,393,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@emc.org.\\nCity 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,899,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,264,952],\"text\":\"ACM ISBN 978-1-4653-5970-2/19-03...$15.00\\nhttps://doi.org/10.1145/3290655.3300231\",\"reading_order\":22,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,995,109,1012],\"text\":\"Paper 1\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,744,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"table_cap\",\"bbox\":[68,125,394,228],\"text\":\"Table 1: Summary of participant information. First, self-\\nreported percentage of participants with experience in dif-\\nferent areas within HCI. 'Basic research experience con-\\ntains research in Social Psychology, Philosophy, Chemistry.\\nConsequently, experience in Basic research did not count to-\\nwards Years of experience in HCI. Second, at the bottom, we\\nshow our participants' of experience in the HCI field.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[144,257,318,424],\"text\":\"
AreaPercentage
Design Practice44%
Applied Research42%
Teaching40%
H&T research28%
Basic Research in HCI21%
Entrepreneurship21%
Basic Research$^{*}$16%
Media Outreach14%
Telemonitoring13%
MeasureYears in HCI
Median13
Max47
Min1
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"The image displays two tables. The first table lists different areas of work or interest with their corresponding percentages, ranging from 44% for \\\"Design Practice\\\" to 7% for \\\"Policymaking.\\\" The second table provides statistics on \\\"Years in HCI,\\\" showing a median of 13, a maximum of 47, and a minimum of 1.\",\"figure_path\":\"tables/3290605-3300231_pdf_shortened_page_1_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,457,395,521],\"text\":\"type of translational work, and if there are multiple gaps,\\nthey are likely more nuanced. Focusing on a single set of\\nbarriers from one gap may limit how translational problems\\nare approached [7] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,521,395,696],\"text\":\"If the research-practice gap metaphor is limited, what\\nmodel might better depict Translational Science in HCI? In\\nthis paper, we present a literature review and interview study\\nof HCI community members representing various parties to\\nthe Translational Science process. Through our findings, we\\ncontribute descriptions of the translational research practices\\ninvolving HCI researchers, other scholars, design practition-\\ners, and translators such as industry researchers and science\\ncommunicators. Our main contribution is a continuum model\\nfor Translational Science in HCI, providing a foundation for\\nfuture work to discuss Translational Science in HCI.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,709,159,727],\"text\":\"2 METHODS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,905],\"text\":\"Following Zimmerman et al.'s process to create the model of\\ninteraction design research within HCI [75] , we conducted a\\nliterature review, interviewed stakeholders in the HCI com-\\nmunity, and constructed a model for Translational Science\\nin HCI. Our literature review consisted of publications on\\nTS, translational research, and research-practice gaps in HCI\\nand other applied fields, such as public health, management\\nscience, communication, and education. Second, we inter-\\nviewed academic researchers, design practitioners and stu-\\ndents, entrepreneurs, and science communicators. Literature\\nreview findings were compared to participant perspectives.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,394,954],\"text\":\"For interviews, we first recruited six HCI scholars experi-\\nenced in research, design, community and media outreach,\\nentrepreneurship, teaching, and policymaking to obtain a\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,410],\"text\":\"panorama of translation in HCI and to iterate on our research\\nprotocol and preliminary model. In the second interview\\nstage, we broadened recruiting criteria and interviewed 37\\nparticipants engaged in HCI-related research and practice\\nfields. We highlight that our participants came from many\\ndifferent traditions such as computer science, design, indus-\\ntrial engineering, anthropology, English literature, social\\npsychology, interaction, and user experience design, design\\neducation, user experience research, and product manage-\\nment; and worked in academia, industry, and government.\\nWe also interviewed science communicators and communi-\\ncation managers. We had participants with many years of\\nexperience in HCI-related fields, as well as participants who\\nare newer members of this community, and even some that at\\nfirst did not consider themselves members (such as communi-\\ncation managers and some design practitioners). See detailed\\nparticipant information on Table 1 , and in Supplementary\\nmaterials.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,411,746,490],\"text\":\"We asked participants to define their perceptions of the\\ngap between research and practice, where translational work\\ntakes place in HCI, and what they have done regarding trans-\\nlation. As in the first stage, participants commented on the\\ncurrent version of our model for TS in HCI.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,491,747,634],\"text\":\"The development of the model, the literature review, and\\ninterviews were interdependent. The model provided key-\\nwords for literature searches and framing concepts for the\\ncreation of the interview protocol. At the same time, we did\\nnot limit our literature review to a predetermined set of key-\\nwords; some concepts only emerged from our readings and\\ninterviews. We iterated on the model after each interview.\\nAfter many months, a detailed model emerged from formal\\ndata analysis and in-depth critique sessions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,645,745,677],\"text\":\"3 TRANSLATIONAL SCIENCE IN HCI AND LINKED\\nFIELDS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,682,747,809],\"text\":\"We start by defining terms related to Translational Science\\n(TS) such as research, practice, theory, and the research-\\npractice gap. First, TS studies the transformation of knowl-\\nedge through successive fields of research from a basic sci-\\nence discovery to real-world impact, a complex process that\\nrequires both theory-producing steps (basic and applied) and\\nnon-research steps (dissemination, implementation, design).\\nThe study of each step is called translational research [28] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,747,954],\"text\":\"Human-Computer Interaction (HCI) is “a discipline con-\\ncerned with the design, evaluation, and implementation of\\ninteractive computing systems for human use and with the\\nstudy of the major phenomenon surrounding them” [69] . We\\nacknowledge that HCI is a broad discipline that encompasses\\nmany fields and that has evolved throughout the years [9] . In\\nthe field of HCI, TS is about translating rich understandings\\nof people and their interactions with technology with a goal\\nof influencing the design of interactive systems.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,112,1012],\"text\":\"Paper 1\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,124,395,395],\"text\":\"On one side of the HCI work are theoretical findings. In\\nthis paper, we use Yvonne Rogers's and Ben Schneiderman's\\ndefinitions of theory: knowledge enabling understandings\\nand generalizations about specific phenomena. Schneider-\\nman even provides a list of instantiations of knowledge: the-\\nories (rules, frameworks, models), descriptions (terminology,\\ntaxonomies, ontologies), causal explanations and predictions;\\nand more practical knowledge such as solutions (problem\\nfixes, improved processes) and guidelines (recommendations,\\npatterns, tutorials) [59, 64] . On the other end of the trans-\\nlational work is design practice, the process or practice of\\ndevising, planning, or constructing something, focusing on\\nthe design of effective, user-friendly, interactive computing\\nsystems [26, 31, 70] . The goal of the TS problem in HCI is\\nthus to facilitate the adoption, implementation, and insti-\\ntutionalization of theoretical findings into design practice\\n(much like what is described in [57] ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,586],\"text\":\"Despite acknowledgments of the value of theoretical in-\\nsights about people in design practice, studies have repeat-\\nedly shown that these insights are rarely adopted [11, 19, 54] .\\nPrior work on HCI translations has primarily described the\\nprocess using a gap metaphor [7] . The research-practice\\ngap metaphor is a common concept that has been used in\\nHCI to describe an undesired space that allegedly exists be-\\ntween the research and the practice of the discipline [7, 31] .\\nMuch work describes multiple translational barriers that\\nexplain why a single gap exists, and the \\\"gap\\\" problema-\\nzization inspired many studies proposing ways to bridge\\nit [19, 22, 31, 37, 50, 64] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,586,395,730],\"text\":\"Building on the gap metaphor, Gray et al. [32] have sug-\\ngested a trickle-down and bubble-up model, emphasizing\\nthat the interaction between the research and practice com-\\nmunities is bidirectional. Bubble-up describes the efforts of\\nthe HCI community to abstract situated knowledge and prac-\\ntice of methods, tools, or concepts into refined theory. The\\ntrickle-down describes the way adaptation of research and\\ntheory takes place in design practice, including the use of\\nmethods, tools, or concepts that originate in academia.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,731,395,954],\"text\":\"However, despite the importance of acknowledging a gap\\nbetween research and practice [50] , a gap metaphor might\\nbe simplistic and might limit how we think about TS in\\nHCI. Beck posited that the gap metaphor influences how\\nHCI researchers set translational problems to focus on barri-\\ners, which has implications for the kinds of solutions they\\nseek [7] . Frequently, HCI researchers attempt to bridge the\\ngap by pushing HCI knowledge into practitioner use by pre-\\nsenting research papers in different formats [19, 32, 46, 54] ,\\nin an attempt to make the theoretical insights \\\"more perti-\\nnent and easier to use for developers\\\" [12] . The proposed\\nsolutions tackle barriers that HCI researchers and practi-\\ntioners have identified as reasons for the research-practice\\ngap to exist. For example, recent work has described issues\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,189],\"text\":\"with the terminology and applicability of research papers,\\nhow practitioners may lack access to academic resources,\\nthe different cultures and skill sets of researchers and design-\\ners [19, 50, 53, 56] and many more [36].\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,747,316],\"text\":\"Countering the focus on barriers, Beck and Ekbia [7] en-\\ncouraged the HCI community to focus on the connections\\nand continuities between theory and practice in HCI. In this\\ncontext, Beck and Ekbia suggest that a new metaphor – the\\ncontinuum metaphor – which draws attention to the mutual\\nagreement, harmony, synergy, and support between research\\nand practice. However, how one can think of the HCI TS\\nproblem as a continuum is unclear.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,747,491],\"text\":\"Expanding beyond HCI, our literature review shows that\\n“the gap” problem is also the dominant narrative in many\\nother fields, such as Psychology, Nursing, Human Resources,\\nLibrary Sciences, Management, Education, Social Work, and\\nmore [10, 15, 23, 47, 52, 60, 61, 63] . Similarly, the gap metaphor\\nis used to describe a disconnect between the research com-\\nmunity and the practice community. Common barriers in-\\nclude practitioners being unaware of the latest findings [61] ,\\nthinking that research is not applicable to real-world prob-\\nlems [47, 63] or, if applicable, too difficult to implement [10] ,\\nand the insularity of academic work dissemination [15, 23] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,491,748,682],\"text\":\"In these fields, the work of Everett Rogers on diffusion\\nof innovations [57] has been very influential. For Rogers,\\ndiffusion is the process by which a central source communi-\\ncates an innovation towards practitioners, among whom the\\ninnovation is adopted over time or rejected. Rogers's work is\\nparticularly influential in its descriptions of the work of trans-\\nlators to disseminate knowledge, and measures of knowledge\\nadoption. A major criticism of this work is that it represents\\na one-way model, which is insufficient as knowledge flows\\nthrough multiple channels in parallel. Also, the centrality\\nof research producers in the model disregards the needs of\\npractitioners and what they have to offer researchers [55] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,682,747,857],\"text\":\"The biomedical and health sciences have begun using a\\ncontinuum metaphor to describe the progression of research\\nfrom basic science discovery to proposed human applica-\\ntion, to clinical treatment [28] . They have noted similar\\nissues with using a single gap to describe the discontinu-\\nities between research and practice. Using a single gap had\\nbecome a source of confusion, as different research steps\\nhad differing goals, settings, study designs, investigators,\\nand outcomes [74] . This confusion has hindered the proper\\nidentification of translational barriers and prevented proper\\nresource allocation by funding agencies [74] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,922],\"text\":\"In their review article of the translational continuum in\\nBiomedicine, Drolet and Lorenzi discuss three \\\"translational\\nchasms\\\" (T's or gaps) as the main landmarks in knowledge\\nprogression in the continuum:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,113,1012],\"text\":\"Paper 1\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,538],\"text\":\"T1 is the use of knowledge about disease mechanisms\\nin the development of diagnosis methods, therapy, and pre-\\nvention. T1 research is performed by scientists trained in\\nmolecular biology, genetics, and other basic sciences work-\\ning in laboratories. In contrast, ambulatory care settings are\\nthe “laboratory” for T2 research, where applied interventions\\nfurther the understanding of T1 results by confronting them\\nwith broader populations. T2 is known as the clinical trials\\nstep, where safety and efficacy research occur. T3 requires\\nimplementing scientific knowledge applying and evaluating\\ninterventions in real-world settings and of the disciplines\\nthat inform the design of those interventions, such as clini-\\ncal epidemiology and evidence synthesis, but also commu-\\nnication theory, behavioral science, public policy, financing,\\norganizational theory, design, informatics, and mixed meth-\\nods research. Finally, T3 is bridged when clinical practices\\nand guidelines are implemented to produce concrete public\\nhealth changes. For example, if an effective clinical applica-\\ntion is found (e.g., aspirin effectively decreases thrombosis in\\nindividual patients), then it must be marketed and explained\\nto clinical practitioners, who may sometimes be trained in\\nthe proper ways to administer a drug before public health\\ngains can be achieved. After T3 is bridged, public health im-\\npact is studied via practice-based research, and feedback for\\ncontinual improvement follows (e.g., why are clinicians not\\nadministering aspirin?).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,681],\"text\":\"The most noticeable differences between health and HCI\\npertain to institutional and policy constraints that need to be\\naddressed to protect drugs and treatment users [48, 74] . Addi-\\ntionally, the continuum model shows the work of many par-\\nties to progress knowledge through successive steps, rather\\nthan focusing on the work of researchers and clinicians; such\\nas basic scientists, applied researchers, marketers, design-\\ners, clinical practitioners, physicians, social workers, public\\nhealth researchers, policymakers [28, 68, 74] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,395,858],\"text\":\"There are drawbacks in using existing models to describe\\nTS in HCI, although we can learn from them. The health\\nmodel is field-specific, such as in how it deals with institu-\\ntional constraints. The diffusion model focuses on dissem-\\ninating information and does not address the importance\\nof offering applicable resources to practitioners, or learning\\nwhat is useful for them. On the other hand, health shows\\nmany stakeholders working on a continuum of knowledge\\nprogressions, supporting Beck and Ekbia's call [7] . The\\ndiffusion of innovation shows how translators disseminate\\ninformation, resonating with Gray et al.'s work [32] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,858,394,922],\"text\":\"Therefore, how could we rethink the research-practice gap\\nmetaphor to represent HCI's unique process of knowledge\\nprogression, incorporating learnings from other fields and\\npast work related to Translational Science?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300231_pdf_shortened_page_3_figure_006.png\",\"bbox\":[420,124,749,230],\"reading_order\":6,\"tags\":[],\"alt_text\":\"This flowchart illustrates the relationships between \\\"Basic Research,\\\" \\\"Applied Research,\\\" and \\\"Design Practice.\\\" Solid arrows indicate transfers (TBA, TAD, TBD) from research stages to design practice, with \\\"Basic Research\\\" and \\\"Applied Research\\\" grouped in a shaded area. Dotted lines labeled \\\"Bubble-up\\\" show feedback loops from \\\"Design Practice\\\" back to research, and a self-loop (TAA) is present within \\\"Applied Research.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[420,241,746,346],\"text\":\"Figure 1: The HCI Translational Science Model consists of 3\\nmain steps: Basic and Applied Research (described only as\\n\\\"research\\\" in the gap metaphor) and Design Practice; and 3\\nmain gaps: $T_{BA}$ , $T_{AD}$ , and $T_{RD}$ . The dotted line represents\\nthe Bubble-up from practice to research. $T_{AA}$ suggests a gap\\nwithin Applied research. Steps and gaps are defined on Ta-\\nble 2 and detailed in the remainder of this paper.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,375,733,392],\"text\":\"4 MODEL OF TRANSLATIONAL SCIENCE IN HCI\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,747,522],\"text\":\"We propose a model for Translational Science in HCI (Fig-\\nure 1 ). We ground the decisions that led to the design of the\\nproposed model in our interview findings. First, we present\\nhow participants talked about the gap metaphor, transla-\\ntional science in the field, and the main actors in translational\\nscience. Second, we describe how participants view and en-\\nact relationships that point to a progression of knowledge\\nbetween research and practice.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,747,665],\"text\":\"While most participants first described a single gap in\\nTranslational Science, upon further reflection, many noted\\nissues with the dichotomy. Initially, participants defined TS\\nin HCI as a \\\"BIG gap\\\" or a \\\"barrier\\\" between researchers and\\ndesigners (P3, P11, P17, P22, P23, P26, P35, P39). Participants\\nwould mention known research-practice barriers such as\\naccessing and understanding scientific work, as well as how\\ndissimilar incentive structures could be the biggest driver for\\nthe gap between HCI researchers and Design practitioners.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,666,746,730],\"text\":\"Most participants, regardless of role, agreed that those\\nin the HCI field share the goal of improving products and\\nservices for people, even if not directly. Therefore, we set the\\nend-goal of our proposed model as Design practice (Figure 1 ).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,731,746,857],\"text\":\"As participants described their personal experiences re-\\nlated to translational science and \\\"the gap\\\", the roles of addi-\\ntional parties in the progression of HCI knowledge surfaced\\nnaturally, such as industry researchers and science commu-\\nnicators, as well as a nuanced and fluid variety of academic\\nresearchers (e.g., P7 had worked in industry, launched a\\nstartup in the past, and now focuses on design research and\\nteaching at her academic department).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,747,954],\"text\":\"At the end of the interview, after reflecting on their own\\ninitial interpretations of a single research-practice gap, it\\nbecame clear to participants that the gap metaphor is insuf-\\nficient to describe how multiple parties conduct a series of\\ntranslations. Most participants, especially HCI researchers,\\nnoted their work falls in the Applied research step; they also\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,112,1012],\"text\":\"Paper 1\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[68,122,747,181],\"text\":\"Table 2: Description of the steps and gaps of the HCI Translational Science model. Definitions drawn from our data, Schneide-\\nmaner [64] , and the NSF — National Science Foundation [1] . Of note, similar to their academic counterparts, industry researchers\\ncan engage in both Basic and Applied research. The model does not designate where academic or industry researchers reside\\nin the continuum.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[74,212,742,523],\"text\":\"
StepsDescription
Basic ResearchBasic research is performed without thought of practical ends, resulting in general knowledge to answer a large number of problems, though it may not give a complete solution to any one of them. In HCI, basic research results in a foundational understanding of people, technology, and systems, which are achieved by researchers performing functions and inventing in top of their skills. This is a type of research that is often in specific scenarios/contexts. Participants mentioned 3 main types of basic research relative to HCI: A) Research from other fields such as anthropology and psychology that is drawn upon to conduct Applied research; B) Ethnographies conducted within the context of how people use or are impacted by technologies; and C) HCI research probing the technological boundaries, demonstrating new potential interdisciplinarity and taking into account the importance of social, economic, and ethical issues.
Applied ResearchApplied research provides complete answers to practical problems. In HCI, applied research results in practical, goal/solution-oriented research. It is achieved by HCI researchers posing questions through the use of an embodiment of knowledge; study of interface efficacy and how people relate to it; observation of tensions between people and technologies, safety, and ethics in realistic scenarios.
Design PracticeDesign practitioners using HCI and design knowledge to create something new in the AAI made world. AAI involves the deep consideration of opportunities, needs, stakeholders, technical and market requirements, integration of art, science, and engineering to make aesthetically functional interfaces.
GapsBarriers
TBAInformation over-load, skillset
TBDUnderstanding, access
TADApplicability
Bubble-upPersonal interest, incentives
TAAInformation over-load, traditions
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This image is a two-part table. The first part, \\\"Steps,\\\" describes Basic Research, Applied Research, and Design Practice. The second part, \\\"Gaps,\\\" lists categories such as TBA, TBD, TAD, Bubble-up, and TAA, along with their associated barriers and main translations.\",\"figure_path\":\"tables/3290605-3300231_pdf_shortened_page_4_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,545,395,578],\"text\":\"noticed that the single gap narrative does not distinguish\\nBasic research.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,578,395,769],\"text\":\"In the HCI TS model, we used the T-terminology to de-\\nscribe different gaps between steps to facilitate more pre-\\ncise discussion about specific gaps (following Drolet and\\nLorenzi's model [28] ). Drawing from our interviews, the most\\nprominent gaps in the HCI Translational Science model seem\\nto be between Basic and Applied research ( $T_{AA}$ ), between Ap-\\nplied research and Design practice ( $T_{AD}$ ), and between Basic\\nresearch and Design practice ( $T_{BD}$ ). We also heard about how\\nBubble-up happens (supporting [32] ), and finally, about gaps\\nwithin applied research in HCI. Table 2 shows descriptions\\nof the abovementioned steps and gaps with their unique\\nknowledge exchanges, translations, and barriers.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,770,395,898],\"text\":\"As can be seen on Figure 1 and Table 2 , the model does\\nnot designate where academic or industry researchers reside\\nin the continuum. Basic and Applied research can occur both\\nin academic or industry settings, and the same is true for\\nthe design of interactive systems (e.g., university startup\\nincubators). Additionally, Applied research can be tightly\\nlinked to basic research if conducted in an academic setting,\\nbut in the industry, it gravitates towards design practice.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,545,684,564],\"text\":\"$T_{AD}$ - Applied Research to Design Practice\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,567,747,646],\"text\":\"The gap between Applied research and Design practice is\\nwhat people most often refer to as the research-practice gap.\\nParticipants said that basic research findings rarely influence\\nthe work of design practitioners, which is one of the reasons\\nwhy translating basic into applied research is important.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,647,747,741],\"text\":\"Participants described known barriers to the use of re-\\nsearch findings by practitioners, such as understanding is-\\nsues due to the terminology in research contributions and\\ndifficulty in accessing them. However, they highlighted that\\napplicability might be the most significant barrier keeping\\napplied research from influencing design practice.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,741,747,885],\"text\":\"P7 and P13, experienced in both academia and industry, \\nsaid that expecting HCI practitioners to read papers is unre- \\nalistic. A practitioner noted designers will not — and cannot \\n— spend the time to read papers: “I don’t have four hours to \\nread one paper, I just don’t, I could get a lot done in those four \\nhours. Frankly, I do have 10 minutes to skim through a Medium \\narticle. I’ve never understood why in academia, they don’t set \\nup an incentivization structure for academics to almost like \\npromote their research to industry” (P35).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,885,747,949],\"text\":\"When researchers and designers meet and talk in person,\\nthe terminology issue is lessened as they can speak directly\\nto each other and ask for clarification (P11, P13, P14, P30,\\nP39, P40). However, even at these rare occasions, designers\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,113,1012],\"text\":\"Paper 1\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 5\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,236],\"text\":\"do not get actionable information from researchers (P7, P11,\\nP29, P35). \\\"I have been to CHIplay, but there is a big barrier\\nbetween industry and academia. Very little of what I saw there\\nwas applicable, and that event is the only direct contact I have\\nwith academia. During the year, everyone is locked up in their\\ncompanies or universities and don't speak\\\" (P11, who runs a\\nvirtual reality gaming company).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,237,394,347],\"text\":\"HCI researchers translating between applied research and\\ndesign practice described the applicability barrier as the most\\nimportant to address to successfully influence the work of de-\\nsign practitioners. P14, P30, and P32, all HCI professors, said\\nthat designers do not care about using theories or detailed\\nterminology, only wanting to know what can be applied for\\ntheir particular case.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,395,570],\"text\":\"Many HCI researchers recognized that the long and diffi-\\ncult applied research process does not result in actionable\\nresources that can be offered to design practice, which, in\\ntheir view, is a big problem for HCI (P4, P7, P14, P19, P27,\\nP34). An industry researcher, who worked in a translational\\nmedical science project after her doctorate, said that HCI\\n\\\"does not have enough research study findings that have been\\nshown to work in practice or practice-based research. Research\\nfindings are not real world enough to be meaningful and appli-\\ncable\\\" (P16). This concern motivated P19, a long-time CHI\\ncontributor, to engage with industry partners, tapping into\\nwider populations to generalize her study results, and to\\nlearn how to translate her research findings into something\\n\\\"useful\\\" for practitioners.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,395,793],\"text\":\"We then asked participants what has worked in terms of\\ntranslations from applied research to design practice. Re-\\nsearchers mentioned having success with a “make it happen”\\napproach. They described embedding in organizations as\\nconsultants or doing design work along with practitioners,\\nfirst learning what those practitioners care about before of-\\nfering recommendations (P8, P19, P20, P21, P30, P32); and\\ncreating actionable resources for practitioners to use, such as\\neasy to use research and design methods (P7, P14, P19, P32);\\nor open-source projects. P8 used an open-source model: “it\\nwas an open-source project, so they literally put the code up on\\nthe wall and like went through it and used that as the jumping\\noff point to invent their startup” and introduced the project\\nto practitioners in a hackathon.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,793,395,905],\"text\":\"P19 told the story of how the idea to create a design \\nmethod stated: \\\"this industry guy asked for resources, and \\nthen I asked myself, what do I give to this guy? Papers... and \\nacademic research... are too hard for practitioners to get it.\\\" \\nHer approach was to study how to transform empirical data \\nfrom published studies into a design method. \\\"Connecting to \\npractice was a study in itself, a long one\\\" (P19).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,395,955],\"text\":\"Compatibility with existing workflows and demonstrated\\nutility affect adoption of assets and methods by practice, sup-\\nporting [57] . Scholars mentioned making assets compatible\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,252],\"text\":\"with current industry practices (P8, P19), and the need for\\nthese assets to prove their usefulness from the outset, such as\\nby connecting with metrics that practitioners value. “I have\\nlearned one lesson. Managers and bosses need to want it. They\\nneed to be convinced and make that a part of their process.\\nThey need to know what the practical outcome of the method\\nfor them is. One manager told me: `I will fail if I don't use this\\nmethod and that's when I knew I had succeeded' ” (P19).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,269,620,286],\"text\":\"$T_{BA}$ — Basic to Applied Research\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,290,747,400],\"text\":\"Participants, specifically researchers, pointed that apart from\\n$T_{AD}$ , there is also an important gap in the knowledge progres-\\nsion from basic to applied research, with its unique barriers.\\nFirst, translating basic knowledge into research products is\\na challenging process that happens through collaborations\\nwith parties who possess supportive skills. Second, there\\nseems to be a disconnect between HCI and other disciplines.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,401,747,545],\"text\":\"Participants noted that translating theory from the social\\nsciences, ethnography, or philosophy into tools for conduct-\\ning applied research is complicated and often depends on\\npartnerships as they lack the “ skillset ” (P27, P28, P33, P43).\\nP24, a psychology professor, said “ my main goal is finding\\nreproducible regular patterns in people's behavior that both\\nhave real-life potential applicability or consequences, and at\\nthe same time can be studied in a fairly controlled way. But I\\nwant my studies to have an impact in real life. ”\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,545,747,704],\"text\":\"Regarding this challenge, participant P27 posed a question\\nand a proposed path: “ How do we facilitate the interaction of\\nbasic and applied researcher in HCI, long term, sustainable? ”\\nThis is a big problem. We need to do more work on understand-\\ning how this happens naturally, which might help us foster how\\nto facilitate this interaction. ” P28, also present in the group\\ninterview, agreed, saying that he worked in projects with\\ncollaborators from other fields in successful programs dedi-\\ncated to foster basic and applied research exchange, funded\\nby a Translational Medicine association.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,705,747,800],\"text\":\"A few participants described how basic and applied re-\\nsearch interact through joint projects. Basic researchers may\\nwork with HCI researchers or practitioners to create designs\\nthat can be used in detailed investigations. However, finding\\nthese collaborations and establishing common-ground can\\nbe challenging and costly (P7, P19, P24, P27, P28)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,808,715,954],\"text\":\"We hired a computer science Ph.D. student who\\nwas a really good programmer. We met with him\\nand he prototyped a version that we had in mind.\\nMy colleague and I may say 'oh let's do this,' not\\nbecause we know that we have to do it, but\\nbecause we happened to think of it, but learning\\nfrom the programmer that would be difficult to\\nimplement, we would think of something else.\\n(P27)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,116,1012],\"text\":\"Paper 1\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,124,394,283],\"text\":\"However, P27 and P33 emphasized that collaborations\\nwith students or designers are often temporary and expen-\\nsive, and that longer-term partnerships would be better. In\\nP27's case, the student soon graduated and left only the code.\\nChanging and deploying the code required someone to have\\n– or gain – familiarity with that particular technology stack.\\nP27 and his colleague spent a year with the project on a hold\\nbecause of this issue. P27 and P33, who are self-described ba-\\nsic researchers, even started learning design and engineering\\nskills to do applied work on their own.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,426],\"text\":\"Second, as the first point already suggests, participants\\nvalued drawing on other domains of knowledge to create\\nwork that is \\\"new\\\" and \\\"fresh\\\" (P30, P26). Researchers think\\nthat engaging with diverse scholarship transforms them into\\nbetter scholars (P5, P17, P26, P28). Understanding is not a\\nbarrier in T $_{\\\\text{HA}}$ ; while it can be difficult to quickly grasp other\\nresearch traditions, there is institutional support through\\ncitations and a common understanding of papers as an output\\nto incentivize reading diverse work.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,426,394,522],\"text\":\"However, HCI scholars mentioned barriers to engaging\\nwith other scholarship. Scholars do not feel incentivized to\\nparticipate in communities of interest that are peripheral to\\nHCI. P28, P29, and P35 said this stifles research innovation.\\nMost of the knowledge circulation in HCI happens within the\\nconfines of the CHI community and other ACM conferences.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,394,699],\"text\":\"HCI researchers also said their work rarely feeds back into\\nthe original bodies of theory from which they draw on. “I\\ndraw on social psychology theories and behavior change and\\ntranslate that into designs. So that’s a translation. Usually,\\nyou’re drawing on many different theories to help inform one\\ncoherent thing. Not the opposite. I don’t feel like I contribute\\nto basic science” (P7). Again, citation deficit was raised as\\nevidence for a basic-applied research gap (P3, P14). Partici-\\npants did not mention efforts to facilitate engagement with\\nother disciplines, or to promote more—and more relevant—\\ncitation exchanges.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,716,285,733],\"text\":\"$T_{AA}$ - Gap within Applied research\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,736,394,880],\"text\":\"Participants described another disconnect within HCI in\\nacademia, one specifically pertaining to how HCI research is\\ndisseminated and reused in the field. While some participants\\nwho frequently participate and publish at CHI boasted that\\nit is common to cross-pollinate work with their colleagues'\\ndiverse research (P1, P7, P19, P27, P32), others mentioned a\\ncritical barrier related to citations, perhaps the main currency\\nin academia. Within sub-communities, research papers are\\noften not cited:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[99,889,362,955],\"text\":\"I speak directly to those issues. We use the same\\nkeywords, publish in the same venues. I be-\\ncome a personal grudge, which is a problem\\nwithin HCI. You may not like my work, but\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,125,713,158],\"text\":\"it should be cited. If you disagree with my ap-\\nproach or findings, cite it and explain why. (P2)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,163,747,371],\"text\":\"The reasons given by participants for the citation failure\\nwere information overload and academic traditions. First,\\nparticipants mentioned that it is difficult to keep up with all\\npublications within an area of studies or across them (P1, P9,\\nP15, P17, P32, P43), which is curious as most of the knowl-\\nedge circulation happens within a few, well-known venues.\\nRegarding academic traditions, some researchers said that\\nauthors can deviate ethnographies or systems development\\nif they do not engage with — or understand — it, which can\\ncause those researchers to not learn from or cite that work\\n(P4, P5, P19, P27). As in TxB , participants did not mention ef-\\nforts to promote more and more relevant citation exchanges\\nacross HCI conferences tracks.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,387,666,403],\"text\":\"$T_{BD}$ — Basic Research to Design Practice\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,405,747,549],\"text\":\"Our participants initially marked T $_0$ @0 as the rarest transla-\\ntional path. Basic researchers do not plan studies or write\\npapers with the objective of influencing practice; and P19\\nmentioned that “HCI is so important because it sits in between\\nbasic research and design practice to do the translation.” For\\nP6, P17, P24, and P33, T $_3$ @0 is where the understanding and\\naccess barriers are more salient. However, although rare,\\nparticipants acknowledged that basic research can influence\\nHCI practice, and provided a few examples.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,550,747,821],\"text\":\"One approach is to translate basic science into content\\nto be consumed more broadly. For example, pop psychol-\\nogy books [6, 29] are often written by practitioners with\\nscientific training, sharing scientific findings blended with\\npersonal industry experience or partnering with scholars.\\nof our participants had written or helped to write such\\nkind of books; instead they accomplished other types of out-\\nreach such as participating in radio talks and contributing\\nto news articles about science (P6, P17, P24). Second, trans-\\nlating content and disseminating it for a targeted group of\\npractitioners, in events (P24, P43), and in discussions with\\npractitioners that are actively searching for new knowledge\\nto inform product development (P4, P8, P17, P30, P33). Third,\\nparticipants agreed that training in basic research affords\\nthe abilities to partner with practitioners through research\\nmethod skills and deep scientific understanding (P6, P17, P24,\\nP28, P33, P40, P43).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,837,488,854],\"text\":\"Bubble-up\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,955],\"text\":\"Bubble-up, an important aspect of our model (Figure 2 ), has\\nbeen discussed in prior work [32] . Our participants who\\nengaged in Bubble-up work described mostly researcher-led\\nstrategies to help practice knowledge to influence research.\\nThey also voiced the impression that most of their colleagues\\ndo not do the same because they are either not personally\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,113,1012],\"text\":\"Paper 1\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300231", "source_image_path": "test_data/3290605-3300231/3290605-3300231_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300231/results/output_json/3290605-3300231_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,188],\"text\":\"interested in design, or for lack of incentive. For P15,\\n\\\"It is\\ncrucial for researchers to really engage with practitioners and\\nknow how things are done in industry. This is, or should be, the\\nminimum requirement to contribute to design.\\n\\\"\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,394,443],\"text\":\"In our interviews, practitioners mentioned not engaging\\nwith bubble-up. UX researchers and designers are most often\\nnot incentivized to broadcast findings because of intellec-\\ntual property restrictions (P12, P35). However, disseminating\\ncarefully vetted case studies in platforms such as Medium\\nhas been more common among practitioners. Although our\\nparticipants did not have experience with such forms of com-\\nmunication, they mentioned an interest in doing so for per-\\nsonal branding (P29, P39, P41, P42). Interestingly, we heard\\nfrom all HCI practitioners that instructors with professional\\nexperience as designers or engineers effectively made the\\n\\\"academia-industry linkage\\\" (P35) in the classroom, bringing\\nknowledge from practice into the education of a new gener-\\nation of practitioners. This view was consistent among HCI\\nprofessors who had industry experience (P10, P11, P13, P15,\\nP34, P35, P38).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,394,666],\"text\":\"HCI researchers interested in learning insights from prac-\\ntice put effort into a few strategies that they deem successful,\\nsuch as organizing and attending practitioner-oriented con-\\nferences (P9, P13, P15, P24); keeping track of students who\\ngo on to leading industry positions (P13, P29, P31); and using\\nonline design groups: \\\"I'm part of Facebook and Slack groups\\nto talk to practitioners. Most of the times we talk about new\\ntools or books, design trends, but sometimes deeper issues and\\nmethods. It's very varied but focused on practice only. ItaÂŽs\\nalmost like a crowdsourced design encyclopedia on current\\ntopics.\\\" (P15). The Bubble-up goals that our participants men-\\ntioned were: to learn what practitioners care about (P9, P13,\\nP15, P24), to gain insights about design field trends (P13, P29,\\nP31), to improve teaching (P15) and syllabi (P13).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,681,345,698],\"text\":\"Different Translators and Translational Work\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,703,394,767],\"text\":\"Through our interviews, we uncovered different types of\\ntranslations that address TS barriers: the design of example\\nproducts, people transfer, education, use of research knowl-\\nedge in industry research, and science communication.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,873],\"text\":\"Synthesizing Information into contextualized products. This\\ntype of translation, achieved through the collaborative work\\nof basic researchers, applied researchers, and designers, can\\nentail both translating basic knowledge into research con-\\ncepts for testing and applied research into prototypes and\\nguidelines that can facilitate adoption in design practice.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,874,394,954],\"text\":\"In the interviews, we heard specific instances of transla-\\ntional work altering the original research insight to create a\\nnew product to address more contextualized problems. Both\\nin $T_{BA}$ and in $T_{AD}$ , knowledge can get lost in translation\\nbecause of the synthetic nature of design, which is reflected\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"in the accounts of basic and applied researchers who have\\nengaged in translations (P8, P19, P24). P24 mentioned that a\\nforay into applied research required making many conces-\\nsions and changing their initial ideas because of technical\\nand design constraints. P19 in turn mentioned the need to\\nmake a design method compatible with industry practices,\\nwhich required drastic adaptations.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,746,348],\"text\":\"The challenge in translating research into products or\\nmethods is described by Chilana et al. through the creation\\nof a new venture born out of HCI research focusing on adop-\\ntion [17] and by the concept of appropriation used by Gray\\net al. [32] . As seen in the previous paragraph, not only do\\ndesign practitioners partially appropriate knowledge, so do\\nresearchers when attempting to bridge gaps.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,355,747,723],\"text\":\"People transfer as knowledge transfer . Chilana et al.'s migra-\\ntion from academia to starting a venture [17] represents a\\nsecond path that drives translations: the movement of peo-\\nple. People move across gaps and steps, such as students or\\nprofessors working in industry temporarily through sabbati-\\ncals, collaborative projects, or consulting, permanently after\\ngraduating or after a career change. People carry knowledge\\nand skills with them. Most participants mentioned that in-\\ndustry researchers, for example, whether trained in applied\\nor basic research, can help translate the terminology of aca-\\ndemic contributions (both in $T_{00}$ and $T_{A D}$ ). We interviewed\\nindustry researchers with academic training, who shared\\nhow they have used academic research to inform their work.\\nFirst, industry researchers said that, most commonly, their\\nknowledge of research methods is employed on a day to\\nday basis. Second, they use scientific findings to inform the\\ncreation of study protocols and initial product design direc-\\ntions. In these two latter cases, industry researchers benefit\\nfrom their academic experience in reading and conducting\\nscientific studies to quickly evaluate and identify takeaways\\nin existing bodies of knowledge, contextualizing that knowl-\\nedge to the problems that their companies face for the design\\nof products or services (P12, P16, P17, P40, P42).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,723,746,899],\"text\":\"Connected to the points above, most participants called\\nout one particular form of people transfer – education – as\\nperhaps the most common path for HCI to influence design\\npractice. Academia usually contributes to society with re-\\nsearch findings, but HCI researchers in academia also partici-\\npate in the training of practitioners. Multiple HCI professors\\nmentioned that teaching HCI theory in classes is challenging\\nand how to do so effectively is an open question. “ How do\\nwe effectively train people to be sensitive and make them think\\nabout these questions [referring to information privacy and\\npersuasive design] when they go into the workforce? ” (P1) .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,746,953],\"text\":\"Formal and informal science communication. While papers\\nare a primary communication artifact among researchers,\\ntime constraints hinder their use by industry researchers. To\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,113,1013],\"text\":\"Paper 1\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300231/results/markdown/3290605-3300231_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[108,119,707,185],\"text\":\"“They Don’t Leave Us Alone Anywhere We Go”:\\nGender and Digital Abuse in South Asia\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[111,203,262,268],\"text\":\"Nithya Sambasivan\\n\\nGoogle\\nUSA\\n\\nnithysamba@google.com\",\"reading_order\":4,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[307,205,505,267],\"text\":\"Amna Batool\\n\\nInformation Technology University\\n\\nPakistan\\n\\nbatool.amma@iutu.edu.pk\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[543,203,708,265],\"text\":\"Nova Ahmed\\n\\nNorth South University\\n\\nBangladesh\\n\\nnova.ahmed@northsouth.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[113,280,261,344],\"text\":\"Tara Matthews\\n\\nIndependent Researcher\\nUSA\\n\\ntaramatthews@gmail.com\",\"reading_order\":7,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[336,279,477,344],\"text\":\"Kurt Thomas\\n\\nGoogle\\nUSA\\n\\nkurtthomas@google.com\",\"reading_order\":8,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[544,279,707,342],\"text\":\"Laura Sanely Gaytán-Lugo\\nUniversidad de Colima\\nMexico\\nlaura@ucol.mx\",\"reading_order\":9,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[234,357,362,418],\"text\":\"David Nemer\\nUniversity of Kentucky\\nUSA\\ndavid.nemer@uky.edu\",\"reading_order\":10,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[412,356,634,451],\"text\":\"Elie Bursztein,\\nElizabeth Churchill,\\nSunny Consolvo\\n\\nGoogle\\nUSA\\n\\n[elieb,echurchill,sonsolvo]@google.com\",\"reading_order\":11,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,462,141,479],\"text\":\"ABSTRACT\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,484,396,755],\"text\":\"South Asia faces one of the largest gender gaps online glob-\\nally, and online safety is one of the main barriers to gender-\\nequitable Internet access [GSMA, 2015]. To better understand\\nthe gendered risks and coping practices online in South Asia,\\nwe present a qualitative study of the online abuse experiences\\nand coping practices of 199 people who identified as women\\nand 6 NGO staff from India, Pakistan, and Bangladesh, using\\na feminist analysis. We found that a majority of our partici-\\npants regularly contended with online abuse, experiencing\\nthree major abuse types: cyberstalking , impersonation , and\\npersonal content leakages . Consequences of abuse included\\nemotional harm, reputation damage, and physical and sex-\\nual violence. Participants coped through informal channels\\nrather than through technological protections or law en-\\nforcement. Altogether, our findings point to opportunities\\nfor designs, policies, and algorithms to improve women's\\nsafety online in South Asia.\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,768,173,786],\"text\":\"CCS CONCEPTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,790,394,823],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\nHCI.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,463,530,480],\"text\":\"KEYWORDS\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,484,746,517],\"text\":\"Online abuse; Privacy; Stalking; Impersonation; Leakage;\\nIndia; Pakistan; Bangladesh; Women; Coping; Impacts\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,521,554,535],\"text\":\"ACM Reference Format:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,535,747,654],\"text\":\"Nithya Sambasivan, Arma Batool, Nova Ahmed, Tara Matthews,\\nKurt Thomas, Laura Sanely Gaytan-Lugo, David Nemer, and Elie\\nBursztein, Elizabeth Churchill, Sunny Consovo. 2019. \\\"They Don't\\nLeave Us Alone Wherever We Go\\\": Gender and Digital Abuse in\\nSouth Asia. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland\\nUK . ACM, New York, NY, USA. 14 pages. https://doi.org/10.1145/\\n3296005.3300232\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,661,549,679],\"text\":\"1 INTRODUCTION\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,681,747,955],\"text\":\"The Internet is expanding its reach across South Asia, but\\nonly 29 % of users from India are women [47] . Likewise,\\nwomen in South Asia are 26 % less likely than South Asian\\nmen to own a phone and 70 % less likely to connect to the\\nInternet via a mobile device [41] . One of the largest barri-\\ners to gender-equitable participation in this region is online\\nsafety (among other barriers like affordability and relevance),\\ndriven in part by fear of contending with harassment [41]\\nand risks to one's reputation [54] . Consequences of online\\nabuse can be extreme. For example, Qandeel Baloch, a social\\nmedia celebrity in Pakistan, was murdered by her brother\\nin 2016 for posting selfies that he perceived to mar their\\nfamily's honor [39] . In another incident, Vinupriya in India\\ncommitted suicide after her social media profile photo was\\nstitched to a semi-nude body and spread virally [67] . Naina\\nRahman of Bangladesh attempted suicide after a similar im-\\npersonation incident in 2017 [57] . The fear surrounding these\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,853,394,925],\"text\":\"Permission to make digital or hard copies of part or all of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full citation\\non the first page. Copyrights for third-party components of this work must be honored.\\nFor all other uses, contact the owner/author(s).\\nCITI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,924,243,953],\"text\":\"c c 2013 Cengage Learning. All Rights Reserved.\\nhttp://dx.doi.org/11.1145/2396055.330023\",\"reading_order\":23,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 2\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"events further reduces the online participation of women in \\nan already gender-unqueel Internet context [41].\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,394,348],\"text\":\"The specter of online abuse is not unique to South Asian\\nwomen. People across the Internet contend with a gamut\\nof threats including harassment [6] , bullying [31] , revenge\\nporn [26] , and doxxing [21] . Compared to men, women are\\nmore likely to be targets for online abuse [25, 55, 96] . De-\\nspite this breadth of prior work, existing studies largely\\nfocus on Internet users in the United States and Western\\nEurope (e.g., [14, 19, 21, 22, 26, 29, 96] ). However, abuse expe-\\nriences do not generalize uniformly across the world. South\\nAsia represents a distinct context where gender inequality is\\nhigh [34] , technology is newly emerging [61] , and cultural\\nnorms and expectations are unique to the region [83] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,395,666],\"text\":\"In this paper, we aim to show the manner in which abuse is\\narticulated online in the everyday, gendered lives of women\\nin India, Pakistan, and Bangladesh. We draw from qualitative\\ninterviews with 199 cisgender and non-cisgender members\\nwho identified as women and 6 staff members at four NGOs\\nthat provide services to abuse victims in the region. ‘Online\\nabuse’ refers to privacy invasions, malicious activity, harm\\ntactics, and other forms of marginalization that participants\\nreported experiencing. We recruited participants across so-\\ncial classes, religions, and ages to capture a cross-section of\\nexperiences and perspectives. We did not intentionally sam-\\nple victims of abuse, but instead sought out general technol-\\nogy users. Our study addresses three research questions: (1)\\nwhat types of online abuse do South Asian women face and\\nhow pervasively?, (2) how is the online abuse copied with?,\\nand (3) what are the impacts of online abuse? These questions\\nprovide a unique lens into the experience, prevalence, and\\nseverity of abuse facing an otherwise newly emerging popu-\\nlation of Internet users. We employ a South Asian feminist\\nlens to engage with the research and its implications.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,395,890],\"text\":\"We found that a majority (72 % ) of our participants re-\\nported experiencing online abuse, especially on social media\\nplatforms. We collated these experiences into three consis-\\ntent abuse types. Cyberstalking involved an abuser initiating\\nunwanted contact (reported by 66 % of participants). Imper-\\nsonation involved an abuser creating a malicious likeness of\\nthe victim without their consent (15 % ). Personal Content Leak-\\nages involved an abuser non-consensually exposing the par-\\nticipant’s online activity in unwanted social contexts (14 % ).\\nWe found that younger and rural, sexual minorities, and\\nlow-income participants reported abuse more commonly.\\nCyberstalking was more commonly reported by Indian par-\\nticipants, and impersonation and personal content leakages\\nwere higher among Pakistani and Bangladeshi participants.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,955],\"text\":\"Abuse in South Asia is materially different from what is\\nreported in other geographic or cultural contexts. Even seem-\\ningly minor infractions, such as a stranger lifting a partici-\\npant’s profile photo or leaking their name, carried significant\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,219],\"text\":\"consequences. Participants cited emotional harm, reputation\\nharm, romantic coercion, and domestic violence as conse-\\nquences of online abuse. Taken as a whole, prevalence and\\nseverity of the abuse types we identify are substantively\\ndifferent from other contexts due to the influence of local\\nnorms and power relations.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,747,347],\"text\":\"Participants largely did not turn to law enforcement or in-\\napp reporting on social media platforms for support in online\\nabuse situations. Instead, they relied on informal solutions;\\nfor example, half the participants reached out to friends\\nor family for support. Other coping techniques included\\nlimiting the information provided on social profiles, posting\\nnon-face photos on their profiles, and using mechanisms to\\nestablish trust with contacts online.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,747,459],\"text\":\"In summary, we make two primary contributions. We\\npresent a qualitative study examining the online abuse ex-\\nperiences of South Asian women, the consequences they\\nface due to abuse, and their coping practices. Secondly, we\\ndiscuss the implications of our results in enabling technol-\\nogy creators to design their systems and policies to better\\naccount for these threats in South Asia.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,470,550,487],\"text\":\"2 RELATED WORK\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,487,600,503],\"text\":\"Types of online abuse attacks\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,506,747,777],\"text\":\"Prior research has explored abuse online in the context of\\nsexual harassment [78] , cyberstalking [11] , catfishing [52] , re-\\nvenge porn [26] , doxxing [21] , sextortion [99, 100] , intimate\\npartner violence [30, 31, 36, 37, 60, 89, 101] , and more. Part-\\nicipants from research on abuse included school children [32] ,\\ncollege students [33] , online gamers [44, 49, 94] , celebri-\\nties [80] , Wikipedia contributors [27] , dating site users [59] ,\\nand intimate partner abuse survivors [30, 31, 36, 37, 60, 89,\\n101] . Women experience a wider variety of online abuse than\\nmen, and are more likely to be angry, worried, or scared as\\na result [55] ; with younger women [78, 96] , and sexual and\\nracial minorities [31, 78] being more susceptible to online\\nabuse. Across the abuse literature, there has been an em-\\nphasis largely on North American and Western European\\npopulations. We now highlight related work on cyberstalk-\\ning, impersonal, and personal data leakages — the three\\nmain abuse types articulated by our participants.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,778,746,906],\"text\":\"Cyberstalking. Stalking encompasses a range of behaviors\\ninitiated by an individual who engages in a pattern of harass-\\ning or threatening behavior [15] , manifesting as following a\\nperson, making harassing phone calls, leaving written mes-\\nsages, or vandalizing property [93] . Cyberstalking is where\\nthe Internet is used to identify and target victims [11] . A\\n2017 PEW survey conducted with 4,248 U.S. adults notes that\\n7 % reported experiencing cyberstalking [78] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,747,954],\"text\":\"Impersonation. Impersonation is described as \\\"pretending to\\nbe someone else and sending or posting material to get\\nthat person in trouble or danger or to damage that person's\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,113,1013],\"text\":\"Paper 2\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,283],\"text\":\"reputation or friendships\\\" [98] . Impersonation can be harm-\\nful to both the people who interact with the profile and to\\nthe person whose identity is co-opted [52] . Impersonation\\noccurs in the form of stolen identities of real people [91] ,\\ncelebrities [80] , and bots [40] . Attacks can manifest as false\\nsocial identities [91] , deepfakes [80] , phone call spoofing [10] ,\\nor e-mail spoofing [38] . Impersonation can result in financial\\nloss [86, 91] , romantic loss [86] , and emotional withdrawal\\n[86] . Lenhart et al. in their 2016 survey with 3,002 Americans\\nreport that 6 % experienced impersonation [55] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,283,394,428],\"text\":\"Personal content leakages. Doxxing is the outing of pri-\\nvate information, such as intimate photos or finances, non-\\nconsensually to the public [13] . Doxxing is instigated by\\nfactors like public vigilantism [3, 21] , offline harassment\\n[81] , and shaming [13] . Revenge porn is the distribution of\\nprivate, sexually-explicit images of individuals without their\\nconsent [5] , making the victim a `sex object' with a damaged\\nreputation [43] . In Lenhart et al.'s 2016 survey, revenge porn\\nwas reported by 2 % of respondents [55] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,439,267,456],\"text\":\"Strategies for coping with abuse\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,459,394,842],\"text\":\"Research on coping practices has also focused mainly on\\nWestern populations. Unabated, victims tend to ignore low-\\nseverity abuse [78] , while more severe forms can result in\\nvictims withdrawing from platforms [25, 27, 29, 35, 65, 96] ;\\nself-censoring [70] ; feeling anxiety [73] ; and committing sui-\\ncide [90] . To cope with abuse, victims may adopt anonymous\\nand gender-neutral identities, self-limit content, use humor,\\nand avoid communication with others [35, 54, 96, 97] . Some\\nrely on reactive strategies like ignoring abuse, confronting\\nabusers, avoiding location sharing, editing privacy settings,\\nand deleting accounts [49, 55, 97, 100] . Social support may\\nbe sought through through online communities [14, 29, 35]\\nand women-only spaces [12] . A sizeable 27 % of victims re-\\nported abuse to technology platforms in Lenhart et al.'s 2016\\nsurvey [55] . However, platforms may lack consistency in\\npolicies and there may be non-transparency in responses to\\nreports of abuse [19, 74] . Prior research in the West shows\\nthat abuse victims rely heavily on technological options like\\nself-limiting content, reporting abuse, or modifying privacy\\nsettings [35, 55, 96] . For more severe incidents, victims seek\\nsupport from law enforcement [100] . Abuse laws are seen as\\nless supportive of women, but restraining orders are some-\\ntimes used [25, 58, 58] . Victims may also rely on women's\\nshelters for severe abuse [30, 55, 60] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,842,394,955],\"text\":\"Similarities across these prior results from the West and\\nour results from South Asia include that women commonly\\nexperience online abuse; with marginal sub-groups report-\\ning more abuse. Also, women are stigmatized for receiving\\nabuse and limit their use of platforms to protect themselves.\\nNotable differences in our research include our sample of\\nprimarily new technology users who cope through simple\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,267],\"text\":\"technology strategies (e.g., more likely to change their profile\\nphoto than update privacy settings as observed in Western\\npopulations); a higher prevalence of the three abuse types\\n(e.g., 14 % content leakages among our participants over 2 %\\nin the U.S.); differences in what is defined as abusive (e.g.,\\nfully-clothed photos were threatening in South Asia whereas\\nnude photos were reported in the West); and a heavy reliance\\non informal support from family (over in-app reporting and\\nlegal and police recourse as noted in related work).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,293,545,310],\"text\":\"Abuse in South Asia\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,315,746,619],\"text\":\"Gender-based spousal and domestic abuse is well documented\\nin India, Pakistan, and Bangladesh (e.g., 50, 62, 76, 102). Dis-\\ntinguishing factors in the South Asian context (as compared\\nto the West) include the high acceptability of domestic vio-\\nlence within certain limits and a dearth of institutional sup-\\nport for women [62]. Across various studies, it is observed\\nthat rather than surrendering to abuse, women establish a\\nrange of coping and resistance mechanisms, cognizant of\\ntheir social and structural limitations [50, 53, 63, 76, 102].\\nMost often, women seek help from parents [62, 102]. In inter-\\ngenerational families, in-laws are approached for serious\\nviolence [102]. In rural areas and urban slums, neighbors\\nmay intervene during times of violence, due to proximity\\n[62]. Women rarely approach formal options (such as the\\npolice and shelters) due to patriarchal attitudes and difficulty\\nin accessing the services [102]. Leaving a relationship or\\nseeking a safe shelter is rare, although higher financial sta-\\ntus and strong family support can motivate women to leave\\n[48, 53, 62, 102].\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,619,746,826],\"text\":\"Another stream of related work is on gender-based public\\nsafety concerns in South Asia ( e.g. [9, 20, 51] ). A common\\ntheme is that women regularly use technology to feel safe\\nin public spaces, such as by taking photos of vehicles and ac-\\ncessing their social networks [20, 51] . Another theme across\\nthis research is that the police are trusted for public safety\\nlike crime, but not for personal safety [20, 51] , resulting in\\nlow use of SOS helpline by women [9, 51] . Prior research\\nhas examined safety attitudes of women towards digital sys-\\ntems, such as Bangladeshi women hesitating to use biometric\\nsystems because of male staff members and Indian transgen-\\nder women finding it difficult to get Aadhar identity cards\\nbecause of discriminatory attitudes of officials [8, 16, 87, 95] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,746,954],\"text\":\"Prior work touches upon online abuse in South Asia, but it\\nis not the focus of inquiry. For example, urban Indian women\\nhad impersonation concerns when providing their phone\\nnumbers to log in to public Wi-Fi [82] . Civil society groups\\nin India, Pakistan, and Bangladesh report that cyberlaw is\\ninadequate and the police are not well equipped to fight\\nonline threats [1, 4, 54] . Institutional support like woman's\\nshelters are scarce and sometimes rape occur in shelters ( e.g.,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,113,1012],\"text\":\"Paper 2\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,124,395,157],\"text\":\"[69] . Abuse reporting is further limited by victim blaming\\nand abuse justification through culture and religion [4] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,165,205,182],\"text\":\"South Asian feminism\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,186,395,570],\"text\":\"Our analysis is shaped by South Asian feminist perspectives,\\nrecognizing the cultural explanations and local practices at\\nplay with technology. While South Asia has pluralistic reali-\\nties, India, Pakistan, and Bangladesh have had great feminist\\nsolidarity, in part because they all belonged to an undivided\\nIndia before 1947 and share a strong history of cultural inter-\\nchange, trade, and family connections [28, 56, 63, 79, 88]. A\\nSouth Asian feminist stance allows us to examine marginal-\\nized communities as encountering and subverting forces\\nof power. It allows us to locate such acts in regional speci-\\nficities of family, class, sexuality, and religion. South Asian\\nfeminism is often produced within the auspices of postcolo-\\nnial feminism—a critique of the dominant Western feminism\\nthat saw non-white women of the Global South as powerless\\nvictims that needed rescuing or viewed gender as a universal\\ncategory not intersecting with other factors [23, 64]. Femi-\\nnism in South Asia moved from social reform movements\\nfor basic rights in the 19th century; to postcolonial feminism\\nafter 1940's dealing with dowry, women's work, land rights,\\npolitical participation, and fundamentalism; to the present\\nday feminism of #moote, caste solidarity, anti-violence, anti-\\ncensorship, and LGBTQ+ rights [23, 63]—our analysis is in-\\nformed by these movements, especially the struggles for\\nequity in contemporary South Asia.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,578,198,594],\"text\":\"3 METHODOLOGY\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,598,395,837],\"text\":\"Between May 2017 and January 2018, we conducted semi-\\nstructured, in-person interviews and focus groups with a to-\\ntal of 199 cisgender and non-cisgender members from India,\\nPakistan, and Bangladesh$^{1}$ . Of the entire sample, 2 partici-\\npants self-identified as lesbian, 6 as queer, 3 as transgender\\nmale-to-female members, and rest were cis-gender mem-\\nbers often in heterosexual relationships. We conducted 58\\nfocus groups and 25 interviews with participants. We also\\ninterviewed 6 non-governmental organization (NGO) staff\\nmembers (founders, managers, and crisis helpline leads) for\\ntwo hours each in four women's safety and LGBTQ+ NGOs\\ntackling online abuse in South Asia. We included NGO staff\\nmembers to understand support systems and abuse experi-\\nences that might otherwise not be reported by participants\\ndue to fear, stigma, or their association with criminal activity.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,837,395,870],\"text\":\"Focus groups each included three participants who knew\\neach other, such as co-workers or neighbors, to facilitate\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"easier rapport and trust based on their common ground (see\\n'limitations'). Each session focused on participant's aspira-\\ntions, Internet use, and safety concerns, lasting about 2 hours\\neach. Safety-related questions were semi-structured, focus-\\ning on experiences with, reactions to, and impacts of abuse.\\nFor participants who preferred to speak alone, we conducted\\none-on-one interviews using the same questions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,746,396],\"text\":\"All ten researchers share diverse ethnicities, birth coun-\\ntries, religions, and sexualities, but share political solidarity\\non feminism and technology design within which we locate\\nthis research. Most of us come from privileged positions\\nof class and/or caste. All authors have been committed to\\nresearching gender, power, or counter-abuse in our work.\\nThe first author constructed the research approach and first\\nthree authors moderated in India, Pakistan, and Bangladesh\\nrespectively, as native researchers and regional experts. All\\nauthors were involved in data analysis and reporting.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,414,667,431],\"text\":\"Participant recruitment and moderation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,434,746,594],\"text\":\"We recruited participants through a combination of recruit-\\nment agencies, NGOs, and personal contacts, using snowball\\nand purposive sampling that was iterative until saturation.\\nWe relied on input from regional experts when selecting\\nincentives. We conducted interviews in local languages and\\ntranslated to English during transcription in order to do\\ncomparative analysis [66] across our international team. Al-\\nthough we were vigilant about transcribing social, technical,\\nand design terms verbatim, it is possible that some new etc\\nterm may have been introduced in the translations.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,595,747,882],\"text\":\"We determined sample size based on ensuring representa-\\ntive coverage, balanced with recruitment resources available\\nin each country. In order to obtain a well-balanced sample,\\nwe recruited participants such that roughly a third of partic-\\nipants each were of high, medium, and low socioeconomic\\nstatus (SES) verified through income, education and material\\npossessions [68] . Participants ranged from 18 to 65 years\\nold. All were mobile phone owners, with 177 smart phone\\nowners and 22 feature phone owners, with 161 prepaid sub-\\nscribers. We interviewed LGBTQ+ members in India in safe\\nNGO premises, approaching them through NGOs and activist\\ngroups $^2$ , but did not do so in Pakistan and Bangladesh be-\\ncause of their high-risk safety status [46, 77] . Three-fourths\\nof participants lived with their families, with an equal mix\\nof nuclear families with spouse and children, nuclear fami-\\nlies without children, and multi-generational families with\\nwith parents, relatives, and/or in-laws (most had children);\\none-fourth lived alone or with roommates.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,885,395,954],\"text\":\"Our sample intentionally included heterosexual sexual members and gender and sexual mi-\\nnorities. We use the term 'women' because of the broad political location of the term\\nand the diverse ways that women participate in national elections. The term 'men' inven-\\ntations by conjoining binary biological identities and signifying the heterosexual sexat-\\nion of men was not used to denote actual sexual persons and identities used by\\nparticipants themselves when we quote them.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,928,745,954],\"text\":\"↑ \\\"LGBT+\\\" relations in India were considered illegal during the time of interviews, but\\nwere later recognized legally by the Indian supreme court in September 2018 [45]\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 2\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,125,193,141],\"text\":\"Analysis and coding\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,352],\"text\":\"Transcripts were coded and analyzed for patterns using an\\ninductive approach [92] . We focused on stories about (i) ac-\\ncess to devices and technology usage; (2) abusive incidents\\nonline; (3) abusers and perceived causes of online abuse; (4)\\nstrategies for coping with online abuse; (5) the role of formal\\nand informal support systems in dealing with online abuse;\\nand (6) the impacts of online abuse. From a careful reading\\nof the transcripts, we developed categories and clustered ex-\\ncerpts together, conveying key themes from the data. Three\\nteam members created a code book based on the themes, with\\nthree top-level categories (types of abuse, coping practices,\\nand consequences) and several sub-categories (e.g., image\\ndistortion, abuse reporting, and reputation damage).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,353,394,527],\"text\":\"Numbers reported throughout the paper represent the per-\\ncentage of participants who self-reported a personal abuse\\nexperience, harm, or coping practice, in a focus group or\\ninterview setting. Percentages are derived from coding each\\ntranscript for each individual's personal occurrences of abuse\\ntypes, harms, and coping practices (for focus groups, each\\nparticipant was coded individually). NGO participants were\\nnot included in these numbers. While we present qualitative\\nreports of participants who reported experiences of contacts\\nknown to them to further characterize the local experience,\\nwe do not include these reports in the percentages $^2$ .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,540,286,556],\"text\":\"Research ethics and anonymization\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,560,394,912],\"text\":\"We protected participant safety, and created neutral and non-\\njudgmental spaces, by inviting them to coffee shops, restau-\\nrants, university campuses, and NGO locations where they\\nfelt safe and comfortable. We used same-gender and same-\\nethnicity moderation to leverage common cultural ground\\nand build trust. During recruitment, participants were ver-\\nbally told the purpose of the study, the categories of ques-\\ntions, and the Google affiliation of the researchers, providing\\npotential participants an opportunity to decline participa-\\ntion prior to interviews. At the beginning of each interview,\\nthe moderator obtained verbal informed consent from all\\nparticipants and explained the study topics, in the language\\nparticipants chose. We also informed participants that they\\nhad the right to terminate the study at any point without\\nforfeiting the incentive. We explained the methods of record-\\ning to participants ( e.g., audio, video, notes, or none), after\\nwhich participants chose the technique they were most com-\\nfortable with. We stored all data in a private Google Drive\\nfolder, with access limited to the research team. To protect\\nparticipant identities, we deleted identifying information like\\nnames and contact details in all research files. Furthermore,\\nwe redacted any identifying information by working with\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,190],\"text\":\"privacy experts. When presenting our findings, we report\\nonly pseudonyms, age ranges, and locations (if the popula-\\ntion is larger than 100,000 residents) to protect participant\\nprivacy; for LGBTQ+ participants, we exclude age ranges.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,212,671,228],\"text\":\"Country-specific demographics & details\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,231,746,470],\"text\":\"India. Our 103 participants in India included college stu-\\ndents, housewives, domestic maids, village farm workers, IT\\nprofessionals, bankers, small business owners, and teachers.\\nWe conducted focus groups in Chennai, Bangalore, Delhi,\\nKanpur, and villages in the state of Uttar Pradesh (an 85%\\nurban and 15% rural split across all locations). Of this sample,\\n11 identified their sexual and gender identities as bi-sexual,\\ntransgender, and lesbian and 2 had disabilities. We also inter-\\nviewed 4 staff from three NGOs working in women's rights\\nand LGBTQ+ rights (2 crisis helpline leads, 1 founder and 1\\nmanager). We identified the NGOs through Internet searches\\nand word-of-mouth references from the LGBTQ+ commu-\\nnity. We conducted interviews in Hindi, Tamil, Kannada, and\\nEnglish, depending on the participants' language preferences.\\nEach participant received 10–15 USD for participation.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,470,746,695],\"text\":\"Pakistan. Our 52 participants in Pakistan included house-\\nwives, students, gym trainers, janitors, beauticians, teachers,\\nsecurity professionals, and home tutors. We conducted fo-\\ncus groups in urban and surrounding rural areas of Lahore,\\nMultan, Rawalpindi, Peshawar, Karachi, and Hunza (an 80 %\\nurban and 20 % rural split across all locations). We also in-\\nterviewed 2 staff members in a women's safety NGO that\\nprovided counseling services for online abuse. We identified\\nthe NGO through word-of-mouth recommendations from\\nsome participants. We visited Muslim, Christian and Ismaili\\ncommunities to recruit participants. We conducted all focus\\ngroups in Urdu. We provided participants with goody bags\\nconsisting of food items worth up to 5 USD. We also provided\\ncash incentives worth 50 USD to facilitators in each city.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,695,746,838],\"text\":\"Bangladesh. Our 44 participants in Bangladesh included\\ngarment workers, housewives, teachers, medical doctors,\\nengineers, and day laborers. We conducted focus groups in\\nDhaka, Chittagong, and Sylhet (all urban). We contacted\\nparticipants from each group through a known contact, such\\nas a research team member, university staff, or personal\\ncontact. We conducted focus groups in Bengali. We provided\\nparticipants with incentives of warm food and monetary\\nincentives of 12 USD, or an equivalent gift.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,853,494,869],\"text\":\"Limitations\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,954],\"text\":\"Although our study included a diverse sample, it may be\\nsubject to common limitations of qualitative studies, includ-\\ning recall and observer bias, participant self-censorship, and\\nlimited generalizability of the results. We included percent-\\nages to indicate broad trends in our study sample of 199\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,928,393,953],\"text\":\"'it is possible that participants may distance themselves from abuse incidents by\\nspeaking in the third person or as a third party (see [75])\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 2\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,427],\"text\":\"women, not to generalize abuse types or reflect actual in-\\ncidence rates within a broader population of South Asian\\nwomen. This is particularly true as the interviews depended\\non what participants remembered and felt comfortable re-\\nporting in a semi-private setting (which could reduce their\\ncomfort level with speaking up, or conversely incentivize\\nspeaking among trusted contacts). Further, participants were\\ninformed beforehand and at the start of interviews about\\nthe nature of the study, and may have some level of willing-\\nness to discuss abuse-related topics. NGO staff participants\\ndiscussed more abuse incidents of high severity, perhaps be-\\ncause of their reduced risk of stigma or trauma as compared\\nto participants. While we attempt to highlight variations and\\nsimilarity across demographics in our results presentation,\\nfuture work could explicitly compare cohorts. Our study\\nprimarily reflects new technology users mainly on prepaid\\nconnections. Our numbers for LGBTQ+ (n=11) and persons\\nwith disabilities (n=2) are small, and only offer directional\\nresults, not conclusive findings.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,449,155,465],\"text\":\"4 FINDINGS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,468,395,803],\"text\":\"A majority of participants (72%) reported facing online abuse,\\nand many narrated severe abuse incidents. Out of the remain-\\ning 28%, 7 participants explicitly reported not having faced\\nany online abuse, and the rest did not mention any abuse inci-\\ndents. South Asian women are not a singular group and these\\nabuse experiences, impacts and resources vary across social\\nclass, age, sexual identity, and community, and we attempt\\nto underscore some of the variations. Overall, we found that\\nparticipants who were younger, low-income, rural, gender\\nminorities, or had disabilities reported greater abuse. Vari-\\nous factors appeared to contribute to greater abuse among\\nthese sub-groups, such as higher marginalization of minority\\ngender identity or orientation; higher expression of violence\\nat lower incomes (also seen in [17]); tighter nature of com-\\nmunity living spaces in urban slums and rural areas (also\\nseen in [85]); and higher marginalization of people with dis-\\nabilities (also seen in [71]. Refer to table 2 for incidence by\\nsub-groups. We describe the types of abuse faced by partici-\\npants, the impact of the abuse on their online activities and\\npersonal lives, and the coping practices they developed to\\nmitigate future abuse.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,821,259,838],\"text\":\"Types of online abuse reported\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,954],\"text\":\"Participants primarily reported three forms of abuse: cyber-\\nstalking, impersonation, and personal content leakage. We\\ncategorized abusive behaviors according to the `abuse type'\\ndefinitions shown in Table 1 , which focus on the actions\\nabusers took and the mechanism they employed (as opposed\\nto the abuser's motivations or victim harms, since we did\\nnot interview abusers and harms overlapped across abuses).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,748,492],\"text\":\"Cyberstalking (66%). Cyberstalking involved participants\\nreceiving constant, unwanted contact from male strangers\\nonline. Cyberstalking was the single most common form\\nof abuse reported, with 66% discussing at least one form of\\ncyberstalking, and 5 distinct incidents from NGOs. Younger\\nwomen predominantly reported experiencing cyberstalking\\nincidents, with some women experiencing such abuse on a\\ndaily basis; cyberstalking was more commonly reported in\\nIndia (73%) compared to Pakistan (65%) and Bangladesh (50%).\\nParticipants reported receiving daily calls, friend requests,\\nand direct messaging from unknown men (most of these\\nwere sexual in nature). Participants also described how social\\nplatforms and communication tools created new channels\\nfor connection and messaging that were leveraged by ill-\\nintentioned strangers. As an analogy, participants described\\nhaving firm control over their physical mobility and having\\nsome control over the associated risks of being out in public\\nspaces, but because of the broader potential for interpersonal\\nconnection enabled by online social platforms, they reported\\nbeing exposed to new vulnerabilities. Participants reported\\nthat they could generally ignore cyberstalking. However,\\nwhen made visible to family, it sometimes led to tensions\\nand violence, as we detail in the impacts section.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[422,498,556,514],\"text\":\"Friendship requests (55%)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,514,748,688],\"text\":\"Cyberstalking most commonly occured via friendship re-\\nquests accompanied by 'I love you' and other sexually ex-\\nplicit messages from strangers. Indian participants reported\\nhigher incidence of friendship requests (67) compared to\\nthose in Pakistan (46 % ) and Bangladesh (36 % ). Platforms de-\\nsigned with any connection element, including mechanisms\\nto call or direct message, were reported to lead to undesired\\ncontact. Shanti (a 25 to 30-year-old from Bangalore, India)\\ndescribed how even non-social platforms like classifieds and\\nmarketplaces led to unwanted personal attention via their\\ncommunication features.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,693,715,774],\"text\":\"\\\"On social media platforms they say 'I love you,\\n'\\ncome with me.\\n\\\" Everyday I get these requests. Re-\\ncently I posted a scooter ad on a classifieds app,\\nand even there I got requests,\\n'Do you want to have\\nsex'? They don't leave us alone anywhere we go.\\n\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,748,954],\"text\":\"Another form of cyberstalking involved strangers creat-\\ning false profiles posing as women or trusted contacts and\\nthen sending our participants deceptive friend requests. In\\nthe South Asian context, cross-gender interactions can be\\nproblematic because of gender and safety norms. Posing as\\na woman was a common abuse strategy to infiltrate into\\nindividual friend lists, women-only groups, and closely-knit\\ncommunities. Once abusers gained access, participants re-\\nported receiving direct messages and being tagged in con-\\ntent. In related cases, abusers copied the participant's photos\\nfor wider circulation (discussed later in personal content\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,113,1012],\"text\":\"Paper 2\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"leakages). Despite rigorous measures to protect themselves, \\nmany participants were deceived by sophisticated profiles \\nthat appeared to be authentic, through the use of common \\ninterests and relationships. In the case of Sapna (an 18 to \\n25-year old college student in Kanpur, India):\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,207,363,287],\"text\":\"\\\"Once I got a friend request from a girl who said\\nwe met at an arts college event. So I became friends.\\nThen she was messaging me everyday. Then I got\\na suspicion that she is a he. No girl will chat so\\nmuch and send hearts. Then she said 'Love you'\\n.\\n\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,290,270,306],\"text\":\"Unwanted phone calls and SMS (34%)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,306,394,418],\"text\":\"Cyberstalking also manifested as unwanted phone calls and\\nSMS, with a sexual or romantic intent. Participants felt in-\\ntentionally targeted due to their gender and reported that a\\nmajority of such incidents involved unknown male strangers.\\nMishita (a 20 to 25-year old garment factory worker in Dhaka,\\nBangladesh) reported how unwanted calls led to her parents\\nsuspecting her of engaging in relationships with men:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,420,362,502],\"text\":\"\\\"I get these calls a lot. Mainly after I recharge [top-\\nup] my phone at the shop. It's so irritating. I tell\\nthem I am married, have a baby, but still they call.\\nMy father asks me,\\n'who is calling you so many\\ntimes, is it a man.\\n\\\"\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,504,394,744],\"text\":\"Participants believed that abusers found their contact\\ninformation within and outside of technology platforms.\\nWithin platforms, participants reported that their contact\\ninformation was visible to abusers via platform searches\\nand mutual contacts. Outside of platforms, participants sus-\\npected that their phone numbers were distributed digitally\\nthrough male groups, like college peer groups and neighbor-\\nhood groups, and offline through top-up shops' (note that\\nwe describe a different abuse type in which abusers leaked\\ncontent in undesired contexts under 'personal content leak-\\nages'). A few participants reported increased cyberstalking\\nafter interacting with taxi services and delivery agents. For\\nexample, Sharifa (an 18 to 25-year old college student from\\nKarachi, Pakistan) described how taxi drivers contacted her\\nafter she used ridesharing apps.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,746,362,781],\"text\":\"\\\"Every time I take a taxi, I get 'good morning' or\\n'I love you' messages. It disturbs [others'] me.\\n\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,790,394,919],\"text\":\"Impersonation (15%) . Impersonation was another frequent\\ntype of abuse reported by participants, with 15% reporting\\nat least one type of impersonation threat, and 7 distinct inci-\\ndents from NGOs. Impersonation was reported more com-\\nmonly in Bangladesh (34%) and Pakistan (19%), compared\\nto India (6%). Impersonation was more commonly reported\\nby lower-income participants, younger participants, and sex-\\nual minorities. Here, abusers would copy a victim's profile\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,267],\"text\":\"or likeness and use it to create a maleficious profile or like-\\nness, without the victim's consent. Participants discussed\\ntwo common approaches: (i) stitching pornographic images\\nto an individual's face (which we refer to as synthetic porn );\\nand (ii) stealing an individual's identity to create a false,\\ndisreputable profile. Participants felt that motivations for\\nsuch attacks were to humiliate women who went against\\ndominant societal values ( e.g., for wearing modern clothing).\\nSynthetic porn (6%)\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,267,747,604],\"text\":\"Synthetic porn involved superimposing pornographic im-\\nages below women's faces. A non-trivial 6 % of our partici-\\npants reported experiencing synthetic porn. Threats of this\\ntype were complicated by the fact that these participants\\nwere initially unaware that their personal content was copied,\\nmanipulated, and reshared on social media platforms. For ex-\\nample, one participant's vacation selfie on a social platform\\nwas manipulated and spread virally, without her knowledge.\\nof the participants who reported experiencing a syn-\\nthetic porn attack were aware of or alerted immediately after-\\nward; rather, negative repercussions from their community\\nmade them aware that their identities had been misappropri-\\nated. In Dhaka, Saffiya (a 18 to 25-year-old college student\\nfrom a low-income community) recounted an incident of\\nhow a sister's display picture was superimposed onto a nude\\nbody and circulated on social media. The photo circulated\\non social networks for a while, before the family discovered\\nthe damage to her reputation from negative gossip within\\nthe community. For many participants, the fear of synthetic\\nporn led to content censoring, such as using non-face images\\nas profile photos (we discuss more under `coping practices').\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,609,691,626],\"text\":\"Stealing a victim's identity for a false profile (12%)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,626,746,833],\"text\":\"Twelve percent of our participants experienced imperson-\\nation attacks that involved an abuse creating a malicious\\nor disreputable likeness of a victim's identity without the\\nvictim's knowledge. Consider the case of Mariyam (an 18 to\\n25-year-old gym trainer in Lahore, Pakistan). When Mariyam\\nwas in the 12th grade, her profile photo and identity were\\nexploited to create a sexually-revealing, false profile. She\\ndescribed that many male classmates made sexual gestures\\nto her suddenly. Later, one of her classmates told her about\\nthe incident. Mariyam's school principal rebuked her \\\"loose\\ncharacter\\\" and blamed her family for raising a morally cor-\\nrupt daughter. Mariyam luckily recovered from the incident\\nby shutting down her account with family support.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,833,746,945],\"text\":\"Participants in Pakistan reported account hacking by\\nstrangers to maliciously modify their profiles. For example,\\nFaiza (an 18 to 25-year old student from Peshawar, Pakistan)\\ndescribed how her account was misappropriated to falsely\\nshow that she was engaged to an unknown man. Fear of\\nhacking was widespread and participants coped with this\\nconcern by carefully befriending only trusted contacts (even\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,929,392,954],\"text\":\"\\\"In 2017, the Hindustan Times reported that top-up shopkeepers were buying\\nwomen customers' phone numbers and selling them in bulk packages to strangers [2]\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,113,1012],\"text\":\"Paper 2\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300232", "source_image_path": "test_data/3290605-3300232/3290605-3300232_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300232/results/output_json/3290605-3300232_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"tab\",\"bbox\":[71,123,753,412],\"text\":\"
Abuse typesMechanismsHarmsCoping practices
Cyberstalking (66%) Undesired contact from strangers on platforms. IN: 73%, PK: 65%, BG: 50%·Friendship requests from strangers (55%) ·Unwanted SMS and calls (34%)·Self censorship and limited participation ·Emotional damage ·Physical violence·Block requests ·Limit information online ·Use fake identities ·Check for mutual trust
Impersonation (15%) Malicious likeness of a victim's identity, created or modified without consent. IN: 5%, PK: 19%, BG: 34%·Synthetic porn (6%) ·False profiles using a victim's identity (12%)·Reputation damage ·Emotional damage ·Physical violence·Proactively change profile photos to non-face images ·Support from family and friends ·Support from NGOs
Personal leakages (14%) Non-consensual exposure of interactions and content in unwanted social contexts. IN: 7%, PK: 25%, BG: 18%·Non-consensual sharing of photos, conversations, and identity (14%)·Reputation damage ·Emotional damage ·Coercive romantic involvement ·Physical violence·Support from family and friends ·Support from NGOs ·Support from police
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A table details three types of online abuse: Cyberstalking, Impersonation, and Personal Leakages. For each abuse type, the table lists mechanisms, harms experienced, and coping practices. Percentages are provided for the prevalence of abuse types and some mechanisms across different regions (IN, PK, BG).\",\"figure_path\":\"tables/3290605-3300232_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,413,746,460],\"text\":\"Table 1: Threat model of online abuse types, harms, and coping methods among participants in South Asia (percentages exclude\\nNGO staff). Participant reports are likely to be low estimates, because of the stigma and trauma of discussing abuse. Among\\nonly 6 NGO staff interviews, we heard an additional 15 distinct incidents (5 cyberstalking, 7 impersonation, 3 leakages).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,496,394,529],\"text\":\"though account passwords can technically be hacked by any-\\none, which we describe later under \\\"coping practices.\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,537,395,922],\"text\":\"Personal content leakages (14%) . Personal content leak-\\nages were the final type of abuse from our study, and the most\\nsevere threat. Leakages involved abusers non-consentually\\nleaking interactions they had with the participant or the\\nparticipant's content to other individuals, with the reported\\ngoal of causing the participant harm (reported by 14 % of\\nparticipants, and 3 distinct incidents from NGOs). Leakages\\nwere more commonly reported by sexual minorities and low-\\nincome participants; and by participants in Pakistan (25 % )\\nand Bangladesh (18 % ), compared to India (7 % ). Participants\\nhad control when producing and sharing the content in the\\noriginal context, but abusers surprised participants by re-\\nleasing the content into new social contexts in malicious\\nways. Abusers turned ordinary interactions such as friendly\\nchats and normally innocent photos, into harmful content\\nby leaking it in unwanted contexts, such as to her elderly\\nrelatives, employers, or to the public. For example, a par-\\nticipant who messaged with a man she did not know well\\nwas framed as licentious and evidence of the interaction was\\nused as blackmail. Content leakage abusers were sometimes\\nstrangers and sometimes former acquaintances, acting after\\ntheir interactions with the participant soured (in contrast\\nto impersonation attackers, who participants described as\\nstrangers manipulating innocuous content).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,395,954],\"text\":\"Abusers were reported to coerce some participants into\\nnon-consensual romantic relations by threatening to leak\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,496,747,751],\"text\":\"personal content like phone numbers, names, photos, and\\nscreenshots of casual conversations. For example, Chandra\\n(a 25 to 30-year old in Delhi, India) described threats received\\nfrom a male stranger saying, “ talk to me every day or I will\\ntell your family that you were talking to me.” As we men-\\ntion earlier, cross-gender interactions were generally con-\\nsidered taboo among conservative families. In another case\\nof non-consensual data disclosure, Sakshi (from Chittagong,\\nBangladesh) reported that her 18 to 25-year old relative’s\\nfully-clothed modelling photos meant for private publication\\nunknown to family (as a side job), were almost leaked by a\\nstranger who threatened to post them on social media unless\\nshe would be intimate with him. The abuser had created a\\npage named Shikto Noyon (Wet Eyes) and posted that “in-\\nteresting photos will come soon”. The link was shared with\\nSakshi’s relative, who ultimately sought an NGO’s help.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,751,747,926],\"text\":\"In addition to leaking conversations and images of partici-\\npants, photos of women going about their daily lives were\\nreported to be surreptitiously captured and used to cause\\nharm. Nur (a 30 to 35-year old faculty) reported how some\\nmale students took photos of women in the college canteen,\\nanonymously uploading them to various websites with cap-\\ntions like, \\\"how much for her?\\\" (implying that they were sex\\nworkers). The websites were taken down and re-created on\\nservers in other countries. Nur noted that the women stu-\\ndents were blamed by other faculty for exposing themselves,\\nleading to further unwillingness by students to report abuse.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 2\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 8\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300232/results/markdown/3290605-3300232_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[174,119,640,147],\"text\":\"Guidelines for Human-AI Interaction\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[101,162,714,196],\"text\":\"Saleema Amershi, Dan Wald*\\n, Mihaila Voroveanu, Adam Fourney, Bessmira Nushi, Penny Collins,\\nJina Suh, Shamsi Iqbal, Paul N. Bennett, Kori Inkpen, James Teevan, Ruth Kilin-Gil, and Eric Horvitz\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[94,216,399,293],\"text\":\"Microsoft\\n\\n\\nRedmond, WA, USA\\n\\n{samershi, mivorvor, adamfo, benushi, pennycol, jinsuh,\\n\\nshamsi, pauben, kori, teevan, ruthkg, horvitz}\\n\\n\\n@microsoft.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[471,213,664,294],\"text\":\"† Paul G. Allen School of Computer\\nScience & Engineering\\nUniversity of Washington\\nSeattle, WA, USA\\nweld@cs.washington.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,304,140,322],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,325,395,629],\"text\":\"Advances in artificial intelligence (AI) frame opportunities\\nand challenges for user interface design. Principles for human-\\nAI interaction have been discussed in the human-computer\\ninteraction community for over two decades, but more study\\nand innovation are needed in light of advances in AI and\\nthe growing uses of AI technologies in human-facing appli-\\ncations. We propose 18 generally applicable design guide-\\nlines for human-AI interaction. These guidelines are vali-\\ndated through multiple rounds of evaluation including a user\\nstudy with 49 design practitioners who tested the guidelines\\nagainst 20 popular AI-infused products. The results verify\\nthe relevance of the guidelines over a spectrum of interaction\\nscenarios and reveal gaps in our knowledge, highlighting op-\\nportunities for further research. Based on the evaluations, we\\nbelieve the set of design guidelines can serve as a resource to\\npractitioners working on the design of applications and fea-\\ntures that harness AI technologies, and to researchers inter-\\nested in the further development of guidelines for human-AI\\ninteraction design.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,641,172,660],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,662,394,713],\"text\":\"• Human-centered computing $\\\\rightarrow$ Human computer in-\\nteraction (HCI); • Computing methodologies $\\\\rightarrow$ Artifi-\\ncial intelligence .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,304,502,322],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,325,745,342],\"text\":\"Human-AI interaction; AI-infused systems; design guidelines\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,353,553,368],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,369,746,472],\"text\":\"Saleema Amershi, Dan Weld, Mihaela Voroveanu, Adam Four-\\nney, Besmira Nushi, Penny Collisson, Jina Suh, Shamsi Iqbal, Paul\\nN. Bennett, Kori Inkpen, Jaime Teevan, Ruth Kikin-Gil, and Eric\\nHorvitz. 2019. Guidelines for Human-AI Interaction. In CHI Con-\\nference on Human Factors in Computing Systems Proceedings (CHI\\n2019) . May 4–9, 2019, Glasgow, Scotland Uk: ACM, New York, NY,\\nUSA, 13 pages. https://doi.org/10.1145/3290605.3300233\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,496,549,513],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,516,747,802],\"text\":\"Advances in artificial intelligence (AI) are enabling develop-\\ners to integrate a variety of AI capabilities into user-facing\\nsystems. For example, increases in the accuracy of pattern\\nrecognition have created opportunities and pressure to inte-\\ngrate speech recognition, translation, object recognition, and\\nface recognition into applications. However, as automated\\ninferences are typically performed under uncertainty, often\\nproducing false positives and false negatives, AI-infused sys-\\ntems may demonstrate unpredictable behaviors that can be\\ndisruptive, confusing, offensive, and even dangerous. While\\nsome AI technologies are deployed in explicit, interactive\\nuses, other advances are employed behind the scenes in\\nproactive services acting on behalf of users such as auto-\\nmatically filtering content based on inferred relevance or\\nimportance. While such attempts at personalization may be\\ndelightful when aligned with users' preferences, automated\\nfiltering and routing can be the source of costly information\\nhiding and actions at odds with user goals and expectations.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,803,746,900],\"text\":\"AI-infused systems 1 can violate established usability guide-\\nlines of traditional user interface design (e.g., [31, 32] ). For\\nexample, the principle of consistency advocates for minimiz-\\ning unexpected changes with a consistent interface appear-\\nance and predictable behaviors. However, many AI compo-\\nnents are inherently inconsistent due to poorly understood,\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,738,324,751],\"text\":\"$^{*}$Work done as a visiting researcher at Microsoft Research.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,778,393,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@emc.org.\\nCIP 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,898,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,926,258,953],\"text\":\"ACM ISBN 978-1-4503-3970-2/19-05/2015\\nhttps://doi.org/10.1145/3290605.3300233\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[421,924,745,953],\"text\":\"In this paper we use AI-infused systems to refer to systems that have\\nfeatures harnessing AI capabilities that are directly exposed to the end user.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 3\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,410],\"text\":\"probabilistic behaviors based on nuances of tasks and set-\\ntings, and because they change via learning over time. AI-\\ninfused systems may react differently depending on lighting\\nor noise conditions that are not recognized as distinct to\\nend users. Systems may respond differently to the same text\\ninput over time (e.g., autocompletion systems suggesting\\ndifferent words after language model updates) or behave\\ndifferently from one user to the next (e.g., search engines\\nreturning different results due to personalization). Inconsis-\\ntent and unpredictable behaviors can confuse users, erode\\ntheir confidence, and lead to abandonment of AI technology\\n[7, 22] . Errors are common in AI-infused systems, rendering\\nit difficult to reliably achieve the principle of error preven-\\ntion. This has contributed to the large and growing body of\\nwork on AI explanations and interpretability to support hu-\\nman verification of proposed actions aimed at reducing the\\nlikelihood of unwarranted or potentially dangerous actions\\nand costly outcomes (e.g., [14, 21, 23, 36, 38, 44] ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,410,395,746],\"text\":\"For over 20 years, the human-computer interaction (HCI)\\ncommunity has proposed principles, guidelines, and strate-\\ngies for designing user interfaces and interaction for appli-\\ncations employing AI inferences (e.g., [16, 17, 33] ). However,\\nthe variability of AI designs (e.g., varying capabilities and\\ninteraction styles of commercial conversational agents im-\\npacting user engagement and usability [26] ) and high-profile\\nreports of failures, ranging from humorous and embarrassing\\n(e.g., autocompletion errors [8] ) to more serious harm when\\nusers cannot effectively understand or control an AI system\\n(e.g., collaboration with semi-autonomous cars [41] ), show\\nthat designers and developers continue to struggle with cre-\\nating intuitive and effective AI-infused systems. Ongoing\\nadvances in AI technologies will generate a stream of chal-\\nlenges and opportunities for the HCI community. While such\\ndevelopments will require ongoing studies and vigilance, we\\nalso see value in developing reusable guidelines that can be\\nshared, refined, and debated by the HCI community. The de-\\nvelopment and use of such shared guidelines can help with\\nthe design and evaluation of AI-infused systems that people\\ncan understand, trust, and can engage with effectively.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,747,394,809],\"text\":\"In this work, we synthesize over 20 years of learning in\\nAI design into a small set of generally applicable design\\nguidelines for human-AI interaction. Specifically, our contri-\\nbutions are:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,817,394,914],\"text\":\"• A codification of over 150 AI-related design recommenda-\\ntions collected from academic and industry sources into a\\nset of 18 generally applicable design guidelines for human-\\nAI interaction (see Table 1 ).\\n• A systematic validation of the 18 guidelines through mul-\\ntiple rounds of iteration and testing.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,395,955],\"text\":\"We hope these guidelines, along with our examination\\nof their applications in AI-infused systems, will serve as a\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,172],\"text\":\"resource for designers working with AI and will facilitate\\nfuture research into the refinement and development of prin-\\nciples for human-AI interaction.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,184,550,201],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,204,747,523],\"text\":\"For over 20 years, the academic community has proposed nu-\\nmerous guidelines and recommendations for how to design\\nfor effective human interaction with AI-infused systems. For\\nexample, Norman [33] and Höök [16] both recommended\\nbuilding in safeguards like verification steps or controlling\\nlevels of autonomy to help prevent unwanted adaptations\\nor actions from intelligent systems. Others recommended\\nmanaging expectations so as not to mislead or frustrate\\nusers during interaction with unpredictable adaptive agents\\n[16, 20, 33] . Horvitz's formative paper on mixed-initiative\\nsystems [17] proposed principles for balancing autonomous\\nactions with direct manipulation constructs, such as support-\\ning user-driven invocation of intelligent services, scoping\\nactions based on inferred goals and confidences, and infer-\\nring ideal action in light of costs, benefits, and uncertainties.\\nThe latter guideline was operationalized via the introduc-\\ntion of a decision-theoretic methodology to guide decisions\\nabout acting on AI inferences versus waiting for user in-\\nput, based on consideration of expected costs and benefits\\nof performing AI automation under uncertainty.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,650],\"text\":\"In some cases, specific AI design recommendations have\\nreceived considerable attention within the academic commu-\\nnity. For example, a large body of work exists and continues\\nto grow around how to increase transparency or explain\\nthe behaviors of AI systems (e.g., [14, 21, 23, 36, 38, 44] ,\\nto name a few). Similarly, when and how to automatically adapt\\nor personalize interfaces has been studied extensively in a\\nvariety of scenarios (e.g., [9, 11–13] ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,651,747,889],\"text\":\"Others in the community have studied how to design for\\nspecific human-AI interaction scenarios. For example, re-\\nsearchers have been studying how to effectively interact\\nwith intelligent agents for many years (e.g., [18, 33] ). This\\nscenario has also had a recent resurgence of interest given ad-\\nvances in natural language processing and embedded devices\\ndriving the proliferation of conversational agents [26, 29, 35] .\\nSimilarly, researchers have for decades studied human in-\\nteraction with intelligent context-aware computing systems\\nincluding how to design for understandability and control\\nof the underlying sensing systems [3, 23] and how to sup-\\nport ambiguity resolution [10] . Recent advances in sensing\\ntechnologies and the widespread availability of commercial\\nfitness and activity trackers have continued to drive interac-\\ntion research in these domains [37, 45] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,747,955],\"text\":\"Despite all of this work, the ongoing stream of articles and\\neditorials in the public domain about how to design in the\\nface of AI (e.g., 24, 25, 39, 42) suggests designers need\\nmore guidance. This may be partly due to design suggestions\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,114,1012],\"text\":\"Paper 3\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[70,123,749,908],\"text\":\"
InitiallyAI Design GuidelinesExample Applications of Guidelines
G1Make clear what the system can do. Help the user understand what the AI system is capable of doing.[Activity Trackers, Product #1] “Displays all the metrics that it tracks and explains how. Metrics include movement metrics such as steps, distance traveled, length of time exercised, and all-day calorie burn, for a day.”
G2Make clear how well the system can do what it can do. Help the user understand how often the AI system may make mistakes.[Music Recommenders, Product #1] “A little bit of hedging language: we think you’ll like.”
G3Time services based on context. Time when to act or interrupt based on the user’s current task and environment.[Navigation, Product #1] “In my experience using the app, it seems to provide timely route guidance. Because the map updates regularly with your actual location, the guidance is timely.”
G4Show contextually relevant information. Display information relevant to the user’s current task and environment.[Web Search, Product #2] “Searching a movie title returns show times in near my location for today’s date”
When wrongG5Match relevant social norms. Ensure the experience is delivered in a way that users would expect, given their social and cultural context.[Voice Assistants, Product #1] “[The assistant] uses a semi-formal voice to talk to you - spells out “okay” and asks further questions.”
G6Mitigate social biases. Ensure the AI system’s language and behaviors do not reinforce undesirable and unfair stereotypes and biases.[Autocomplete, Product #2] “The autocomplete feature clearly suggests both genders [him, her] without any bias while suggesting the text to complete.”
G7Support efficient invocation. Make it easy to invoke or request the AI system’s services when needed.[Voice Assistants, Product #1] “I can say [wake command] to initiate.”
G8Support efficient dismissal. Make it easy to dismiss or ignore undesired AI system services.[E-commerce, Product #2] “Feature is unobtrusive, below the fold, and easy to scroll past...Easy to ignore.”
G9Support efficient correction. Make it easy to edit, refine, or recover when the AI system is wrong.[Voice Assistants, Product #2] “Once my request for a reminder was processed I saw the ability to edit my reminder in the UI that was displayed. Small text underneath stated “Tap to Edit” with a chevron indicating something would happen if I selected this text.”
G10Scope services when in doubt. Engage in disambiguation or gracefully degrade the AI system’s services when uncertain about a user’s goals.[Autocomplete, Product #1] “It usually provides 3-4 suggestions instead of directly auto-completing it for you”
Over timeG11Make clear why the system did what it did. Enable the user to access an explanation of why the AI system behaved as it did.[Navigation, Product #2] “The route chosen by the app was made based on the Fastest Route, which is shown in the subtext.”
G12Remember recent interactions. Maintain short term memory and allow the user to make efficient references to that memory.[Web Search, Product #1] “The search engine remembers the context of certain queries, with certain phrasing, so that it can continue the thread of the search (e.g., who is he married to after a search that surfaces Benjamin Bratty)”
G13Learn from user behavior. Personalize the user’s experience by learning from their actions over time.[Music Recommenders, Product #2] “I think this is applied because every action to add a song to the list triggers new recommendations.”
G14Update and adapt cautiously. Limit disruptive changes when updating and adapting the AI system’s behaviors.[Music Recommenders, Product #2] “Once we select a song they update the immediate song list below but keeps the above one constant.”
G15Encourage granular feedback. Enable the user to provide feedback indicating their preferences during regular interaction with the AI system.[Email, Product #1] “The user can directly mark something as important, when the AI hadn’t marked it as that previously.”
G16Consume the user’s user actions. Immediately update or convey how user actions will impact future behaviors of the AI system.[Social Networks, Product #2] “[The product] communicates that hiding an Ad will adjust the relevance of future ads”
G17Provide global controls. Allow the user to globally customize what the AI system monitors and how it behaves.[Photo Organizers, Product #1] “[The product] allows users to turn on your location history so the AI can group photos by where you have been.”
G18Notify users about changes. Inform the user when the AI system adds or updates its capabilities.[Navigation, Product #2] “[The product] does provide small in-app teaching calls for important new features. New features that require my explicit attention are pop-ups.”
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image is a two-column table titled \\\"AI Design Guidelines,\\\" presenting 18 guidelines (G1-G18) categorized into four sections: \\\"Initially,\\\" \\\"During interaction,\\\" \\\"When wrong,\\\" and \\\"Over time.\\\" Each guideline includes a descriptive statement and an \\\"Example Applications of Guidelines\\\" entry, detailing how the guideline can be applied in various AI products.\",\"figure_path\":\"tables/3290605-3300233_pdf_shortened_page_2_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,911,746,955],\"text\":\"Table 1: Our 18 human-AI interaction design guidelines, roughly categorized by when they likely are to be applied during\\ninteraction with users, along with illustrative applications (rated as “ clearly applied ” by participants) across products tested\\nby participants in our user study.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 3\",\"reading_order\":4,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 3\",\"reading_order\":5,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,396],\"text\":\"being scattered throughout different academic circles and\\nvenues, making them difficult to find (e.g., there is relevant\\nwork in a wide variety of venues including AAAI, UbiComp,\\nRecSys, SIGIR, HRI, KDD). Moreover, potential design sug-\\ngestions for AI are often not presented explicitly as such.\\nIn many cases, researchers identify usability issues with AI\\nsystems and suggest possible solutions in the discussion or\\nfuture work sections of their academic papers. For example,\\nLugar and Sellen [26] identify variability in user expecta-\\ntions of conversational agents as causing usability issues and\\npropose setting realistic expectations as a possible solution\\nin their discussion. Similarly, Lee et al [22] studied automatic\\nchanges to search result lists during user interaction and\\nsuggested caution in updating those lists to balance stability\\nwith presenting new content to users. While these proposed\\nsolutions could be generalized into principles for designers,\\nnot presenting them as such makes them difficult to discover.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,394,537],\"text\":\"It can also be difficult to understand if and how design guid-\\nance stemming from one community or interaction scenario\\nextends to others. For example, Bunt et al. [4] showed that,\\nwhile explanations of AI behaviors have shown promise in\\ncomplex and high-risk scenarios such as sensor-based ubiq-\\nuitous computing systems or decision-support systems for\\nmedical or financial domains, they may be less important\\nfor relatively low-cost scenarios such as search and music or\\nmovie recommenders.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,537,395,890],\"text\":\"In this work we 1) synthesize a unified set of design guide-\\nlines from a variety of communities and sources and 2)\\nsystematically examine those guidelines in a variety of AI-\\ninfused systems to validate their applicability and relevance.\\nThe closest to our work is Horvitz's set of principles for\\nmixed-initiative systems [17] , noting that 8 of our 18 guide-\\nlines map to principles outlined in that work. We celebrate\\nits 20-year anniversary by reflecting on learnings from the\\ncommunity since its publication. Moreover, recent work has\\nwarned that the lack of rigorous validations of proposed\\ndesign heuristics in specific domains makes it difficult to\\ngauge the utility of those heuristics [15] . We developed the\\nguidelines shown in Table 1 using a four-phase process. In\\nPhase 1 we consolidated more than 150 design recommen-\\ndations from multiple sources into a set of 20 guidelines. In\\nPhase 2 we conducted an internal modified heuristic evalu-\\nation of the guidelines, revising the set down to 18. Phase\\n3 consisted of a user study in which 49 participants used\\nheuristic evaluation to assess the guidelines' relevance and\\nclarity. Based on their feedback, we rephrased some of the\\nguidelines to improve clarity and, in Phase 4, conducted an\\nexpert evaluation of the revisions to validate the final set.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,917,345,932],\"text\":\"3 PHASE 1: CONSOLIDATING GUIDELINES\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,936,394,954],\"text\":\"We gathered AI design recommendations from three sources:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,124,747,299],\"text\":\"• A review of AI products and guidelines originating from\\nindustry. We collected guidelines asserted internally in our\\ncompany and externally, and grouped them into themes;\\nwe audited a sample of AI products within and outside\\nour company against the themes; and cross-referenced\\nthemes with internal customer feedback (reviews and bugs\\nreported about our company's AI products).\\n• Recent public articles and editorials about AI design (e.g.,\\n[2, 24, 25, 39]).\\n• Relevant scholarly papers about AI design (see Related\\nWork section).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,308,747,452],\"text\":\"While we drew AI design guidelines from the academic\\nliterature, the list we captured may not be exhaustive because,\\nas discussed in Related Work, potential design guidelines are\\noften not presented explicitly as such, making them difficult\\nto search for via terms or combinations of terms such as\\n“AI,” “machine learning,” “design,” “principle” or “guideline.”\\nFurther, as the field is evolving rapidly, we found the most\\nup to date guidance about AI design in industry sources via\\narticles published in the public domain.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,452,747,724],\"text\":\"From these sources, we obtained 168 potential AI design\\nguidelines. Three members of our team conducted an asyn-\\nchronous affinity diagramming process, clustering the guide-\\nlines into related concepts. This resulted in 35 concepts which\\nwe then filtered by removing concepts we deemed to be ei-\\nther too vague to design for directly (e.g., “build trust”), too\\nspecific to a particular AI scenario (e.g., “establish that the\\nbot is not human”), or not AI specific (e.g., “display output ef-\\nfectively”). Filtering reduced our set of concepts to 20, each of\\nwhich we then summarized in a sentence or phrase, forming\\nour first iteration of the guidelines. We organized the guide-\\nlines into four top-level categories based on when during\\nthe user's interaction they applied: \\\"Initially\\\" (Guideline 1 &\\nGuideline 2), \\\"During interaction\\\" (Guideline 3 - Guideline 6),\\n\\\"When wrong\\\" (Guideline 7 - Guideline 11), and \\\"Over time\\\"\\n(Guideline 12 - Guideline 18). Next, we tested the guidelines\\nvia a modified heuristic evaluation.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,741,731,758],\"text\":\"4 PHASE 2: MODIFIED HEURISTIC EVALUATION\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,761,747,921],\"text\":\"We conducted an evaluation to test and iterate on the initial\\nset of 20 AI design guidelines. We modeled our study af-\\nter a heuristic evaluation [31] , a common discount usability\\ntesting method where evaluators examine an interface for vi-\\nolations of a given set of usability guidelines. As the primary\\ngoal was to evaluate our design guidelines rather than to\\nevaluate an interface, we modified the heuristic evaluation\\nby asking evaluators to attempt to identify both applications\\nand violations of the proposed guidelines in an interface and\\nto reflect on the guidelines themselves during the evaluation.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,746,954],\"text\":\"Eleven members of our team participated in this evalua- \\ntion. Team members selected AI-infused products or features\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,114,1012],\"text\":\"Paper 3\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1012],\"text\":\"Page 4\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,298],\"text\":\"of their choice and then looked for applications or viola-\\ntions of our initial set of design guidelines over a one-hour\\nperiod. In total, we inspected 13 AI-infused products or fea-\\ntures including: two different email products with a feature\\nfor filtering unimportant emails, a navigation system, an\\ne-commerce website with product recommendations, two\\nphoto organization products, a design assistance feature in\\na productivity software, a research assistance feature in a\\nproductivity application, a social network news feed feature,\\na web search service, and an image search service. These\\nproducts were different from the products used in Phase 3.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,395,459],\"text\":\"After the modified heuristic evaluation, we reviewed the\\nfindings and reflections about each guideline and discussed\\nissues and revision strategies for conflicting interpretations\\nand ambiguities. For example, our initial phrasing of Guide-\\nline 9 (\\\"allow efficient correction\\\") and Guideline 17 (\\\"al-\\nlow coarse controls\\\") caused several evaluators to confuse\\ninstance-level corrections with global-level settings (sev-\\neral evaluators identified adjusting settings as applications\\nof Guideline 9 rather than Guideline 17). We subsequently\\nrephased Guideline 17 to include the term \\\"global\\\".\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,460,395,634],\"text\":\"We also identified opportunities for merging related or\\nredundant guidelines. For example, the initial set included\\n\\\"informing the user when to take control\\\" and \\\"fallback to\\na human where appropriate\\\". Our evaluations found few\\napplications of these guidelines, and we determined both of\\nthem to be instances of Guideline 10 (initially phrased \\\"scope\\nservices when uncertain\\\") and therefore removed them as\\ndistinct guidelines. Similarly, applications of \\\"enable users to\\nchange privacy permissions\\\" and \\\"allow private mode\\\" were\\ndeemed as instances of Guideline 17 (initially phrased \\\"allow\\ncoarse controls\\\") and were merged with that guideline.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,395,762],\"text\":\"We also decided to remove some guidelines that resulted in\\nfew or no applications during our evaluations. For example,\\nneither the guideline to “ explore vs. exploit in moderation ”\\nnor to “ be especially conservative in the beginning ” resulted\\nin any identifiable usage across the products or features we\\nexamined. While these guidelines are important at the AI\\nmodeling level, they appeared to be difficult to observe or\\ndesign for in an interface.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,394,826],\"text\":\"After these sessions we reformulated the remaining guide-\\nlines to follow a consistent format and to clarify issues identi-\\nfied by evaluators. Specifically, we proposed that each guide-\\nline adhere to the following criteria:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,840,395,953],\"text\":\"• It should be written as a rule of action, containing about\\n3-10 words and starting with a verb.\\n• It should be accompanied by a one-sentence description\\nthat qualifies or clarifies any potential ambiguities.\\n• It should not contain conjunctions so that designers can\\nclearly validate whether it is applied or violated in an\\ninterface.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,205],\"text\":\"Removing conjunctions meant splitting some guidelines.\\nFor example, an initial guideline to \\\"allow efficient invoca-\\ntion, correction, and dismissal\\\" became three (to \\\"support\\nefficient invocation,\\\" \\\"support efficient dismissal,\\\" and \\\"sup-\\nport efficient correction,\\\" Guidelines 7-9).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,299],\"text\":\"Phase 2 produced a set of 18 guidelines that closely match\\nthe guidelines in Table 1 . In the following sections we de-\\nscribe a user study that tested these 18 guidelines and a sub-\\nsequent expert validation of the guidelines that we slightly\\nrephrased after the user study (resulting in the final proposed\\nset shown in Table 1 ).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,309,584,328],\"text\":\"5 PHASE 3: USER STUDY\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,331,747,381],\"text\":\"We conducted a user study with 49 HCI practitioners to\\n1) understand the guidelines' applicability across a variety of\\nproducts; and 2) get feedback about the guidelines' clarity.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,391,487,407],\"text\":\"Procedure\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,410,746,476],\"text\":\"We modeled the user study after a heuristic evaluation. We\\nassigned each participant to an AI-driven feature of a product\\nthey were familiar with and asked them to find examples\\n(applications and violations) of each guideline.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,476,746,570],\"text\":\"First, we helped participants become familiar with the\\nguidelines by providing a document that included at least\\none application and one violation for each. The examples\\ncame from a range of AI-infused products and were pre-\\nsented with a 1-2 sentence description and a screenshot\\nwhere appropriate.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,570,747,873],\"text\":\"Participants were then instructed to play around with their\\nassigned feature and fill out a form asking a series of ques-\\ntions. For each guideline, the form asked participants to first\\ndetermine if the guideline “does not apply” to their assigned\\nfeature (i.e., irrelevant or out of scope) and, if not, to explain\\nwhy. If a participant judged that a guideline should apply\\nto their assigned feature and they observed applications or\\nviolations, the form requested participants to provide their\\nown examples, and, for each example, a rating of the ex-\\ntent of the application or violation on a 5-point semantic\\ndifferential scale from “clearly violated” to “clearly applied,”\\nalong with an explanation of the rating. Participants were\\nincentivized with an additional monetary gratuity to include\\nscreenshots to illustrate the examples. After completing the\\nevaluation, participants submitted their examples and ratings\\nand filled in a final questionnaire which asked them to rate\\neach guideline on a 5-point semantic differential scale from\\n“very confusing” to “very clear” and provide any additional\\ncomments about the guidelines.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,954],\"text\":\"We estimated the study would take approximately one\\nhour to complete based on our modified heuristic evaluation\\nstudy from Phase 2. Participants were given one week to\\ncomplete the study on their own time and were compensated\\nwith an Amazon Gift Card worth a minimum of $50 and up\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,114,1012],\"text\":\"Paper 3\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"to $70 based on the number of applications or violations for\\nwhich they provided screenshots.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,168,125,184],\"text\":\"Products\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,188,394,267],\"text\":\"One objective of our study was to determine if and how each\\nof our design guidelines manifests in a variety of AI-infused\\nproducts. We used a maximum-variance sampling strategy\\n[28] to select popular AI-infused products that covered a\\nwide range of scenarios.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,394,427],\"text\":\"First, we searched online for rankings of top apps, soft-\\nware, and websites in the U.S. for both mobile and desktop\\ndevices. This search resulted in 13 lists from sources such as\\napp stores (Apple, Google Play, Windows), and Web traffic\\nrankings [1, 6, 40] . From these lists, we selected the top 10\\nproducts in each and then filtered out any that were offensive,\\ngame related, or did not currently use AI to drive any of their\\nmain end-user facing services (determined by examination\\nof the product or reading supplemental help documentation\\nand news media articles when necessary).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,427,394,537],\"text\":\"Next, we grouped the remaining products by their primary\\nuse case, resulting in 10 categories (e.g., email, e-commerce,\\nsocial networking). We then selected two products per cate-\\ngory based on market share as determined by recent online\\nstatistics reports (e.g., [19] ). Finally, we selected a promi-\\nnent AI-driven feature to evaluate per product. In total, we\\nselected 20 products, two of which were from Microsoft.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,603],\"text\":\"Many of the products we selected were available on multi-\\nple platforms and devices. We attempted to evaluate products\\non a variety of platforms. Table 2 shows our final list of prod-\\nuct categories, features and platforms.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,614,145,631],\"text\":\"Participants\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,395,778],\"text\":\"We recruited participants via HCI and design distribution\\nlists at a large software company. During recruitment we\\nscreened for people with at least one year of experience work-\\ning in or studying HCI (e.g., in roles such as user experience\\ndesign and user experience research) and familiarity with\\ndiscount usability testing methods (e.g., heuristic evaluation,\\ncognitive walkthrough). We listed all possible product and\\nplatform combinations, and asked respondents to select the\\noptions they were familiar with and comfortable evaluating.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,955],\"text\":\"We endeavored to assign 2-3 participants to each prod-\\nuct according to recommendations for heuristic evaluations.\\nNielsen [30] recommends 2-3 evaluators when evaluators\\nhave both usability experience and familiarity with the prod-\\nuct being tested. We also assigned participants so that each\\nproduct was evaluated by people with a range of experience\\nin discount usability techniques and no product was eval-\\nuated by participants with only limited experience. When\\nparticipants dropped out of the study, we replaced them\\nby assigning new participants from a wait list of eligible\\nrespondents, trying to maintain 2-3 evaluators per product.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,123,746,363],\"text\":\"
Product CategoryFeatureParticipants
E-commerce (Web)Recommendations6
Navigation (Mobile)Route planning5
Music Recomenders (Mobile)Recommendations5
Activity Trackers (Device)Walking detection and step count5
Autocomplete (Mobile)Autocomplete5
Social Networks (Mobile)Feed filtering5
Email (Web)Importance filtering5
Voice Assistants (Device)Creating a reminder with a due date5
Photo Organizers (Mobile)Album suggestions4
Web Search (Web)Search4
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"This table lists various product categories, their associated features, and the number of participants for each. The data includes categories like E-commerce (Web) with \\\"Recommendations\\\" and 6 participants, and Web Search (Web) with \\\"Search\\\" and 4 participants.\",\"figure_path\":\"tables/3290605-3300233_pdf_shortened_page_5_tab_11.png\"},{\"label\":\"table_cap\",\"bbox\":[420,363,746,395],\"text\":\"Table 2: Product categories and features tested in the user\\nstudy, and the number of participants assigned to each.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,424,747,872],\"text\":\"In the end, 49 people (29 female, 18 male, 2 preferred not\\nto answer) participated in our study. Participants spanned\\nages 18-55: 5 were in the age range of 18-24, 24 were in the\\nage range of 25-34, 13 were aged 35-44 and 7 were aged 45-54.\\nOf these participants, 19 were researchers, 12 were design-\\ners, 11 were HCI or design interns from various universities\\nworldwide, and the remaining 7 were a mix of engineers,\\nproduct managers or vendors. The participants' experience\\nworking in or studying HCI/UX was as follows: 1-4 years\\n(23 participants), 5-9 years (14 participants), 10-14 years (9\\nparticipants), 15-19 years (1 participant), 20+ years (2 par-\\nticipants). Thirty-nine participants self-reported as being\\nhighly or very highly experienced at discount usability test-\\ning methods while 10 reported as having medium to low\\nlevels of experience (we screened out participants with \\\"very\\nlow\\\" levels of experience). Participants were from 4 different\\ncountries spanning 3 continents. While we recruited partici-\\npants using internal mailing lists, we took steps to mitigate\\nsampling bias to ensure the results do not exclusively repre-\\nsent one organization's mindset, in addition to including the\\n11 external participants. Our questionnaires asked partici-\\npants to rate the extent to which an example is illustrative\\nof a guideline and the clarity of each guideline's wording on\\nLikert scales. These questions are unlikely to be influenced\\nby company values. Moreover, our main sampling criterion\\nwas experience with discount usability methods. It is un-\\nlikely that the entirety of participants' professional training\\nand experience were internal.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,885,643,902],\"text\":\"Adjustments and Misinterpretations\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,746,954],\"text\":\"To obtain accurate counts of examples of the proposed guide-\\nlines across products, we reviewed participant responses for\\nthe following cases:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 3\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"list\",\"bbox\":[68,124,395,586],\"text\":\"• Duplicate applications or violations of a guideline for any\\ngiven product (55 instances). For example, two different\\nparticipants identified the same application of Guideline\\n1 for an activity tracker: \\\"This guideline is applied in the\\nactivity summary view, where it shows a summary of my\\n'move,' 'exercise' and 'stand' metrics,\\\" and \\\"Displays all the\\nmetrics that it tracks and explains how. Metrics include\\nmovement metrics such as steps, distance traveled... The\\n55 duplications were removed from the analysis.\\n• Instances where participants used \\\"does not apply\\\" to indi-\\ncate that they could not find examples of a guideline rather\\nthan to indicate that the guideline is not relevant for the\\nproduct they were testing, as we intended by this desig-\\nnation (73 instances). For example, \\\"To be quite honest I\\nbelieve that this would apply, however I can't think of a\\nway to show it.\\\" and \\\"Cannot find examples of application\\nor violation.\\\". These 73 instances were also removed from\\nthe analysis.\\n• Instances where participants used \\\"does not apply\\\" to in-\\ndicate that a guideline was violated (20 instances). For\\nexample, \\\"Even in the setting page, there's no option for\\nchanging or customizing anything for the autocomplete\\nfunction,\\\" and \\\"[Voice Assistant, Product #1 did not pro-\\nvide additional hints or tips to educate me on what the\\nsystem is capable of achieving beyond the task I had al-\\nready asked it to run.\\\" We reclassified these instances as\\nviolations.\\n• Instances where participants misinterpreted one guideline\\nfor another, discussed further below (56 instances).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,591,395,686],\"text\":\"We identified these cases using a two-pass process where\\nparticipant responses were first reviewed by one member\\nof our team to identify each case and then those cases were\\nverified or invalidated by another member of our team. We\\nremoved 14 additional instances from our analysis when the\\ntwo reviewers from our team disagreed on any of these cases.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,699,116,717],\"text\":\"Results\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,720,395,817],\"text\":\"Our evaluation in this phase focused on two key questions,\\neach addressed in one of the subsections below: 1) Are the\\nguidelines relevant? That is, can we identify examples of\\neach guideline across a variety of products and features? 2)\\nAre the guidelines clear? That is, can participants understand\\nand differentiate among them?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,824,395,955],\"text\":\"Relevance . Across the 20 products they evaluated, partici-\\npants identified 785 examples of the 18 guidelines after the\\nadjustments described earlier: 313 applications, 277 viola-\\ntions, 89 neutrals (rated at the mid-point between “ clearly\\napplied ” and “ clearly violated ” ), and 106 instances of “ does\\nnot apply ” . Figures 1a - 1c show the guideline counts per prod-\\nuct category for applications, violations, and “ does not apply, ”\\nrespectively. Figure 1d shows an aggregate of all applicable\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"ratings, including neutral responses. Finally, Table 1 shows\\nexample applications participants provided for each guide-\\nline (marked as \\\"clearly applied\\\" by the participant).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,747,396],\"text\":\"In this analysis, we use the following interpretation con-\\nstructs to better understand results from Figure 1 . First, we\\nuse the total number of applications and violations as an in-\\ndicator of the overall evidence of a guideline being relevant\\n(e.g., Guidelines 1, 12, 17). Second, relevant guidelines with a\\nhigh positive difference between the number of applications\\nand violations are guidelines which are not only relevant but\\nalso widely implemented for the set of products in the study\\n(e.g., Guidelines 1, 4, 12). Third, relevant guidelines with a\\nhigh negative difference between the number of applications\\nand violations are guidelines which, despite their importance,\\nare still not widely implemented (e.g., Guidelines 2, 11, 17).\\nFourth, we discuss guidelines with the highest numbers of\\n\\\"does not apply\\\" (e.g., Guidelines 3, 5, 6).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,747,586],\"text\":\"Participants found at least one application or violation of\\neach of our guidelines in each product category we tested,\\nsuggesting broad evidence of the guidelines' relevance. While\\nparticipants were able to identify examples of each guideline\\nin most of the product categories we tested, voice assistants\\nhad the largest number of “does not apply” instances re-\\nported, while photo organizers, activity trackers and voice\\nassistants had the fewest numbers of total applications or\\nviolations. Interestingly, each of these product categories in-\\nvolves a mode of operation or input data type beyond simple\\ngraphical user interfaces and text (specifically, interaction\\nover images or sensor data, or voice-based interaction).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,586,747,873],\"text\":\"No instances of Guideline 10 \\\"Scope services when in\\ndoubt\\\" were reported for the two social networks we tested\\nand no instances of Guideline 14 \\\"Update and adapt cau-\\ntiously\\\" were reported for the two activity trackers. Some\\nparticipants reported that these guidelines were hard to ob-\\nserve in a single session or without knowledge about the\\nunderlying AI algorithms. For example, one participant noted\\nthat Guideline 10 was \\\"More difficult to assess unless you\\nhave a lengthy period of time with the product - and po-\\ntential guidance for understanding the behind-the-scenes\\nmechanisms,\\\" possibly referring to understanding when the\\nAI system was \\\"in doubt\\\". Similarly, for Guideline 14, one\\nparticipant said, \\\"It's a bit difficult to assess this in a sin-\\ngle session.\\\" These guidelines were, however, observed in\\nall other products that participants tested in our study, so\\nsuch difficulty could be attributed to the guidelines not be-\\ning applied or being difficult to observe in these particular\\nproducts.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,938],\"text\":\"Relevant guidelines that have significantly (at least 40 % )\\nmore applications than violations are evidence of being widely\\nimplemented across products. This is also an indicator that\\nthere exist current mechanisms in the intersection of AI\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,115,1013],\"text\":\"Paper 3\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300233", "source_image_path": "test_data/3290605-3300233/3290605-3300233_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300233/results/output_json/3290605-3300233_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300233_pdf_shortened_page_7_figure_002.png\",\"bbox\":[90,119,722,956],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays four grid-based charts, each with 18 rows (G1-G18) and 10 columns representing application types like \\\"E-commerce\\\" and \\\"Web Search.\\\" Each cell contains a number and a colored circle, with colors varying across the charts (green, red, blue, and grey) and circle size corresponding to the number. Orange bar graphs accompany each chart, showing totals for rows and columns.\"},{\"label\":\"figure_cap\",\"bbox\":[70,967,747,998],\"text\":\"Figure 1: Counts of applications (top left), violations (top right), and “ does not apply ” (bottom left) responses in our user study.\\nRows show counts by guideline, while columns show counts by product category tested.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,997,114,1013],\"text\":\"Paper 3\",\"reading_order\":4,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,997,744,1014],\"text\":\"Page 8\",\"reading_order\":5,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300233/results/markdown/3290605-3300233_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[90,117,724,184],\"text\":\"Human-Centered Tools for Coping with Imperfect\\nAlgorithms During Medical Decision-Making\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[115,200,694,282],\"text\":\"Carrie J. Cai, Emily Reif, Narayan Hegde, Jason Hipp, Been Kim, Daniel Smilkov,\\nMartin Wattenberg, Fernanda Viegas, Greg S. Corrado, Martin C. Stumpe, Michael Terry\\n\\n\\nGoogle Brain, Google Health\\nMountain View, CA\\n\\n\\n{cjcai,ereif,hegde,hipp,beenkim,smilkov,wattenberg,viegas,corrado,mstumpe,michaelterry}@google.com\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,291,141,308],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,311,395,695],\"text\":\"Machine learning (ML) is increasingly being used in image\\nretrieval systems for medical decision making. One applica-\\ntion of ML is to retrieve visually similar medical images from\\npast patients (e.g. tissue from biopsies) to reference when\\nmaking a medical decision with a new patient. However, no\\nalgorithm can perfectly capture an expert's ideal notion of\\nsimilarity for every case: an image that is algorithmically\\ndetermined to be similar may not be medically relevant to a\\ndoctor's specific diagnostic needs. In this paper, we identified\\nthe needs of pathologists when searching for similar images\\nretrieved using a deep learning algorithm, and developed\\ntools that empower users to cope with the search algorithm\\non-the-fly, communicating what types of similarity are most\\nimportant at different moments in time. In two evaluations\\nwith pathologists, we found that these refinement tools in-\\ncreased the diagnostic utility of images found and increased\\nuser trust in the algorithm. The tools were preferred over a\\ntraditional interface, without a loss in diagnostic accuracy.\\nWe also observed that users adopted new strategies when\\nusing refinement tools, re-purposing them to test and un-\\nderstand the underlying algorithm and to disambiguate ML\\nerrors from their own errors. Taken together, these findings\\ninform future human-ML collaborative systems for expert\\ndecision-making.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,705,173,723],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,727,394,761],\"text\":\"• Human-centered computing → Human computer in-\\nteraction (HCI) :\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,770,152,787],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,791,376,807],\"text\":\"Human-AI interaction; machine learning; clinical health\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300234_pdf_shortened_page_0_figure_012.png\",\"bbox\":[447,287,714,476],\"reading_order\":11,\"tags\":[],\"alt_text\":\"The figure provided is a histological image of a tissue sample, stained to highlight cellular structures. The image is part of a study on weakly supervised segmentation of gastrointestinal histology using generative models. The original caption indicates that the image is used to demonstrate the segmentation of nuclei and the identification of nuclei within the tissue. Here is a detailed description of the figure: 1. **Tissue Structure**: The image shows a section of gastrointestinal tissue, stained to highlight cellular and nuclear details. The tissue architecture is visible, with various cellular components and extracellular matrix. 2. **Highlighted Regions**: There are four regions marked with blue dashed boxes, labeled as 1, 2, 3, and 4. These regions are likely chosen to focus on specific areas of interest within the tissue sample. 3. **Nuclei Identification**: The nuclei within these regions are likely to be the primary focus of the segmentation task. The nuclei appear as darkly stained spots against the lighter background of the nuclei. 4. **Cellular Details**: The surrounding tissue structures, including cells and possibly some extracellular matrix, are also visible. The staining techniques used (likely hematoxylin and eosin staining) provide contrast that helps in distinguishing different cellular components. 5. **Purpose of Segmentation**: The segmentation task involves identifying and separating individual nuclei from the rest of the tissue. This is crucial for various analyses, including image analysis, computational biology, and medical diagnostics. 6. **Weakly Supervised Learning**: The caption mentions \\\"weakly supervised segmentation,\\\" implying that the segmentation process does not rely on extensive manual labeling. Instead, it uses partially annotated data, which can be more efficient and cost-effective. In summary, this figure illustrates a tissue sample with regions highlighted for nuclei segmentation, showcasing the application of weakly supervised learning techniques in gastrointestinal histology. The blue dashed boxes indicate specific areas of interest that are likely used to evaluate the performance of the segmentation algorithm.\"},{\"label\":\"figure_cap\",\"bbox\":[420,486,746,603],\"text\":\"Figure 1: Medical images contain a wide range of clinical\\nfeatures, such as cellular (1) and glandular morphology (2),\\ninteraction between components (3), processing artifacts\\n(4), and many more. It can be difficult for a similar-image\\nsearch algorithm to perfectly capture an expert's notion of\\nsimilarity, because what's diagnostically important and not\\nimportant differs from case to case and is highly context-\\ndependent.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,627,555,641],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,644,747,760],\"text\":\"Carrie J. Cai, Emily Ref, Narayan Hegde, Jason Hipp, Been Kim,\\nDaniel Smilkov, Martin Wattenberg, Fernanda Viegas, Greg S. Cor-\\nrado, Martin C. Stumpe, Michael Terry. 2019. Human-Centered\\nTools for Coping with Imperfect Algorithms During Medical Decision\\nMaking. In CHI Conference on Human Factors in Computing Sys-\\ntems Proceedings (CHI 2019) . May 4–9, 2019, Glasgow, Scotland Uk.\\nACM, New York, NY, USA, 14 pages. https://doi.org/10.1145/3296605.\\n3300234\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,773,550,790],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,792,747,954],\"text\":\"Rapid advances in machine learning (ML) have made it in-\\ncreasingly applicable to problems in the medical domain.\\nOne promising application of ML in this space has been in\\ndeep neural network (DNN)-backed content-based image\\nretrieval (CBIR) systems. These systems index and retrieve\\nimages based on automatically learned similarity metrics\\n[44] . In medical uses of CBIR, doctors use a medical image\\n(e.g., tissue from a biopsy, or an x-ray) as a query for re-\\ntrieving similar images from previously diagnosed patients\\n[1, 33, 34, 41] . Because similar patients give doctors points\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,816,394,896],\"text\":\"Permission to make digital or hard copies of part or all of this work for\\npersonal or classroom use is granted without fee provided that copies are\\nnot made or distributed for profit or commercial advantage and that copies\\nbear this notice and the full citation on the first page. Copyrights for third-\\nparty components of this work must be honored. For all other uses, contact\\nthe owner/author(s).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,897,273,954],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Copyright held by the owner/author(s)\\nACM ISBN 978-1-4305-3970-2/19-05\\nhttps://doi.org/10.1145/3290605.3300234\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 4\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 1\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,235],\"text\":\"of comparison, CBIR has been used to improve medical deci-\\nsion making by filling knowledge gaps, aiding consistency,\\nand refreshing knowledge of rare cases [22] . In this paper,\\nwe focus on the needs of pathologists using a DNN-backed\\nCBIR system for making a differential diagnosis : the process\\nof differentiating a disease from others that share similar\\nclinical features [8] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,236,394,602],\"text\":\"During diagnostic decision-making, poor search results\\nfrom a CBIR system can lead to a brittle user experience.\\nIdeally, a user makes a single query and the search algo-\\nrithm returns results that address their information needs.\\nHowever, no algorithm will be able to perfectly capture an\\nexpert's notion of ideal similarity for every query , given that\\nneeds will vary from case-to-case and user-to-user [1, 42] .\\nFor example, in pathology, there are numerous visual fea-\\ntures of a medical image that could be important at different\\nmoments in time, ranging from glandular and cellular mor-\\nphology to tissue architectures and histologies [12] (figure\\n1 ). Thus, an image that is algorithmically determined to be\\nsimilar may not be clinically relevant to the pathologist's\\nin-the-moment diagnostic needs. In these cases — when a\\nsystem fails to return clinically-relevant results — physicians\\ncan quickly lose trust in the system and abandon it in favor\\nof their own domain expertise, even if it provides value in\\nother cases [23, 27, 45] . The black-box, opaque nature of ML-\\nbased systems can further exacerbate these issues of trust\\nand worsen the overall interactive experience [21, 23, 26] .\\nInteractive mechanisms can help address these issues, by\\ngranting the end-user more agency in guiding the search\\nalgorithm [42, 46] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,394,873],\"text\":\"In this paper, we propose and evaluate interactive refine-\\nment techniques for pathologists to indicate what charac-\\nteristics of a query image are important when searching for\\nsimilar images, empowering them to cope with limitations\\nin the search algorithm on-the-fly. While considerable work\\nhas focused on improving the accuracy of CBIR search algo-\\nrithms, comparatively less work has focused on interactive\\nrefinement techniques: the types of capabilities users want,\\nhow they use them, and how they affect the user experi-\\nence. This paper contributes to this broader literature by\\nexamining what pathologists need when using ML-powered\\nimage search, the practices they adopt while using search\\nrefinement tools, and the ways in which these refinement\\ntools affect end-user attitudes towards the underlying search\\nalgorithm. Though this work focuses on pathologists, our re-\\nsults are relevant to other applications of CBIR that leverage\\nsimilar image search.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,955],\"text\":\"To ground this research, we developed SMILY (Similar\\nMedical Images Like Yours), a prototype application that uses\\na DNN to identify visually similar medical images. SMILY\\nincludes a range of end-user tools to guide the algorithm's\\nretrieval process (Figure 2 ): 1) refine-by-region , which allows\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,298],\"text\":\"users to select a region of interest to focus on in the query\\nimage. 2) refine-by-example , where users can mark useful\\nsearch results to retrieve more results like them, and 3) refine-\\nby-concept , a novel refinement technique that allows users\\nto specify that more or less of a clinical concept should be\\npresent in search results. In two evaluations, we found that\\nrefinement tools not only enhanced the utility of information\\nfound and increased user trust, but also served purposes be-\\nyond providing algorithmic feedback, such as helping users\\ndevelop a mental model of the ML algorithm, or probe the\\nlikelihood of a diagnosis.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[435,298,728,316],\"text\":\"In sum, this paper makes the following contributions:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,321,747,624],\"text\":\"• We enumerate key needs of pathologists when search-\\ning for similar images during medical decision-making.\\n• We present the design and implementation of inter-\\nactive refinement tools, including a novel technique,\\nrefine-by-concept , that leverages key affordances of\\ndeep neural network models for similarity search.\\n• We report results from two studies demonstrating that\\nthese refinement tools can increase the utility of clin-\\nical information found and increase user trust in the\\nalgorithm, without a loss in diagnostic accuracy. Over-\\nall, experts preferred SMILY over a traditional interface,\\nand indicated they would be more likely to use it in\\nclinical practice.\\n• We identify ways that experts used refinement tools\\nfor purposes beyond refining their searches, includ-\\ning testing and understanding the underlying search\\nalgorithm; investigating the likelihood of a decision\\nhypothesis; and disambiguating ML errors from their\\nown errors.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,628,746,693],\"text\":\"Collectively, our findings inform the design and research\\nof future human-ML collaborative systems for expert decision\\nmaking with images, an area that will likely continue to rise\\nin importance across more domains in the coming years.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,705,550,723],\"text\":\"2 RELATED WORK\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,726,745,775],\"text\":\"This paper draws upon prior work at the intersection of clin-\\nical decision support systems, content-based image retrieval,\\ninteractive machine learning, and deep neural networks.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,788,632,804],\"text\":\"Clinical Decision Support Systems\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,746,904],\"text\":\"Clinical decision support systems (CDSSes) provide clini-\\ncians with knowledge to enhance medical decision-making\\n[37] . A wide range of CDSSes exist, from systems that make\\ndiagnostic decisions, to those that supply information of po-\\ntential use to medical decision making [7] . In this paper, our\\nfocus is on the latter.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,953],\"text\":\"Although studies have shown that CDSses can reduce\\nhuman error and improve outcomes [19, 31] , one traditional\\nimpediment to adoption has been the lack of user acceptance\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 4\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300234_pdf_shortened_page_2_figure_002.png\",\"bbox\":[66,119,745,379],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays a user interface for analyzing histological slides, featuring a magnified view of a tissue sample with a boxed area (a, c). To its right, a gallery shows various categorized histological images under labels like \\\"Gleason 3\\\" and \\\"Gleason Normal\\\" (b). Further right, a panel allows users to adjust image concepts, including \\\"Eosin staining\\\" and \\\"Hematoxylin staining\\\" via sliders, and shows pinned images for refining the search (d, e).\"},{\"label\":\"figure_cap\",\"bbox\":[68,392,746,466],\"text\":\"Figure 2: Key components of SMILY: a) the query image (e.g. pathology tissue possibly containing cancer), b) the search results\\n(images from previously diagnosed cases), c) refine-by-region tool: users crop a region to emphasize its importance, d) refine-\\nby-example tool:for clinical concepts that can't be pinpointed to a specific region (e.g. visual patterns), users can pin examples\\nfrom search results to emphasize that concept, e) refine-by-concept tool: users increase or decrease the presence of clinical\\nconcepts by sliding sliders.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,488,394,568],\"text\":\"and trust: experts may resist using a system if it does not pro-\\nvide relevant information or capture the nuances of human\\nthinking [23, 27, 45] . Our work demonstrates how interactive\\nrefinement tools can directly address some of these issues\\nduring medical image search.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,602,260,619],\"text\":\"Content-based Image Retrieval\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,622,394,735],\"text\":\"Content-based image retrieval (CBIR) systems allow end-\\nusers to search a database of images organized by the images'\\ncontent [11] . Depending on implementation, content can be\\nsearched via a query image (i.e., similar image search) or\\nkeywords [11, 42] . In medicine, CBIR has been used to help\\nexperts make better decisions, by identifying visually similar\\nimages for a given query image [1, 22, 33, 34, 41] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,735,394,942],\"text\":\"A key challenge of CBIR is that the content extracted\\nfrom an image does not necessarily correspond to the user's\\nsemantic interpretation of an image, a phenomenon referred\\nto as the semantic gap [42] . To reduce the semantic gap, a\\nwide variety of methods have been proposed to improve the\\nsearch algorithms, such as automatically extracting color,\\ntexture, shape, and other image features [34, 35, 42] . Search\\nresults can also be improved via relevance feedback from\\nhuman annotations, which specify which results are relevant\\n[17, 47] . While a substantial body of work has focused on\\nimproving algorithmic capabilities [1, 22, 33, 34, 41] , our\\nwork examines the user experience surrounding CBIR, an\\narea that has been noted as deserving more attention [11, 34] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,487,603,504],\"text\":\"Interactive Machine Learning\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,507,747,715],\"text\":\"Interactive ML incorporates human feedback in the model\\ntraining process to create better ML models [16] , and has\\nbeen an active area of research [4, 18, 28, 40] . For exam-\\nple, Amershi et al. enabled an algorithm to learn new friend\\ngroups on social media given user-provided examples [4] ,\\nand Fogarty et al. allowed users to interactively teach a search\\nengine new concepts [18] . While much of this prior work\\nhas employed handcrafted features [4, 18] , we leverage the\\nrich image features (embeddings, described below) automat-\\nically learned from deep neural nets. As we will show, these\\nembeddings enable us to introduce interactive refinement\\nmechanisms with relatively little implementation effort, and\\nwithout modifying the original model.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,736,678,753],\"text\":\"Deep Neural Nets (DNN) and Embeddings\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,756,747,949],\"text\":\"Previous work has shown that the features learned in DNNs\\ncan be applied to a wide range of tasks, including finding\\nsimilar images [5, 39] . More specifically, given an input (e.g.\\nimage or word), a DNN can produce a corresponding em-\\nbedding [32] , or a list of numbers representing the input.\\nThis list of numbers can be treated like a coordinate in high-\\ndimensional space, such that items that are more similar\\nare positioned closer together in this space. One key discov-\\nery about these embeddings is that the relative locations of\\nembeddings can encode high-level concepts, even if those\\nconcepts were not explicitly taught at training time [2, 6, 32] .\\nFor example, vector arithmetic on word embeddings can\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,114,1012],\"text\":\"Paper 4\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,316],\"text\":\"reveal relationships such as $king-queen \\\\approx man-woman$\\n[32] . Thus, directions in an embedding space can encode\\nhuman-interpretable concepts (e.g. gender) [32] . While dif-\\nferent methods have been proposed for computing these\\ndirections [6, 13, 32, 48] , Kim et al. found that a simple linear\\nclassifier can learn these directions quite effectively; those\\ndirections are called Concept Activation Vectors (CAVs) [25] .\\nWe extend this prior work by showing that CAVs for clinical\\nconcepts can be learned from pre-trained DNNs. We expose\\nthese CAVs to end users in our refine-by-concept sliders,\\nwhich allow users to push search results in directions in the\\nembedding space more likely to contain a given concept.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,327,172,343],\"text\":\"3 USER NEEDS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,394,538],\"text\":\"Pathologists study microscopic samples of body fluid or tis-\\nsue, often to perform cancer diagnosis. To understand what\\npathologists need during clinical decision-making, as well\\nas what needs arise when they interact with an ML-based\\nCBIR system, we conducted a multi-month iterative design\\nprocess with 3 pathologists, using mixed methods. We met\\nwith pathologists in hour-long sessions approximately every\\nother week. Initially, we used paper prototypes, interviews,\\nand think-aloud to understand pathologists' needs and ex-\\nplore alternative designs. We then created a range of func-\\ntional prototypes and iterated on those designs with further\\nfeedback.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,549,313,567],\"text\":\"Needs During Clinical Decision-Making\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,394,747],\"text\":\"When making a differential diagnosis, pathologists need to\\ngenerate hypotheses, compare and contrast evidence for\\nthose hypotheses, and then determine which diagnosis is\\nthe most likely. For example, in prostate cancer diagnosis,\\npathologists compare evidence to assign a grade (called a\\nGleason grade [ 14 ] ), which indicates the most-likely severity\\nof the cancer. Because cancers in different grades can share\\nsimilar visual characteristics, this decision can be a difficult\\none, yet has a pivotal effect on health outcomes: the diagno-\\nsis typically determines subsequent patient treatment (e.g.\\nchemotherapy, surgery, or watchful waiting).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,747,394,954],\"text\":\"In making a differential diagnosis, pathologists first gen-\\nerate a hypothesis (e.g. Gleason 3) and a set of alternative\\nhypotheses (e.g. Gleason 4, etc.) to rule out. Then, they con-\\nsider these hypotheses in light of the information they have\\n(e.g., biopsy results, past cases) to determine which is more\\nlikely. When they are unsure, they often look for similar im-\\nages from online tools or textbooks, solicit second opinions\\nfrom experts, or request further testing. When looking for\\nimages similar to their case, pathologists desire to find the\\nmost visually similar images across diagnostically distinct\\ncategories, to ensure they have not missed a diagnosis. For\\nexample, one pathologist explained that `I have a hypothesis,\\nbut I always want that safety net of...what else could this look\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,172],\"text\":\"like?\\\" Pathologists may iterate on their diagnosis by gener-\\nating hypotheses and comparing evidence before making a\\ndecision.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,184,656,202],\"text\":\"Needs Arising from Machine Learning\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,206,747,349],\"text\":\"To understand needs specific to similar image search, we\\npresented pathologists with paper cut-outs and, later in the\\nprocess, software implementations of results surfaced by our\\nsearch algorithm. When interacting with these images, we\\ndiscovered that pathologists wish to control which types\\nof similarity matter for a specific case. More specifically,\\nthey wanted to de-emphasize irrelevant features, and em-\\nphasize clinically-relevant ones. “ I want to make sure it's\\ntriggering on...this gland. I want to say that's the thing! ”\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,349,747,525],\"text\":\"While some features could be localized to a region, other\\nfeatures were pervasive across the entire image, such as over-\\nall architectures or visual patterns (our participants used\\nterms such as \\\"sheets,\\\" \\\"rosette,\\\" and \\\"silty\\\" to describe these\\nfeatures). The relevance of a feature can also change, depend-\\ning on the pathologist's current focus. Thus, pathologists\\nwished they could push the system to pay attention to dif-\\nferent features at different moments in time: \\\"Maybe you\\nmight be interested in the inflammation at one point, but not\\nright now. I would say, no I don't want you to look at the\\ninflammation, I want you to look at everything around it.\\\"\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,535,694,552],\"text\":\"4 User Interface and System Design\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,556,747,717],\"text\":\"Based on identified user needs, we designed and implemented\\nSMILY (Figure 2 ), a deep-learning based CBIR system that\\nincludes a set of refinement mechanisms to guide the search\\nprocess. Similar to existing medical CBR systems, SMILY\\nenables pathologists to query the system with an image, and\\nthen view the most similar images from past cases along with\\ntheir prior diagnoses. The pathologist can then compare and\\ncontrast those images to the query image, before making a\\ndecision. SMILY contains images from a large pathology lab\\nand from pathology image repositories 1 .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,717,747,924],\"text\":\"To find similar images, the query image is fed through a\\npre-trained deep neural network to retrieve its image em-\\nbedding , a compressed representation of the image that cor-\\nresponds to a point in high-dimensional coordinate space\\n(as explained in Related Work). Visually similar images are\\nlocated at points closer together in the embedding space\\n(Figure 3a ). SMILY uses a pre-trained, domain-agnostic DNN,\\nwhich we chose given evidence that these deep learning\\nmodels can achieve performance equivalent to hand-crafted\\nmodels and can transfer well to a wide range of tasks [5, 44] .\\nGiven the query embedding and the pre-computed embed-\\ndings of all other images in the database, SMILY finds the\\nmost similar images by showing nearest neighbors of the\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,656,952],\"text\":\"$^{1}$https://tcga-data.ncbi.nih.gov/docs/publications/tcga/\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 4\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300234_pdf_shortened_page_4_figure_002.png\",\"bbox\":[105,123,708,276],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This multi-panel figure illustrates a concept using grids and 2D plots of histological tissue images. Panel a) shows an array of tissue samples, while panel b) categorizes samples with checkmarks and crosses. Panels c) and d) display scatter plots where a \\\"Fused Glands CAV\\\" vector separates \\\"Examples of Fused Glands\\\" from \\\"Examples of Not-Fused Glands,\\\" and demonstrates how a \\\"query\\\" image can be adjusted along a \\\"less fused\\\" to \\\"more fused\\\" spectrum to find \\\"new nearest neighbors.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[68,294,746,385],\"text\":\"Figure 3: How refine by-concept sliders are created: a) For each image in the database, SMILY uses a deep neural net to compute\\nits embedding , a meaningful representation of the image. Concretely, the embedding is a list of numbers that determine the\\nimage's coordinates in a high-dimensional embedding space . Although our embedding space has high dimensions (128D), for\\nsimplicity we display them here in 2D. b) Users mark a subset of images containing the concept (e.g. \\\"fused glands\\\"). c) A CAV\\nfor that concept is learned, corresponding to a direction in the embedding space. d) When a user slides that concept's slider,\\nthe original query is shifted in the embedding space in the CAV direction, and new nearest neighbors are found.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,404,394,468],\"text\":\"query embedding. Based on user feedback, SMILY displays\\napproximately 15 nearest neighbors per page, to show suffi-\\ncient variety without overwhelming the user with too many\\nsearch results.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,492,178,509],\"text\":\"Refinement Tools\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,513,394,657],\"text\":\"Clinical images can contain a diverse set of visual features,\\nonly a subset of which are relevant to the decision at hand\\n(Figure 1 ). Based on the user needs described above, we\\ncreated a set of search refinement tools that allow users\\nto emphasize or de-emphasize particular medical concepts\\nwhen conducting the similar image search. Without altering\\nthe deep neural net itself, the tools enable users to push\\nsearch results towards meaningful directions in the DNN's\\nhigh-dimensional embedding space.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,675,395,948],\"text\":\"Refine-by-region Tool. Often, the relevant feature can be\\nlocalized to a physical region of the image (e.g. a specific\\ngland within a biopsy). Using refine-by-region, users can crop\\na region to isolate a feature, communicating to the system\\nwhat region is important. While a range of methods could be\\nused (e.g., see [30] ), in our implementation, the system simply\\nuses the crop as the new query, and conducts the search only\\namong crops at a similar crop size (e.g., our database contains\\n300x300 pixel images, as well as 1/4 and 1/8 sized crops of\\nthose images). One problem with arbitrary crops is that ML\\nmodels tend to take inputs with a specific aspect ratio. From\\nearlier iterations, we found that users desired transparency\\nabout which part of the crop would in fact be “seen” by the\\nmodel. Thus, if a user makes a crop with a very skewed\\naspect ratio, the system determines the nearest acceptable\\ncrop, and displays it in red as an indicator of the true crop\\nthat will be fed to the system.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,404,747,645],\"text\":\"Refine-by-example Tool. Cropping alone is sometimes in-\\nsufficient because the concept of interest cannot be easily\\nisolated to a region. In formative studies, some users pointed\\nto search results containing good examples of concepts, and\\nasked to retrieve more images like those. Based on this obser-\\nvation, and informed by prior work [24, 47] , we allow users\\nto adjust the presence of any concept by picking a subset of\\nsearch results as examples, and updating results on-the-fly\\nto find more images like those examples. To support this\\ntype of refinement, we calculate the embeddings of each\\nchosen example, take their average, and use this value as\\nthe new search query (ignoring the embedding of the actual\\nquery image). This design arose out of formative testing with\\nusers, who found results more interpretable when they were\\nstrongly anchored to the user-chosen examples.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,672,747,815],\"text\":\"Refine-by-concept Tool. In some scenarios, the clinical con-\\ncepts of interest may not be present in the returned results,\\nmay not be easily isolated within the query image, or may\\nbe confounded with other features in the search result im-\\nages. At other times, it can be helpful to explicitly request\\nthat particular medical concepts be present in the returned\\nresults, even if they are not present in the query image. This\\nlatter capability can be useful to test hypotheses (e.g., \\\"If this\\nimage had more fused glands, how would it affect diagnosis?\\\").\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,816,747,943],\"text\":\"To address these needs, we developed refine-by-concept\\nsliders , a refinement mechanism that allows an end-user\\nto indicate that they would like more or less of a medical\\nconcept to appear in returned results. For example, if the user\\nwould like to see search results with more or fewer fused\\nglands, they can adjust the Fused Glands slider to update the\\nsearch results, emphasizing or de-emphasizing the presence\\nof that concept based on slider settings.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,114,1012],\"text\":\"Paper 4\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300234_pdf_shortened_page_5_figure_002.png\",\"bbox\":[64,117,396,297],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a line graph displaying cosine similarity against the number of examples for nine different categories, as indicated by the legend. The lines generally show an initial increase in cosine similarity as the number of examples grows, mostly stabilizing between 0.8 and 1.0 after approximately 20-30 examples.\"},{\"label\":\"figure_cap\",\"bbox\":[67,307,394,383],\"text\":\"Figure 4: The y axis shows the cosine similarity between\\nCAVs learned on n examples to CAVs learned on all examples\\nfor the concept. Overall, CAVs trained on 20 images achieved\\na high cosine similarity to CAVs learned on all examples for\\nthe concept.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,408,395,663],\"text\":\"Concept sliders leverage image embeddings and directions\\nin the embedding space to affect search results. As noted in\\nRelated Work, an image embedding can be thought of as a\\ncoordinate in high dimensional space (Figure 3a ), and the\\ndirections in that space (e.g. man to woman) represent seman-\\ntically meaningful concepts (e.g. gender). In our implementa-\\ntion, we use simple linear classifiers to learn these directions,\\nreferred to as CAVs (described above and in Kim et al. [25] ).\\nOur intuition behind using CAVs for creating sliders is as\\nfollows: given a learned CAV for a medical concept, adding\\n(or subtracting) the CAV from a query image's embedding\\neffectively pushes the query image's embedding toward (or\\naway from) a concept within the embedding space. When\\nthe similarity search is performed with this new, augmented\\nembedding, it will generally return results with more (or\\nless) of the concept.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,664,394,744],\"text\":\"To identify concepts for this prototype, we asked pathol-\\nogists to enumerate diagnostically important concepts for\\nprostate cancer diagnosis. Our final set of concept sliders cov-\\ners a variety of concepts, including structural components,\\nslide-processing artifacts, and visual patterns.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,744,395,952],\"text\":\"After creating a list of concepts to learn, two pathologists\\nlabeled whether the concepts were seen in 100 pathology\\nimages (Figure 3 b). We then learned CAVs given those labels:\\nfor each concept $c$ , we use a linear classifier to learn a hyper-\\nplane separating the embeddings of examples containing $c$\\n(positive examples), and embeddings of a random subset not\\ncontaining $c$ (negative examples). The CAV for that concept\\n( $V_c$ ) is defined to be the vector orthogonal to the hyperplane\\n(Figure 3 c) [25] . Although this process requires some human-\\nlabeled data, we empirically evaluated how many labels were\\nneeded to produce a reasonable CAV. We found that CAVs\\ntrained on 20 labels achieved a high cosine similarity ( $\\\\sim$ 0.9)\\nwith CAVs trained on all labels for that concept (Figure 4 ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,221],\"text\":\"Finally, we expose each CAV, $V_c$ as a slider in the interface.\\nMoving the slider shifts search results in the direction of\\nthe CAV (Figure 3 d). For example, given a query embedding\\n$q$ , a +0.5 slider shift translates $q$ by +0.5 $V_c$ , yielding new\\nquery $q'$ . The new search results are produced by taking the\\nnearest neighbors from $q'$ .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,221,747,381],\"text\":\"During formative studies, users were sometimes surprised\\nwhen search results in the negative CAV direction did not\\nreflect the opposing concept. For example, users expected\\nthe opposite of Fused Glands to show not-fused glands, but\\ninstead it sometimes showed no glands at all. Based on this\\nfeedback, we trained relative CAVs using an opposing con-\\ncept as negative examples. Thus, it may be valuable to un-\\nderstand from end-users their expectations for the negative\\ndirection of a CAV, such as whether it ought to reflect the\\nabsence of a concept versus the opposite concept.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,388,747,453],\"text\":\"Auxiliary Refinement Tools. To support these refinement\\ntools, we implemented several auxiliary tools that help users\\ncompare and contrast alternative hypotheses. Here, we briefly\\nsummarize those features:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,455,748,729],\"text\":\"● Narrow hypotheses: While ML algorithms typically\\noutput a global list of most similar images, pathol-\\nogists wished to explicitly control which diagnostic\\ncategories to compare and contrast. Thus, users can\\nexplicitly filter the images and group by only the diag-\\nnostic categories they wish to compare.\\n• Augment variety: When ruling out alternative hypothe-\\nses, users sometimes wanted to see multiple variants\\nwithin those categories to ensure they had not missed a\\nvariant. Thus, users can click to see subgroups of a par-\\nticular diagnostic category, generated using standard\\nclustering techniques.\\n• Visualize refinement: A scatterplot overview show-\\ning each search results' embedding distances from the\\nquery image, color-coded by diagnosis. The visualiza-\\ntion changes after every refinement update to show\\nchanges in the distribution.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,741,615,758],\"text\":\"5 TOOL EVALUATION STUDY\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,761,747,872],\"text\":\"We evaluated SMILY and its refinement capabilities in two\\nstudies. First, we conducted a Tool Evaluation Study (de-\\nscribed in this section) to validate that refinement mecha-\\nnisms update search results in the ways intended. Then, in\\na User Study (described in the next section), we holistically\\nevaluated how SMILY ultimately affects user experience and\\nsearch practices during a medical task.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,872,747,953],\"text\":\"In this section, we consider the former question of whether\\nthe refinement mechanisms update results in the ways in-\\ntended. To this end, we applied each tool to modify the\\npresence of clinical concepts in search results, and asked\\npathologists to rate the presence of that concept, with and\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 4\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,188],\"text\":\"without refinement (in a pairwise manner). We randomized\\nwhich side the conditions were on, so that raters could not\\ntell which search results were collected with and without\\nrefinement.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,219,244,236],\"text\":\"Refine-by-region Evaluation\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,239,394,397],\"text\":\"A common scenario in which a user may want to crop a re-\\ngion is when the algorithm has over-emphasized a physically\\nprominent but irrelevant feature, while under-emphasizing\\na small, important feature. We collected a random set of ten\\nimages where the key glandular structural component was\\nsmall (approximately 25 % of the image). One pathologist\\ncropped the glandular component in the images, after which\\ntwo other pathologists rated the presence of that structure\\nin search results (on a 7-point scale), with and without re-\\nfinement.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,398,394,512],\"text\":\"Images contained a greater presence of the desired feature\\nwith refinement ( $\\\\mu = 5.3$ , $\\\\sigma = 1$ ) than without ( $\\\\mu = 2.8$ ,\\n$\\\\sigma = 1.4$ , ANOVA $p < 0.0005$ , $F = 88$ ). In 88 % of cases, with-\\nrefinement images contained a greater concept presence.\\nRatings were tied in 11 % of cases. These tended to occur\\nwhen the original results already contained a relatively high\\npresence of the concept.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,540,256,557],\"text\":\"Refine-by-example Evaluation\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,560,394,688],\"text\":\"The refine-by-example tool can theoretically be used on any\\nconcept, not only those that are physically dissectable. We\\nthus selected representative concepts that span the character-\\nistics described above (see System Design), including: Percent\\nStroma (structural component), Eosin Overstained (artifact),\\nFused Glands (pattern), and Tubular Glands (pattern). Two\\nmorphological pattern concepts were chosen because pat-\\nterns are most commonly used in decision making.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,689,394,817],\"text\":\"To collect reference images for evaluation, we consulted\\nwith pathologists to enumerate common situations in which\\nthey needed to emphasize or de-emphasize each concept. For\\neach concept, a pathologist selected 10 query images meet-\\ning those conditions, totaling 40 images. Next, a different\\npathologist used the tool to refine initial search results, given\\nthe desired concept. Finally, two other pathologists rated the\\npresence of the desired concept, blind to condition.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,817,394,944],\"text\":\"Images contained a greater presence of the desired concept\\nwith refinement ( $\\\\mu = 4.6$ , $\\\\sigma = 1$ ) than without ( $\\\\mu = 2.8$ ,\\n$\\\\sigma = 1.1$ , $p < 0.0005$ , $F = 108.7$ ). With-refinement results\\ncontained a greater presence of the concept in 82 % of cases,\\ntied in 11 % , and had less of the concept in 7 % . In the latter, we\\nfound that either there were no good examples available in\\nthe results, or the chosen examples were \\\"impure,\\\" containing\\na diversity of concepts.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,124,602,141],\"text\":\"Refine-by-concept Evaluation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,746,336],\"text\":\"To evaluate CAVs, we used the same concepts and images\\nfrom the refine-by-example study. If a CAV reflects the con-\\ncept well, adding the CAV to a point in the embedding space\\nshould lead to a location where images are more likely to\\ncontain that concept. Thus, we shifted each query image\\nembedding in the direction of the CAV, and retrieved nearest\\nneighbors. Based on pathologist ratings, images contained\\na greater presence of the desired concept with refinement\\n( $\\\\mu = 5.4$ , $\\\\sigma = 0.7$ ) than without ( $\\\\mu = 2.6$ , $\\\\sigma = 1$ , $p < 0.0005$ ,\\n$F = 584.6$ ). In almost every case (99 % ), with-refinement re-\\nsults contained a greater presence of the concept, with fewer\\nunintended consequences than refine-by-example.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,336,746,559],\"text\":\"If a CAV had captured its concept very well, a pathologist\\nought to be able to infer the concept without being told\\nwhat the concept is. To investigate this, we asked a third,\\nindependent pathologist to identify what concept(s) were\\nbeing captured by each CAV, by showing the image sets but\\nwithholding the concept name (a free-response task). The\\npathologist correctly identified most concepts without noting\\nother extraneous concepts. However, for Fused Glands, they\\nguessed 3 confounding concepts as well, 2 of which they\\nindicated were biologically correlated with fused glands. The\\npathologist found the presence of biologically correlated\\nconcepts less surprising compared to those that were not\\nbiologically correlated with the intended concept. We will\\ndiscuss these effects in greater detail in later sections.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,574,525,591],\"text\":\"6 USER STUDY\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,595,746,882],\"text\":\"The study reported above confirmed that refinement mecha-\\nnisms can update search results in intended directions. How-\\never, the question remains as to how such tools affect the\\nend-user experience. For instance, refinement tools could\\nhypothetically add complexity and workload to user inter-\\nactions, possibly decreasing the “ seamless ” aesthetic [10] of\\nmore conventional interfaces (e.g. a simple n-best list); hence,\\ntheir utility ought to outweigh the costs. More importantly,\\nit is unknown how refinement mechanisms are actually used\\nin practice, and their effect on user attitudes. To understand\\nthese questions, we compared the experiences of patholo-\\ngists using SMILY to that of a baseline conventional interface\\nduring prostate cancer assessment. We based the conven-\\ntional interface on traditional medical CBIR systems [22, 34] .\\nLike traditional medical CBIR systems, the conventional in-\\nterface displays an n-best list of most similar images, ranked\\nin order of similarity, arranged in a grid. The questions our\\nstudy sought to answer were:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[434,887,746,952],\"text\":\"(1) Does SMILY increase the utility of information for\\ndiagnostic decision-making? How does it affect work-\\nload and trust, compared to a conventional n-best list\\ninterface?\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 4\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300234", "source_image_path": "test_data/3290605-3300234/3290605-3300234_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300234/results/output_json/3290605-3300234_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"list\",\"bbox\":[82,124,395,173],\"text\":\"(2) How do pathologists use refinement tools in their\\nsearch and decision-making practices? What are the\\ntrade-offs between different kinds of refinement tools?\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,186,130,203],\"text\":\"Measures\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,207,394,256],\"text\":\"We evaluated the following outcome metrics related to utility\\nfor decision-making, workload, and attitudes towards the\\nsystem. All items below were rated on a 7-point scale.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[87,260,395,611],\"text\":\"• Diagnostic utility: Participants answered the question\\n\\\"How useful were the examples you found in assisting\\nwith diagnosis?\\\"\\n• Mental support for decision-making: Participants an-\\nswered the Likert scale question \\\"Version X] helped me\\nthink through the diagnosis and organize my thoughts.\\\"\\n• Workload: Participants answered the effort and frus-\\ntration dimensions of the NASA-TLX [20].\\n• Trust: There exist a variety of approaches and ques-\\ntionnaires for measuring trust. In this study, we used\\nMayer's dimensions of trust [29] because these have\\nbeen widely used in prior studies on trust and refer-\\nenced in existing HCI work. Participants answered\\nLikert scale questions on the system's capability and\\nbenevolence, key dimensions of trust.\\n• Future use: Participants answered the Likert scale ques-\\ntion \\\"I would continue using [the system] in my practice\\\".\\n• Overall preference between the two interfaces: Partic-\\nipants rated on a 7-point Likert scale ranging from 1\\n(totally version A), 2 (much more version A than B), 3\\n(slightly more version A than B), 4 (neutral), etc. to 7\\n(totally version B).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,616,394,679],\"text\":\"In the study, we called the two systems \\\"Version A\\\" and\\n\\\"Version B\\\" (counterbalanced) to avoid biasing participants,\\nbut we refer to them here as \\\"SMILY\\\" and \\\"conventional\\ninterface\\\" for clarity.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,692,121,709],\"text\":\"Method\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,713,394,808],\"text\":\"Twelve pathologists participated in the user study. All had\\n1-20 years ($\\\\mu = 9.8$) of pathology experience post-residency\\ntraining. Each participant first completed an online tutorial\\nof both interfaces on their own (30 minutes), then analyzed\\n6 prostate images (1.5 hours total), followed by a post-study\\nquestionnaire and semi-structured interview (30 min).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,394,954],\"text\":\"To ensure the task was not trivial, we first identified im-\\nages that had previously been contested between patholo-\\ngists, with conflicting diagnosis labels. Then, to cover a range\\nof scenarios, we identified 6 cases spanning 3 image types:\\n2 \\\"borderline\\\" images (classically difficult cases lying on the\\nborder between cancer grades), 2 \\\"asymmetric\\\" images (im-\\nages in which an irrelevant feature was larger than a relevant\\nfeature), and 2 \\\"diverse\\\" images (images containing a diver-\\nsity of clinical patterns). Participants used SMILS for 3 trials.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,442,746,474],\"text\":\"(1 image in each category), and the conventional version for\\n3 trials. Order of conditions and categories were randomized.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300234_pdf_shortened_page_7_figure_011.png\",\"bbox\":[420,119,747,310],\"reading_order\":11,\"tags\":[],\"alt_text\":\"This bar chart compares user ratings for a \\\"conventional interface\\\" (gray bars) and \\\"SMILY\\\" (orange bars) across six different categories. The y-axis represents a rating scale from 1 to 7. SMILY consistently shows higher ratings for diagnostic utility, trust (capability), trust (benevolence), mental support, and likelihood of use in practice, while the conventional interface has a slightly higher rating for effort.\"},{\"label\":\"figure_cap\",\"bbox\":[420,327,746,416],\"text\":\"Figure 5: Results from user study survey questions, with\\nstandard error bars. Compared to a conventional interface,\\nSMILY had greater diagnostic utility and required lower ef-\\nfort. Users also indicated having greater trust in SMILY, felt\\nSMILY offered better mental support, and felt they were\\nmore likely to use it in clinical practice.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,474,746,585],\"text\":\"After each trial, pathologists answered the diagnostic util-\\nity, effort, and frustration questions, as well as the diagno-\\nsis categories they saw in the image, along with their deci-\\nsion certainty. During each trial, participants' actions were\\nrecorded using a log file and by screen recording. In the post-\\nstudy questionnaire, participants answered the remaining\\nquestionnaire items.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,597,585,614],\"text\":\"7 USER STUDY RESULTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,618,746,730],\"text\":\"Figure 5 summarizes the ratings from participants. During\\nthe study, participants found the clinical information to have\\nhigher diagnostic utility while using SMILY ( $\\\\mu=4.7$ ) than\\nwhile using the conventional interface ( $\\\\mu=3.7$ ). A mixed-\\neffects regression, with interface and image type as fixed\\neffects and participant as a random effect, found a significant\\nmain effect of interface on usefulness ( $p=0.025$ , $t=2.3$ ).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,730,746,825],\"text\":\"Participants also experienced less effort using SMILY ($\\\\mu =$\\n2.8) than the conventional interface ($\\\\mu = 3.5$). Results show\\na significant main effect of interface on effort ($p = 0.034$,\\n$t = -2.2$), as well as a main effect of image type ($p = 0.006$,\\n$t = -2.9$, diverse image type > borderline image type). No\\ndifferences were found for the frustration dimension.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,826,746,904],\"text\":\"In the post-study questionnaire, users expressed higher\\ntrust in SMILY. Users rated SMILY as having higher capabil-\\nity than the conventional interface ( $\\\\mu = 6$ , $\\\\mu = 4.7$ , $p = 0.01$ ,\\n$t = 3.08$ ), as well as higher benevolence ( $\\\\mu = 5.8$ , $\\\\mu = 2.6$ ,\\n$p < 0.001$ , $t = 6.04$ ).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,746,954],\"text\":\"Participants found SMILY to offer greater mental sup-\\nport for decision-making than the conventional interface\\n( $\\\\mu = 5, \\\\mu = 3.4, p = 0.003, t = 3.8$ ), and expressed that they\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1013],\"text\":\"Paper 4\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300234/results/markdown/3290605-3300234_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[250,119,677,185],\"text\":\"Seeing with New Eyes:\\ng for In-the-Wild Museum Gifting\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[91,201,282,266],\"text\":\"Jocelyn Spence\\n\\nMixed Reality Lab\\n\\nUniversity of Nottingham, UK\\njocelyn.spence@nottingham.ac.uk\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[96,276,279,342],\"text\":\"Steve Benford\\n\\nMixed Reality Lab\\n\\nUniversity of Nottingham, UK\\nsteve.benford@nottingham.ac.uk\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[131,352,245,417],\"text\":\"Ju Row Farr\\n\\nBlast Theory\\nBrighton, UK\\n\\nju@blasttheory.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[304,199,507,266],\"text\":\"Benjamin Bedwell\\n\\nMixed Reality Lab\\n\\nUniversity of Nottingham, UK\\nbenjamin.bedwell@nottingham.ac.uk\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[310,275,503,342],\"text\":\"Boriana N. Koleva\\n\\nMixed Reality Lab\\n\\nUniversity of Nottingham, UK\\nboriana.koleva@nottingham.ac.uk\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[343,352,470,417],\"text\":\"Nick Tandamanjit\\n\\nBlast Theory\\nBrighton, UK\\n\\nnick@blasttheory.com\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[523,199,727,265],\"text\":\"Michelle Coleman\\n\\nMixed Reality Lab\\n\\nUniversity of Nottingham, UK\\nmichelle.coleman@nottingham.ac.uk\",\"reading_order\":10,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[561,276,690,342],\"text\":\"Matt Adams\\n\\nBlast Theory\\n\\nBrighton, UK\\n\\nmatt@blasttheory.com\",\"reading_order\":11,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[540,353,712,417],\"text\":\"Anders Sundnes Lovlie\\nDigital Design Department\\nIT University Copenhagen, DK-\\nasum@itdu.dk\",\"reading_order\":12,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,428,142,445],\"text\":\"ABSTRACT\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,449,395,721],\"text\":\"This paper presents the GIFT smartphone app, an artist-led\\nResearch through Design project benefitting from a three-\\nday in-the-wild deployment. The app takes as its premise\\nthe generative potential of combining the contexts of gifting\\nand museum visits. Visitors explore the museum, searching\\nfor objects that would most appeal to the gift-receiver they\\nhave in mind, then photographing those objects and adding\\naudio messages for their receivers describing the motivation\\nfor their choices. This paper charts the designers' key aim\\nof creating a new frame of mind using voice, and the most\\nstriking findings discovered during in-the-wild deployment\\nin a museum – `seeing with new eyes' and fostering personal\\nconnections. We discuss empathy, motivation, and bottom-\\nup personalisation in the productive space revealed by this\\ncombination of contexts. We suggest that this work reveals\\nopportunities for designers of gifting services as well as those\\nworking in cultural heritage.\",\"reading_order\":14,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,428,524,445],\"text\":\"CCS CONCEPTS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,449,746,499],\"text\":\"• Human-centered computing → User centered design;\\nEmpirical studies in interaction design; Computer supported\\ncooperative work.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,511,502,527],\"text\":\"KEYWORDS\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,531,738,548],\"text\":\"gifting, museums, cultural heritage, personalisation, voice\",\"reading_order\":18,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,555,555,571],\"text\":\"ACM Reference Format:\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,572,747,674],\"text\":\"Jocelyn Spence, Benjamin Bedwell, Michelle Coleman, Steve Ben-\\nford, Boriana N. Koleva, Matt Adams, Ju Row Farr, Nick Tanda-\\nvanjit, and Anders Sundnes Løvlie. 2019. Seeing with New Eyes:\\nDesigning for In-the-Wild Museum Gifting. In CHI Conference on\\nHuman Factors in Computing Systems Proceedings (CHI 2019), May\\n4–9, 2019, Glasgow, Scotland UK . ACM, New York, NY, USA, 13 pages.\\nhttps://doi.org/10.1145/3290605.3300235\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,693,549,710],\"text\":\"1 INTRODUCTION\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,715,746,809],\"text\":\"In a recent shift towards making museum visits more person-\\nally meaningful, museums have increasingly looked into the\\nuse of information technology to enrich the museum visit.\\nIn HCI research, this has often been addressed by personali-\\nsation technology, allowing visitors to tailor their museum\\nexperience according to their interests.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,954],\"text\":\"There is, however, an alternative strand of research look-\\ning into how technology can foster personally meaningful\\nexperiences. In this article, we argue that if we truly want\\nmuseum visits to be personally meaningful, it is more useful\\nto pay attention to human practices that are known to be\\nmeaningful, such as the sense of pleasure and specialness\\nevoked by the caring gesture of a thoughtful gift [63, p. 108] .\\nThis paper explores the use of digital gifting in a museum\\ncontext and produces knowledge about 'seeing with new\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,393,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@emc.org.\\nCity 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":25,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,265,954],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-03...$150.00\\nhttps://doi.org/10.1145/3206505.3300235\",\"reading_order\":26,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 5\",\"reading_order\":27,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":28,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"eyes' in museum experiences marked by empathy, motiva-\\ntion, and bottom-up personalisation.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,395,365],\"text\":\"One way to explore meaningful experiences is to employ\\nan artist-lead Research through Design approach, working\\nwith Blast Theory, who have developed a nuanced under-\\nstanding of the context of the museum visit over many years.\\nOur project takes this approach to bring out new insights\\nabout how such experiences can be made personally mean-\\ningful for museum visitors. In this paper we report on the\\ndesign and in-the-wild study of the GIFT smartphone app,\\nwhich uses the voice of an 'intimate stranger' to frame the\\nexperience of making and receiving digital gifts based on mu-\\nseum objects. Each giftting experience also creates a uniquely\\npersonalised museum visit based on each participant's in-\\nvestment of time and effort in making or discovering a gift.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,387,188,403],\"text\":\"2 BACKGROUND\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,406,199,423],\"text\":\"Museum experiences\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,426,395,571],\"text\":\"Museums and galleries have been receptive to the adoption\\nof technology to enhance the presentation of artefacts. Most\\noften this has taken the form of electronic guides, based on\\npersonal mobile or dedicated devices, which augment ex-\\nhibits with digital content curated by the museum staff [6] .\\nHowever, it has been recognised in both the fields of museum\\nstudies and HCI that the successful adoption of technology\\nneeds to respond to contemporary concerns around inter-\\npretation, socialisation and personalisation.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,395,793],\"text\":\"A trend in museums and galleries has seen curators and\\nexhibition designers move away from providing a single\\ninterpretation of exhibits. Instead, they support visitors in\\nengaging with multiple and possibly contrasting narratives,\\nand provide material that supports visitors in making their\\nown interpretations [52, 62] . A range of mechanisms to sup-\\nport visitor contributions has been explored by researchers,\\nincluding social media [31, 57, 61] , tagging exhibits [1, 7,\\n14] , specially developed interactive public displays [15, 56] ,\\nand visitors creating hybrid exhibits [2] . Previous research\\nprojects, such as Retracing the Past [22] and Reminisce [13] ,\\nhave shown that allowing visitors to record voice messages\\nis a particularly effective way of sharing memories and opin-\\nions with others in the museum setting.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,793,395,955],\"text\":\"It has also long been recognised that many museum expe-\\nriences are social, as most people visit museums with small\\ngroups of friends or family [20] . However, many technology-\\nenhanced visitor experiences, particularly for mobile devices,\\ntarget use by individuals. To support co-located social in-\\nteraction, previous work has explored techniques such as\\ndesigning devices for group use [50] , sharing personal de-\\nvices between groups [42] , supporting collaboration through\\nassigning different roles [5] , and eavesdropping on the con-\\ntent being consumed by other visitors [3] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,411],\"text\":\"Alongside these concerns, there has been a growing inter-\\nest in personalisation, which involves selecting or adapting\\ncontent based on the visitor's preferences, prior knowledge\\nor visiting style [4] , to both help with the large amount of\\ninformation that is increasingly available through digital\\ntechnologies and to move away from the generalised labels\\naimed at a diverse range of people. It can be challenging\\nfor systems to build up knowledge about a visitor in the\\nmuseum context, as visits to individual museums are often\\none-off and relatively short-term activities. There is a large\\nbody of research on the building of user models (e.g. [21, 54] )\\nand matching content to users in museums (e.g. [19, 60] ).\\nHowever, the resulting categorisations are often overly sim-\\nplified and not of practical use to exhibition designers [4] . In\\ncontrast, the project we describe builds on work by Lesley\\nFosh et al [23, 24] , who proposed that the practice of gifting\\ncould be used in museums to create deeply personalised and\\nsocial visits based on visitors' knowledge of each other.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,439,542,456],\"text\":\"Gifting experiences\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,459,747,761],\"text\":\"Gifting has been an area of research in anthropology and so-\\nciology since the pioneering works of Bronislaw Malnowski\\n[35] and Marcel Maus [37] , which continue to inform work\\nin areas such as consumer and market research [8, 12, 29, 51] .\\nGary Davies et al [18] differentiate between `relational' gift-\\ning – the type familiar to anyone exchanging gifts during\\nthe holidays – and `transactional', often impersonal practices\\nsuch as tipping, bribing, or giving to charity. The GIFT app\\nis designed for gifting between individuals as a relational\\nphenomenon that can alter relationships [47, 48, 51] . Thus\\nwe restrict ourselves to relational gifting in which `the gift\\ninvolves the selection and transfer of something to someone\\nwithout the expectation of direct compensation, but with\\nthe expectation of a return' that can be as simple as a `so-\\ncial or psychological benefit' [18, p. 414] . Effort in selection\\nand transfer is understood as an important part of relational\\ngifting [45] , and Julie A. Ruth et al define `affirming gift ex-\\nperiences' as those that can evoke `empathy' in both receiver\\nand giver and validate their relationship [48, pp. 390–391] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,761,747,890],\"text\":\"Within the HCI and design literature, gifting tends to\\neither emerge as a finding [30, 33, 39] , serve as a metaphor\\nor framework [9, 27, 44, 49, 55] , or stand as the topic being\\ndirectly addressed [46, 53] . Some of this work discusses the\\nimportance of effort in conveying meaning, including Odom\\net al.'s observation of teenagers adding notes and images to\\nplaylists [39, p. 1496] and Muntean et al.'s use of effort to\\nexplain differing cultural values [38] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,747,955],\"text\":\"In an interview study by Hyeon Kwon et al [32] exploring\\ngifting physical and digital items, the authors found that the\\n'excitement' (i.e. any positive response opposed to 'calmness')\\nfelt by givers and receivers was lower for digital than for\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,114,1013],\"text\":\"Paper 5\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,124,394,236],\"text\":\"physical gifts ([32, p. 2375], see also [53]). They suggest a five-\\nstage framework of preparation, exchange, reveal, use, and\\nreflection [32, p. 2374] to guide design for digital gifting. In\\n`reflection', the important work of developing what Marsha\\nL. Richins calls the `private meanings' of a gift can take place\\n[43, p. 506]. Private meanings can include memories and\\nfeelings centred on the giver-receiver relationship.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,236,394,491],\"text\":\"As Ruth et al [48] do, Jayne Wallace connects gifting with\\nempathy. Wallace et al used what they called 'design probes'\\n[58] inspired by 'cultural probes' [25] , to build delicate rela-\\ntionships between designer and participant based on empa-\\nthy (see also [64] ). She described her probes in Mauss's [37]\\nterms: she gave the probes in the hope but not the expecta-\\ntion that they would encourage the deep sharing of personal\\nmeaning that was so important to her designs. Empathy can\\nalso be achieved via more mundane practices such as nurses\\nof dementia patients who 'spend time with clients... in order\\nto build a confiding relationship as a base for an empathic\\nengagement with one another' [59, p. 2635] . The 'cognitive\\nempathy' [16] displayed by these nurses is more common\\n[41] than the 'affective empathy' [16] aimed in for [58] . In\\neither case, 'it is highly important to us that a participant\\nfinds some personal benefit from the process' [58, p. 3449] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,491,394,732],\"text\":\"The GIFT app was underpinned by projects led by Fosh\\n[23, 24] in which gallery or museum visitors gave richly\\npersonalised digital gifts to people they know. In Ruth et\\nal.'s terms [48] , Fosh et al designed for `affirming', empa-\\nthetic gift experiences. Individual receivers in [24] experi-\\nenced the gallery according to the interpretations made for\\nthem, while the subsequent iteration [23] focussed on gifting\\nwithin groups. In Fosh et al.'s approach, givers had to take a\\nresearcher-led workshop, commit their receivers to a sched-\\nuled visit, open themselves to potential anxiety [24] , and/or\\ncoordinate group gifting [23] . The GIFT app attempted to\\nmitigate these issues by automating the process as much\\nas possible and freeing users to exchange in any way they\\nwished without losing Fosh et al.'s critical achievement of\\npersonal meaningfulness in a museum visit.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,756,200,774],\"text\":\"3 METHODOLOGY\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,954],\"text\":\"This work falls under the broad umbrella of Research through\\nDesign (RtD) [65] in which research findings emerge from\\nreflections on practice. The project was also artist-led, driven\\nby a team of professional artists who have previously worked\\nin major museums and brought their distinctive interaction\\ndesign skills to bear on the challenge of creating intimate\\nand personal experiences. The engagement took place over\\na period of more than a year, including three major work-\\nshops at the museum in which successive versions of the app\\nwere iteratively prototyped and tested, though these earlier\\niterations fall outside the scope of this paper.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,220],\"text\":\"The deployment took place 'in the wild' [17] , with the\\nworking app offered to the public at the museum. It was\\nadvertised by the museum, whose front desk was stocked\\nwith cards inviting visitors to take part, and by Blast Theory,\\nwhose staff invited visitors in person as they approached the\\nentrance. Both also promoted the deployment online.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,221,746,299],\"text\":\"As is typical with an RTD approach, we report both the\\nartists' rationale and the public's response to the app before\\ndrawing out research findings in the form generative design\\nknowledge [26] at an intermediate level [34] that can aid\\nfurther work on designing interactive museum experiences.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,310,495,328],\"text\":\"4 DESIGN\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,331,746,410],\"text\":\"In this section, we detail the design of the GIFT app as de-\\nployed for feedback in July 2018. This is used in subsequent\\nsections to trace how design rationales correspond to visi-\\ntor responses and contribute to our discussion of empathy,\\nmotivation, and bottom-up personalisation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,422,509,440],\"text\":\"The GIFT App\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,746,650],\"text\":\"The GIFT app as deployed in July 2018 was a smartphone\\napp for museum visitors to create and exchange gifts. It\\nwas designed to be accessed in the same manner by gift-\\nmakers and gift-receivers. The original plan was for it to\\nbe downloadable with no intervention by Blast Theory and\\nonly minimal support required from museum staff. Partway\\nthrough the design process, though, it became clear that Blast\\nTheory would need to be on site to lend latest-generation\\niPhones and headphones (see Fig. 1 ) to circumvent problems\\nwith stability on other platforms. While the app invited all\\nusers to investigate the museum in person, it was designed\\nnot to be location-sensitive so that it could be used essentially\\nanywhere.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,747,905],\"text\":\"Users were first asked to register with their name and\\nemail address. Next, they could select whether to receive a\\ngift if there was one available, or to create a gift. For givers,\\nthe app first asked them to decide on a receiver, audio record\\na greeting for them, and enter their email address. Givers\\nthen listened to voiceovers (see Fig. 2 ) that asked them to\\nexplore the museum with their receiver as a `filter' for their\\nvisit. When givers chose an object to give, they were asked to\\nphotograph it and record an audio message into the iPhone\\nfor their receiver about why they chose that object. Givers\\nalso recorded a clue telling the receiver where to find the\\nobject. They could listen back to their recordings and re-\\ncord as often as they liked. Givers chose up to three objects\\nin one gift and could make multiple gifts. When finished,\\nthey were asked to enter the title and artist for a song to\\ncomplete their gift.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,954],\"text\":\"The receiver's experience reflected the giver's. The origi-\\nnal intention was for receivers to see an email invitation to\\ndownload the app and receive their gift, or be notified via\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 5\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300235_pdf_shortened_page_3_figure_002.png\",\"bbox\":[63,115,399,461],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A museum scene features two staff members interacting with a wooden display next to a large \\\"Gift app\\\" banner. An overlaid text box provides a description of the \\\"Gift app\\\" from front-of-house staff, explaining it allows users to choose museum objects as digital gifts for others, like a mixtape.\"},{\"label\":\"figure_cap\",\"bbox\":[93,487,368,504],\"text\":\"Figure 1: Blast Theory front-of-house tech station.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300235_pdf_shortened_page_3_figure_004.png\",\"bbox\":[65,508,403,902],\"reading_order\":4,\"tags\":[],\"alt_text\":\"An iPhone app screen shows \\\"Making a gift for Jocelyn\\\" with a dark background featuring squiggly patterns, a white crescent arc, and a green \\\"pause\\\" button. Overlapping the screen is a white box containing instructions titled \\\"Voiceover to start the giver's visit,\\\" which guides the user to think of someone and record a greeting.\"},{\"label\":\"figure_cap\",\"bbox\":[73,926,388,943],\"text\":\"Figure 2: Voiceover making herself feel familiar to givers.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300235_pdf_shortened_page_3_figure_006.png\",\"bbox\":[421,113,749,509],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A mobile phone screen shows a notification \\\"You've received a gift from Joce\\\" with a present icon and options to \\\"save for later\\\" or \\\"open it now.\\\" Alongside the phone, a text box presents a \\\"Voiceover to start the receiver's visit,\\\" explaining the gift and its connection to a museum visit.\"},{\"label\":\"figure_cap\",\"bbox\":[440,533,726,550],\"text\":\"Figure 3: Voiceover on the effort the giver has made.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[421,576,747,721],\"text\":\"the app if it was already installed. As with the givers, though,\\nreceivers had to use the loaned iPhones and headphones,\\nand they used the app's audio to learn what was expected\\nof them (see Fig. 3 ). They saw the photo taken by the giver\\nand followed the clue to see the object. They then heard\\nthe giver's recording of why that object was chosen. When\\nall objects were found, receivers heard the song chosen for\\nthem. At the end, receivers were invited to audio record a\\nresponse to the gift, which was then sent to the giver.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,733,673,750],\"text\":\"Design Rationale 1: The Museum's Needs\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,753,747,912],\"text\":\"In an interview during the final stages of development, Blast\\nTheory co-founder Matt Adams 1 explained that one of the\\nmost important design intentions was for the app to respond\\ndirectly to its context by 'addressing some of the needs of\\nmuseums who are attempting to respond to the rise of...\\nmobile digital media... often with small budgets, very small\\nteams, lots of time pressure...'. To meet this need, Blast Theory\\ndesigned for museums under financial and human resource\\npressure (as so many are). After all, an app that would engage\\nend users but face insurmountable barriers to uptake is, in\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,924,745,954],\"text\":\"1 All citations of Adams refer to interviews conducted by the lead author\\nvia Skype in April 2018.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 5\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,252],\"text\":\"the end, only an exploration of half the design space. Thus\\nthe GIFT app emphasised design choices that would support\\nits in-the-wild deployment. This motivated a design where\\ngivers and receivers would make and get their gifts in the\\nmuseum. The designers accounted for the likelihood that\\nmany receivers would be unable or unwilling to come to the\\nmuseum on short notice during the deployment, but they\\nretained focus on in-situ gifting.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,571],\"text\":\"This perspective also influenced why the app was made\\nas self-contained as possible. Fosh et al.'s designs for giving\\ngifts of museum items tailored for an individual receiver\\n[23, 24] were very time-intensive and required skilled work-\\nshop leaders. Blast Theory Creative Lead John Hunter knew\\nthat people come to museums 'when they have other de-\\nmands on their attention, when they have other plans, par-\\nticular needs or preconceptions $^5$ . They wanted to invite\\ngifting without burdening participants with taking part in\\nextensive workshops or adding to the museum staff's work-\\nload by requiring them to organise these events. However,\\npartway through the design process, it became apparent that\\ndeployment would put more strain on the museum staff than\\nwould be reasonable to ask for, despite the unstinting support\\nof the museum's Digital Manager. Blast Theory therefore\\nfactored in a large number of their own staff to recruit par-\\nticipants, explain the proposition, gain consent, arrange the\\nloan of phones and headphones painstakingly set up ahead\\nof time, answer questions, retrieve the loaned items, and\\nsolicit feedback.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,584,229,602],\"text\":\"Design Rationale 2: Intent\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,604,394,764],\"text\":\"Adams described another key aim with this design as `exam-\\npling different forms of engagement inside the museum and\\nfinding a synthesis between the museum, its collection,\\nand its curatorial framework, and the visitor and their social\\nnetwork, and looking for how you might build meaningful\\nrelationships within that set of connections'. His term `social\\nnetwork' refers to an individual's friends, family, colleagues,\\netc., rather than their online social networks. This aim fo-\\ncused on the context of `meaningful relationships' that would\\nbe brought into the museum visit.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,764,394,909],\"text\":\"Blast Theory needed to do more than task people with\\nthe making of a gift. To work with meaningful relationships,\\nthey decided to try to shift people, gently, out of thinking\\nin terms of a standard museum visit and create in them\\nan active intent to make a gift for someone they knew. As\\nHunter put it, 'you can very quickly put people in a frame\\nof reference, when you give someone a present and all of\\nthe attendant things that come with that'. If Blast Theory\\ncould stimulate the positive intention to give a gift within a\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,157],\"text\":\"'meaningful relationship', then visitors' means of engaging\\nwith the museum itself might change.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,175,687,194],\"text\":\"Design Rationale 3: Listening and Speaking\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,196,747,500],\"text\":\"To help achieve the desired frame of mind, Blast Theory\\nbased their app around audio. Visitors listened through head-\\nphones and spoke out loud. The primary design choice to\\npromote this contextually uncommon behaviour was to use\\nvoiceover to encourage visitors to speak. Hunter described\\ntheir rationale in this way: `Speaking is not a common part\\nof a visit. ... In order to ask somebody to speak, we felt like\\nwe needed to give some voice, too, in a way that hopefully\\nfelt more approachable than written instructions asking you\\nto do the same thing'. In other words, Blast Theory offered\\na `gift' of speech in the hopes of soliciting the same from\\napp users (see Fig. 2 ). To maintain focus on the audio and\\nto accommodate museum visitors who might not be tech-\\nnologically savvy, the visual design was extremely simple,\\nespecially during voiceovers. At those points, the screen\\nshowed only a pause button and progress indicator. Orient-\\ning the experience towards audio also contributed to another\\nimportant aim, that of encouraging engagement with the\\nphysical museum rather than with the smartphone screen.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,518,577,534],\"text\":\"Design Rationale 4: Voice\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,537,747,762],\"text\":\"The voice of the app had the personal tone an 'intimate\\nstranger', far removed from the neutral, informational voice\\none might expect from a typical museum guide. Hunter ex-\\nplains: `Voice... allows her to be really familiar with you\\nbecause this idea of giving and receiving gifts, and the way\\nshe talks about it, is very human. We've all got an experience\\nof it so... it allows her to put herself in the same boat with\\nyou and create a sort of instant familiarity'. When asked to\\ndescribe how he hoped a visitor would perceive the tone of\\nthe voice used in the app, Hunter replied, `familiar, relaxed,\\nprovocative'. By `provocative' Hunter meant provoking ac-\\ntion rather than being romantic. Hunter explained `that she\\nwould challenge you, not put ideas in your head but she\\nwould encourage you to do some thinking and exploring'.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,747,954],\"text\":\"The voice addresses the visitor one-on-one, using phrasing\\nand word choice that work with its tone to imply a familiarity\\nmore in keeping with a friend than a museum docent. Hunter\\nexplains the design intention `to establish an intensity but\\nnot to create an anxiety, she's not over-familiar, but the use\\nof that voice allows us to ask you to think quite personally\\nquite early on'. Blast Theory understood that this tone was\\nnot something that could be achieved in all instances for\\nall people. `Some people really crave that intimacy. Some\\npeople [feel] distanced by it because it's just not what they\\n[are] expecting. You have to go one way, and then let pe-\\nople respond' (Hunter). Notably, the design does not push\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,924,393,953],\"text\":\"2 All citations of Hunter refer to interviews conducted by the lead author\\nvia Skype in July 2018.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 5\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"this sense of familiarity into a fictional realm. The speaker\\nacknowledges that she and the visitor are, in fact, strangers.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,167,380,185],\"text\":\"Design Rationale 5: Focus on Relationship, Not Gift\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,188,396,572],\"text\":\"What, exactly, does the app (via the voice) expect a visitor to\\ndo in creating a gift? Blast Theory gave careful attention to\\nthe amount of guidance the app would provide. Voiceover\\nguided visitors step by step through selecting an object, tak-\\ning a photo, and recording a comment. However, there was\\nno guidance on what to choose or where to choose it from:\\ninstead, the voice instructed the giver to concentrate on their\\nreceiver, not unlike the strategy of choosing a perspective\\nfrom which to learn about the exhibition in the work of Pe-\\ntrelli et al [40, p. 284] . The voice asked the giver to `let that\\nperson be your filter as you walk. Ignore the things you know\\nthey're not going to care about, go and learn more about the\\nobjects you know nothing about. Let them know the effort\\nyou've gone to, to choose the right things'. Although the\\napp never articulates the skills needed to create a gift, the\\ndesign team worked to solicit thought, consideration, emo-\\ntional investment, empathy, and skills in writing, skills in\\nphotography, orienteering...’ (Adams) to the extent that each\\nparticipant was willing and able to invest them into their gift.\\nIn parallel, the receivers' voiceover continually directed their\\nattention toward the giver's intentions. Receivers took on\\nan active role through recording their responses and walked\\naway with the songs chosen for them ringing in their minds,\\nagain concentrating on the giver over the gift itself.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,582,228,599],\"text\":\"Design Rationale 6: Effort\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,396,955],\"text\":\"Blast Theory envisioned the process of making a gift as in-\\nvolving 'effort' in terms of one or more of the following:\\n'walking greater distances, for example, looking more care-\\nfully, spending more time on something, articulating really\\nclearly what somebody might not immediately see but which\\nyou've seen' (Hunter). These concrete actions were similar\\nto those in Fosh et al.'s designs [24] , yet the GIFT app needed\\nto provoke sufficient effort without any co-present human\\ninstruction. Blast Theory saw these types of effort as par-\\nticularly valuable in gifts that require no financial outlay.\\n'We put a value on your time, because that's really what\\nyou're giving. ... We're asking you to think and to invest\\nemotionally' (Hunter). Hunter's observation is supported by\\nthe gifting literature [45] as well as by recent work in HCI\\nand design on exchanges of Christmas cards [28] and digital\\nmusic tracks [53] . Thus effort became a condition to design\\nfor , a relatively unusual perspective in a field historically\\ndedicated to efficient interaction. Also, given Blast Theory's\\napproach to gifting as a relational practice, they worked to\\nmake this effort legible to receivers. A receiver in the mu-\\nseum might notice if objects were chosen from distant rooms\\n(walking greater distances), photographed from an unusual\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,221],\"text\":\"perspective (looking more carefully), or commented on at\\nlength or in detail (spending time and articulating reasons).\\nEffort in terms of emotional investment might also be heard\\nthrough the quality of the giver's voice or their choice of\\nwords. In the same way, responses recorded by the receiver\\nwould indicate their thoughts and feelings around the gift.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,231,508,248],\"text\":\"5 FINDINGS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,251,746,475],\"text\":\"The GIFT app was deployed in the wild on 18, 19, and 21\\nJuly, 2018, at the Brighton Museum and Gallery in the city\\nof Brighton and Hove on the south coast of England. Of\\nthe entire visitor population over those three days, 21.4%\\nused the app, and all users were invited to give feedback.\\nOf the 114 who did, 57 filled out a short questionnaire that\\nsought answers most pertinent to the museum (whether they\\nlearned anything new), to the developer (whether the app\\nfailed), and to the research team (whether and how the app\\naltered visits). A further 57 agreed to a full interview, which\\nlaborated on these areas of interest and gave access to their\\ngifts' contents. No one who gave feedback was excluded\\nfrom analysis other than those with irregularities in their\\nconsent forms.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,746,650],\"text\":\"Many participants either took part on their own or made\\ngifts for people who could not visit the museum before the\\nend of the deployment, leading to a preponderance of givers\\n(66). Four received without giving, and 23 both gave and\\nreceived; 10 of these exchanged gifts with each other. All\\ninterviewees who both gave and received were asked about\\nthe two activities separately. Only 18 receivers gave feedback\\non the gifts they received. Responses to receiving usually\\nechoed responses to giving, and responses to questions about\\nthe overall experience primarily described the giving process.\\nWe separate out findings about receiving where relevant.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,746,825],\"text\":\"In terms of gift content, givers tended to select items that\\ncaught their eye, which led to a relatively high proportion of\\nfamous or striking objects. For example, in the main gallery,\\nthe most commonly gifted object was the large red sofa\\nshaped like ‘Mae West’s Lips’ designed by Salvador Dali,\\nthough each of these photos was taken from a different per-\\nspective. Only 18 objects in the collection were chosen by\\nmore than one person, leaving 70 unique gifted objects. In\\nthe same vein, audio recordings included both straightfor-\\nward descriptions and personal jokes with no meaning to an\\noutsider.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,746,955],\"text\":\"Below, we summarise the most productive themes seen in\\nthe data from our 114 participants as a means of reflecting\\non Blast Theory's design. Themes were developed using a\\ncombination of a priori and inductive analysis. The former\\nincluded questions regarding usability and those directly\\naddressing issues left unresolved by Fosh et al [23, 24] , such\\nas feelings of anxiety. We found inductive analysis necessary\\nfor responses regarding relationships, objects, and the overall\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 5\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,394,157],\"text\":\"experience. These related to each other in unexpected ways,\\nleading to Findings 1 and 3 and to our Discussion topics.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,167,220,185],\"text\":\"1: Seeing with New Eyes\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,394,396],\"text\":\"The most consistent finding involved participants describing\\na new way of looking at or thinking about museum objects.\\nThey saw the objects `with other eyes' (P4), or `through fresh\\neyes' (P47), looking `in a different way' while `imagining\\nsomeone else and thinking of them' (P47), looking with `a\\ndifferent meaning to me' (P3). Similar metaphors were voiced\\nwithout prompting by a further nine (P23, P29, P72, P90, P93,\\nP98, P147, P182, P202). Those who spoke about their thought\\nprocesses spoke in terms of taking `a different point of view...'\\notherwise I am... just seeing them' (P140), or `think[mng] a\\nbit differently about the space I was in and what I was doing'\\ndue to `having to actually deliberately think about another\\nperson' (P64).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,699],\"text\":\"Five participants articulated how bearing their receivers in\\nmind worked. One described her reactions to objects during\\nordinary museum visits as curiosity about how the objects\\nwere manufactured or used, whereas looking from her ‘artis-\\ntic’ boyfriend’s point of view induced her to look at ‘where\\nthey got the inspiration from, the colour, or what material\\nthey used’ (P152). Another explained dramatically that look-\\ning through another person’s eyes ‘made art seem alive’\\n(P242). One noted multiple levels of engagement happening\\nat once: You’re actually looking for stuff that someone else\\nwould enjoy, but you’re also looking at your own experi-\\nence and what your eye is drawn to’ (P87). Some, like P5,\\nanticipated how their receiver, too, would ‘see it through a\\ndifferent lens’ (also e.g. P185). Receiver responses were simi-\\nlar, such as P152’s observation that her boyfriend’s choices\\nwere ‘like looking in a mirror’ by showing her how he had\\nnoticed her recent attempts to build confidence. The vanity\\nmirror he chose for her lost its connection to ‘vanity’ and\\nbecame instead an indicator of his loving support.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,709,238,727],\"text\":\"2: Connecting with Objects\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,955],\"text\":\"We asked whether participants formed personal connections\\nto the objects. One of our participants responded confidently:\\n'If you can choose good objects, you will feel a personal con-\\nnection to those objects as well' (P200). This seems to have\\nbeen the case for those such as P184 who `really engaged'\\nwith objects she `would have perhaps otherwise walked past'.\\nFor P181, the connection was a visceral 'instinct' that con-\\nnected her to her receiver. Imagination played a part for\\nothers, most often imagining the receiver interacting with\\nthe object or its place of origin (e.g. P93, P143) or imagining\\nthemselves interacting with the object (such as P159 pic-\\nturing a piece of furniture in the home she shares with the\\nperson she made her gift for, also P52, P186). Gift receivers\\nfelt particularly attached to the objects given to them and\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,221],\"text\":\"spent time examining them, even when I don't think I would\\nhave necessarily looked twice at them\\\" (P34a, also P98, P152).\\nUnusually, P137 felt more connected to the objects she re-\\nceived than those she gave, perhaps because she was less\\ncurious about the museum than about her giver, a family\\nmember she had not seen in many years.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,247,601,264],\"text\":\"3: Connecting with Receivers\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,267,747,586],\"text\":\"One finding that struck us was how many participants con-\\nfiated objects with people. For example, when asked whether\\nthey made a connection to the museum objects, many re-\\nsponded with the connection they made to their receiver or\\ngiver. Some specified that the connection they now felt to\\nan object only existed because of its new association with\\nthe receiver: 'I did look at them from my own perspective,\\nbut also from someone else's perspective and what we might\\nhave in common about the object. So it was not only about\\nthe objects, but also about our relationship' (P82). Another\\nfound that the process of finding an object 'brought back\\ngreat memories and important things in our relationship'\\n(P156). Other connections were projected into the future:\\nP82 described how the act of relating objects to her sister\\nmeant that she would remember those objects in light of\\nher sister in the future. Receiving a gift also prompted par-\\nticipants to connect with their givers, but for most, the act\\nof giving overshadowed the act of receiving. Those who re-\\nceived as well as gave usually expanded on the connections\\nthey felt with their receivers rather than their givers.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,587,747,955],\"text\":\"Roughly 80 mentioned personal meaningfulness. Twenty\\ndescribed their experience in terms of its 'emotional' impact\\nor 'intimacy'. One explicitly used the gift-giving opportunity\\nto recreate a sense of family cohesion eroded by physical\\ndistance: 'I felt would take them back them into this feeling\\nof being a family, in a way' (P71). Contrary to one of the\\nkey design aims, these feelings of personal meaning did not\\nseem to depend on physical proximity to the museum. Of\\nthe 59 gifts whose givers or receivers gave feedback, 71 %\\nwere sent to distant receivers. The prevalent attitude towards\\nproximity might be best summed up by P197's observation\\nthat 'the person that I will be choosing to send gifts to is\\nobviously a person who is not near to come to the museum.\\nIf they were I'd bring them...'. In fact, a few complained\\nabout the uselessness of leaving a clue for where to find the\\nobject in the museum. Some participants explicitly linked\\nthe voice of the app and/or their own audio contributions to\\nthe feeling of creating a personal gift in a way that illustrates\\nBlast Theory's design intention: `Maybe this voice on the\\nheadphones makes you speak to the person you want to\\nsend your gift to in the same manner. This is very, very good'\\n(P202). Eight commented that a distant receiver would enjoy\\nhearing the giver's voice (P37, P72, P90, P133, P140, P143,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,114,1013],\"text\":\"Paper 5\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300235", "source_image_path": "test_data/3290605-3300235/3290605-3300235_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300235/results/output_json/3290605-3300235_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,157],\"text\":\"P173, P182), and four felt the same as their receiver\\nhearing the song they chose (P90, P173, P200, P343).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,168,246,185],\"text\":\"4: Framing the Museum Visit\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,395,555],\"text\":\"Regarding the app's role in the museum visit, responses were\\nmore diverse. Some thought the app had no bearing on their\\nvisit (e.g. P11, P73, P197), but many more felt that the app\\ninfluenced their entire experience. Ten reported feeling a\\n'focus' to their journey (e.g. P46, P182). Another 23 spoke in\\nneutral or positive terms about the app providing a different\\nguide' (e.g. P9, P159, P185), 'frame' (e.g. P14), or similar for\\ntheir visit. P182 observed that injecting gifting into a museum\\nvisit has the potential to create 'a new experience of that\\nspace, otherwise you might not come as often'. For two, the\\napp was conceptually framed as no more than 'another tour'\\n(P142), and for five it posed an unwelcome distraction (P11,\\nP96, P140, P154, P179). As the app left the choice of objects\\nup to the user, it was 'not a guide that tells you what's in\\nthe collection but guide in the sense that who tells you how\\nto approach it' (P9, also P200). P23 found it 'not so brutally\\ncurated' as other museum guides, and P14 called it a 'fresh-\\neyed way of walking around' the space. Nearly a quarter of\\nparticipants (23) described their interaction with the museum\\nin terms of the 'freedom' the app gave them. As no one is\\nlikely to take on a new structure or framing for a museum\\nvisit without provocation, we feel that P98 sums up many\\npeople's experience: 'it was quite nice to be made to do it'.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,566,254,583],\"text\":\"5: Getting Personal with Voice\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,587,395,842],\"text\":\"Blast Theory foresaw difficulties in persuading people to\\nspeak, and some participants felt uncomfortable. Some (e.g.\\nP5, P7) spoke in their native languages (not English) to min-\\nimise the chance of being overheard. P11 went into a corner\\nto record her audio, P47 covered the phone with her hand\\nfor a bit of privacy, P172 put on jokey foreign accents to\\nsoothe her nerves, and P187 self-censored. The motivations\\nbehind such actions have been described elsewhere (e.g. [23] )\\nand are unlikely to be solved for all users by a single design\\nchoice. However, it is interesting to note that these partici-\\npants felt motivated enough to invest effort in developing\\nstrategies to deal with their anxiety, and that 16 participants\\n(about 1 in 7) expressed no reservations whatsoever. As P55\\nput it, 'If you are alone, it's quite nice because you can use\\nit to then almost share that experience that, in a way, you\\nmight share with someone if they were with you'.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,395,955],\"text\":\"Several participants grew to tolerate or even enjoy the \\nprocess of recording in the public space of the museum, but \\nonly after their first attempt. Thirteen said that speaking in \\npublic was a negative experience for the first recording they \\nmade, but six soon got over their discomfort, and the other \\nseven went on see the recordings as a positive element of the \\nexperience. And, because many other participants noted that\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,188],\"text\":\"the audio recordings made them feel awkward but still went\\non to finish the gift, it seems likely that for many who did\\nnot mention specific strategies, the process still overcame\\ntheir feelings of awkwardness.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,205,525,222],\"text\":\"6 DISCUSSION\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,225,484,241],\"text\":\"Overview\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,245,747,406],\"text\":\"Our discussion synthesises the design intentions of this Re-\\nsearch through Design project and the findings from its in-\\nthe-wild deployment. We identify and expand upon the three\\nmost relevant topics generated by Blast Theory's design pro-\\ncess for personally meaningful gifting experiences in muse-\\nums: empathy, motivation, and bottom-up personalisation.\\nEach of these offers new knowledge for HCI and design, gift-\\ning, and museums. We argue that Blast Theory's process\\ncreated a new design space for what might be' [26, p. 940,\\nemphasis in the original] in museum and gifting contexts.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,423,479,441],\"text\":\"Empathy\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,747,682],\"text\":\"The GIFT app reveals how a culturally significant practice\\nsuch as gifting, done in a museum, can result in empathetic\\nresponses that colour both the gifting and the museum visit.\\nEmpathy did not emerge as an explicit topic in the founda-\\ntional work by Fosh et al [23, 24] . Nor was it a direct aim of\\nBlast Theory's design. However, empathy can be seen in Fosh\\net al's deep concern for how her receivers responded to their\\ngivers 'very personal' choices and how givers responded\\nto their receivers' reactions [24, p. 5] . It can also be seen\\nin Design Rationale 5's focus on the human receiver over\\nthe gifted object or any overt expectation of return [18] . In\\ncontrast to designing explicitly for empathy per se [16] , Blast\\nTheory have indirectly designed empathetic experiences by\\nencouraging participants to perceive the museum through\\nthe eyes of their gifting partner.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,682,747,874],\"text\":\"Hearing the voice of an intimate stranger jolted partici-\\npants into an unexpected experience that laid open the space\\nbetween impersonal museum visit and personal gifting expe-\\nrience. The `intimate stranger' straddled these two contexts\\nand instilled an intent to create a pleasing gift (see Fig. 2 ) or\\nreflect on the giver's intentions (see Fig. 3 ). The voiceover\\nconsistently referred participants back to their gifting part-\\nner and memories of their relationship. Participants could\\ntherefore use the app to explore the various `private mean-\\nings’ [43, p. 506] that museum objects might entail, as indi-\\ncated by the many references to `seeing through their eyes'\\n(e.g. P182).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,874,747,954],\"text\":\"'Seeing through new eyes' also indicates the types of em-\\npathy engendered by the app. For the most part, participants\\nengaged in the most common type, 'cognitive', in which\\ngivers try to understand the feelings their receivers would\\nhave in response to their choices (or in the case of receivers,\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 5\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300235/results/markdown/3290605-3300235_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[213,118,601,147],\"text\":\"Connect-to-Connected Worlds\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[80,156,734,211],\"text\":\"Piloting a Mobile, Data-Driven Reflection T\\nool for an Open-Ended Simulation at a\\n\\nMuseum\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[84,225,179,305],\"text\":\"Aditi\\nMallavarapu\\n\\nUIC\\n\\nChicago, IL\\namalla5@ucic.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[194,225,292,292],\"text\":\"Leilah Lyons\\n\\nNYSCI\\n\\nCorona, NY\\n\\nlyons@nysci.org\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[306,225,399,290],\"text\":\"Stephen Uzzo\\n\\nNYSCI\\n\\nCorona, NY\\n\\nsuzzo@nysci.org\",\"reading_order\":7,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[414,227,535,323],\"text\":\"Wren\\nThompson\\nNYSCI\\nCorona, NY\\nwthompson@nysci.org\\nrl\",\"reading_order\":8,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[541,225,616,307],\"text\":\"Rinat\\nEvy-Cohen\\nFordham\\nUniversity\\nNY, NY\",\"reading_order\":9,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[636,225,725,288],\"text\":\"Brian Slattery\\n\\nUIC\\n\\nChicago, IL\\n\\nbslatl2@iuc.edu\",\"reading_order\":10,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300237_pdf_shortened_page_0_figure_011.png\",\"bbox\":[65,339,751,534],\"reading_order\":11,\"tags\":[],\"alt_text\":\"An immersive digital art installation features a panoramic, fantastical landscape projected onto curved walls. Stylized, vibrant flora in various forms and colors, including tall pink and purple plants, are depicted alongside a prominent central glowing waterfall projection. Luminous blue pathways or rivers traverse the green and brown ground under a dark, star-like ceiling.\"},{\"label\":\"figure_cap\",\"bbox\":[68,542,745,575],\"text\":\"Figure 1: Connected Worlds exhibit showing the biomes and water sources (clockwise) - Desert, Mountain Valley, Plains, Was-\\nterfall, Jungle, Reservoir, Wetlands. The tangible logs are being used to direct water towards the biomes.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,580,140,598],\"text\":\"ABSTRACT\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,602,395,762],\"text\":\"Immersive open-ended museum exhibits promote lüde en-\\ngagement and can be a powerful draw for visitors, but these\\nqualities may also make learning more challenging. We de-\\nscribe our efforts to help visitors engage more deeply with\\nan interactive exhibit's content by giving them access to visu-\\nalizations of data skimmed from their use of the exhibit. We\\nreport on the motivations and challenges in designing this\\nreflective tool, which positions visitors as a \\\"human in the\\nloop\\\" to understand and manage their engagement with the\\nexhibit. We used an iterative design process and qualitative\",\"reading_order\":14,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,582,748,693],\"text\":\"methods to explore how and if visitors could (1) access and\\n(2) comprehend the data visualizations, (3) reflect on their\\nprior engagement with the exhibit, (4) plan their future en-\\ngagement with the exhibit, and (5) act on their plans. We\\nfurther discuss the essential design challenges and the op-\\nportunities made possible for visitors through data-driven\\nreflection tools.\",\"reading_order\":15,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,709,524,726],\"text\":\"CCS CONCEPTS\",\"reading_order\":16,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,730,747,779],\"text\":\"• Human-centered computing → Interface design pro-\\ntotyping: Empirical studies in ubiquitous and mobile\\ncomputing.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,794,502,811],\"text\":\"KEYWORDS\",\"reading_order\":18,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,816,746,848],\"text\":\"Reflective informatics, informal data literacy, museum ex-\\nhibit design, systems thinking, CSCL\",\"reading_order\":19,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,864,554,879],\"text\":\"ACM Reference Format:\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,880,747,955],\"text\":\"Aditi Malavarapu, Leliah Lyons, Stephen Uzzo, Wren Thompson,\\nRinat Levy-Cohen, and Brian Slattery. 2019. Connect-to-Connected\\nWorlds: Piloting a Mobile, Data-Driven Reflection Tool for an Open-\\nEnded Simulation at a Museum. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019). May 4–9,\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,778,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCIP 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[68,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,266,954],\"text\":\"ACM ISBN 978-1-4603-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145/3200605.3300237\",\"reading_order\":24,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 7\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,153],\"text\":\"2019, Glasgow, Scotland. UK: ACM, New York, NY, USA. 14 pages.\\nhttps://doi.org/10.1145/3290605.3300237\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,167,197,184],\"text\":\"1 INTRODUCTION\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,189,395,475],\"text\":\"Informal learning environments like museums are constantly\\ntrying to strike a balance between enjoyment and learning to\\nenhance the visitor experience [3] . Emphasizing enjoyment\\ncan result in \\\"edutainment\\\" or \\\"Disney-fed\\\" exhibits that\\ncan put the museum's mission to educate at risk, while a\\nstrict emphasis on learning can produce rigid, school-like\\nexhibits that risk losing visitor engagement. Immersive digi-\\ntal technologies permit the creation of exhibits that employ\\ninherently engaging forms of interaction like collaboration,\\nwhole-body movements, and the manipulation of tangible\\nobjects. But such exhibits run the risk of being victims of\\ntheir own success, in that the interaction design can be so\\nengaging in its own right that this ludic engagement can sup-\\nplant or even interfere with visitors' ability to learn. Exhibit\\ndesigners are constantly trying to find the \\\"goldilocks zone\\\"\\nbetween supporting ludic engagement that piques the curios-\\nity and exploration of visitors, and supporting the reflective\\nengagement that helps visitors learn.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,475,395,889],\"text\":\"In this paper, we report on our explorations into how\\nvisitor reflection might be supported via the use of digital\\nfeedback on their use of an immersive exhibit. The exhibit\\nwe used as a testbed is a large-scale, multi-user immersive\\necology simulation exhibit installed in a science center in a\\nmajor city in the United States. The exhibit has won multiple\\ndesign awards, and visitors almost universally give it high\\nmarks on exit interviews, despite the fact that this exhibit's\\ndesign violates virtually all of the known design principles\\nfor supporting learning with interactive exhibits [1] : (1) it\\nhas multiple interactive elements with equal salience, (2) it\\nallows multiple users to interfere with one another, (3) it en-\\ncourages visitors to disrupt the current state of the presented\\nphenomena, and (4) it has features that make the critical\\nphenomena hard to find when viewing the simulation. So\\nit's not too surprising that visitors also often express con-\\nfusion about “what was really going on” in the simulation.\\nTo be fair, the exhibit was intentionally designed to allow\\nvisitors to interfere with one another, as one of the learning\\ngoals is to convey how a lack of coordination among humans\\ncan affect natural systems (see Section 3 ), but even when\\nvisitors recognize the need to coordinate, they have a hard\\ntime knowing what to do. Changing the exhibit design at\\nthis point would be prohibitively expensive, so we had to\\nlook to other means for supporting visitors. Fortunately, we\\nhave access to logs of the simulation.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,890,395,955],\"text\":\"The challenge we gave ourselves was: how can we use\\nlogged exhibit user data to help visitors engage with the ex-\\nhibit more reflectively? In this paper we report on several de-\\nsign iterations that saw us shifting our strategies in terms of\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,221],\"text\":\"form factors, data visualization design, and data visualization\\ndeployment. We uncovered several design directions that we\\nsuspect will be of interest to interaction designers who wish\\nto support \\\"learning in activity,\\\" per Greemo, the ways in\\nwhich learning is both distributed across and situationally\\nconstrained by the activity system it occurs within [20] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,238,550,255],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,260,745,340],\"text\":\"Our work set out to investigate if data-driven feedback could\\npromote reflection while learners are engaged with an ex-\\nhibit. This section thus reviews what is known about design-\\ning for engagement, and prior work on providing learners\\nwith data-driven feedback on their actions.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,359,586,377],\"text\":\"Designing for Engagement\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,380,746,492],\"text\":\"Museum exhibits, especially those in science centers, are\\ntypically intended to convey defined educational goals, even\\nif those goals are meant to be learned via playful explo-\\nration [21] . This puts designers in a bit of a bind; for visi-\\ntors to have the opportunity to learn, they need to be en-\\ngaged [25] , but interaction designs can be made so engaging\\nas to actually interfere with learning the intended content [1] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,492,746,698],\"text\":\"Some designers have used the term \\\"ludic engagement\\\" [18,\\n37] to describe the way an interaction design can playfully\\nencompass a user's attention. This is distinct from the state\\nof engagement known as \\\"flow\\\", coined by Csikszentmihalyi,\\nwhich requires that the \\\"goals are clear, feedback is unam-\\nbiguous, [and] challenges and skills are well-matched\\\" [13] .\\nIn fact, ludic designs may deliberately promote ambiguity\\nabout what is happening and what the user can do [18, 37]\\nto induce a feeling of enchantment [42] . Ambiguity and\\nenchantment might be desirable outcomes for art muse-\\nums [37] , but for STEM museums, these feelings are not\\noutcomes, but a precursor for learners to get more engaged\\nwith a new topic area [16] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,699,747,955],\"text\":\"One might argue, then, that interactive STEM exhibit de-\\nsigners should strive to first engage visitors ludically, with\\nan alluring \\\"hook\\\" [21] , but then transition visitors to more\\nof a flow style of engagement, which has been proposed as a\\nmodel for how to sustain interest so that learning can take\\nplace at an exhibit [13] . How to do this, though, is a complex\\nquestion, involving how goals are defined (and by whom),\\nhow feedback is structured and supplied, how to attenuate\\nchallenges to accommodate visitors with different levels of\\nskill, and how all of these elements interrelate. For exam-\\nple, structuring an exhibit to be open-ended (e.g., asking a\\nvisitor to build a creation of their own, rather than attain a\\nfixed outcome) is one way to help visitors match skills-to-\\nchallenge, as visitors are free to define their own (hopefully\\nattainable goals [21] ). But when visitors are setting their own\\ngoals, designing \\\"unambiguous feedback\\\" per [13] is more\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 7\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,365],\"text\":\"difficult. This is where digital log files can be useful - log-\\nbased feedback can be used to increase visitors' awareness\\nof their actions, allowing them to judge their own progress\\ntowards their goals. Expert practitioners engaged in flow\\nknow how and when to seek feedback on their progress,\\nbut visitors may not. For example, when explanatory labels\\nwere added to inquiry exhibits, the counter-intuitive result\\nwas that visitor engagement with exhibits dropped [21] . By\\nmaking feedback available too early via omnipresent labels,\\nvisitors \\\"read ahead\\\" and lost interest in further exploration,\\nsubstituting a surface-level didactic explanation for engaged\\nfirst-person learning. So exhibit designers need to decide\\nhow and when to deliver feedback, keeping in mind that\\nfeedback that is too complicated, or delivered too early or\\ntoo late, can disrupt engagement.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,379,345,396],\"text\":\"Designs for Supporting Reflection-with-Data\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,398,395,511],\"text\":\"Feedback is an integral part of reflecting on one's actions,\\nwhich is in turn an integral part of learning [8] . By reflecting\\non one's actions, learners consolidate memories of experi-\\nences with their evolving mental model of the situation they\\nare trying to understand. Here we review what is known\\nabout how to design data-driven feedback to support reflec-\\ntion on one's own actions.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,522,395,857],\"text\":\"Formats of Feedback for Reflection. In a study of data visual-\\nization comprehension which interviewed nearly 300 visitors\\nat several science museums, it was found that visitors strug-\\ngle with interpreting representations that go beyond simple\\nforms like bar and line charts [7] . These findings echo the\\nreflection-with-data choices being made in classrooms in\\nthe form of learning dashboards [6, 19, 34, 41, 49] , which\\npredominantly use simpler bar and line charts. But a review\\nof the few reflection-with-data projects in museums show\\nthat richer data representations are in fact being used. One\\nproject visualized as a scatter-plot the calories burned by vis-\\nitors using a whole-body interface to role-play as polar bears,\\nas a way of illustrating the impact of climate change [26, 45] .\\nAnother project presented graphs of force and directional\\ndata to parents watching their child role-play as a meteor\\narcing around gravitational sources [48] . A third project used\\nlogs of choices made by visitors engaged with a tabletop cir-\\ncuit construction activity [29] , which used a mix of feedback\\nmechanisms: animated timelines for each user upon which\\ntheir actions were superimposed, and dynamically-generated\\nicon-and-text-based alerts [35] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,394,955],\"text\":\"The use of these richer representations (as compared to\\ndashboards) may be a natural result of attempting to vi-\\nsualize feedback for embodied, immersive learning activi-\\nties (rather than just quiz scores). In classrooms, the few\\nexamples of “ quantified self ” sensor-based learning experi-\\nences [10, 30, 31] tend to use richer formats for reflection, like\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,299],\"text\":\"scatterplots [31] , histograms [30] , or even bespoke wearables\\nthat illustrate physiological data [10] . But these examples,\\nas with the museum examples, the learning activities were\\ndesigned to incorporate an adult (an explainer, parent, or\\nteacher) to help make sense of the visualized data. Indeed,\\nin another “ quantified self ” project that positioned students\\nas the main users, simple bar graphs were used [17] . This\\nsuggests that the format of the feedback should be chosen\\nin conjunction with the means of feedback delivery (e.g.,\\nwhether or not it will be mediated by another person), as we\\nwill discuss next.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,331,748,715],\"text\":\"Means of Feedback Delivery for Reflection. The prior museum\\nprojects delivered feedback to someone other than the vis-\\nitor expressly because of a concern that the visualizations\\nwould be too complicated for the visitor to decode while en-\\ngaged [26, 29, 45, 48] . Not all of these means of delivery were\\nequally effective. Positioning explainers as mediators of feed-\\nback makes sense in theory, as they presumably understand\\nthe exhibit content and are trained to help visitors make\\nsense of exhibits, but in practice they sometimes struggled\\nwith incorporating the inherently dynamic data-driven feed-\\nback into their more didactically-inclined praxis [45] . They\\noften missed opportunities to highlight the unique qualities\\nof a particular visitor's data, defaulting to a more generic\\none-size-fits-all explanation. The most effective means of\\ndelivery seems to have been when the mediator (here, a par-\\nent) used the data to drive conversations taking the form\\nof a recap or a story of what the child had just done within\\nthe exhibit [48] . This is in keeping with museum research\\n(visitor-visitor conversation and the use of narratives are\\nthe most effective strategies for supporting general reflec-\\ntion [44] ) as well as with the learning sciences [14] . But\\nwhen these conversations should be had is the question we\\nwill explore next - should they be planned or capitalize on\\nspontaneous 'teachable moments' [23] ?\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,745,747,954],\"text\":\"Timing of Feedback Delivery for Reflection. In the prior mu-\\nseum projects using explainers as mediators, a major concern\\nwas when the explainer should intervene. Despite intent-\\nally designing the system to spur the delivery of “ just-in-time ”\\nintersections, like the “ explanatoids ” that have been shown\\nto be an effective means of scaffolding in museum learning\\nconversations [12] , the mediators found it awkward to inter-\\ncede while the visitor was engaged [26, 45] . In prior work,\\nthe most productive reflection occurred in the form of recap\\ndiscussions after the conclusion of an orbit attempt [48] . This\\nsuggests that the exhibit activity may need to be designed to\\nhave “ breaks in the action ” for visitors to receive feedback\\nto reflect on what they have done.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 7\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[68,123,206,139],\"text\":\"3 DESIGN PROCESS\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,256],\"text\":\"The desire to create a mobile tool for visualizing visitor data\\ndid not spring fully-formed from our museum's research\\nand design team, however. In this section, we describe the\\nimmersive exhibit in more depth, justifying the need for ad-\\nditional interpretive support for the experience, and stepping\\nthrough an early experiment with providing visitors with\\ndata for reflection.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,284,293,301],\"text\":\"Motivation: \\\"Dis-Connected\\\" Worlds\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,305,394,434],\"text\":\"The New York hall of Sciences opened a one-of-a-kind im-\\nmersive multi-user exhibit called Connected Worlds in 2015.\\nThe exhibit is comprised of six 4m-high and one 12m-high\\nprojection screens, and a 214m² projection floorscale, seam-\\nlessly melded into a continuous simulation of an ecosystem\\n(see Figure 1). This ecosystem consists of four biomes (the\\nDesert, Grasslands, Jungle, and Wetlands) and three sources\\nof water (Waterfall, Reservoir, and Mountain Valley).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,459,394,762],\"text\":\"Interaction Design . Visitors interact with the simulation by\\ndiverting the flow of water projected on the gallery floor,\\nand by planting seeds in the biome on the wall projections.\\nThey can plant seeds in by holding their hand up in front\\nof the screens, and dropping their hand when the seed they\\nwant to plant appears on-screen. If sufficient water is present,\\nthe seed will sprout. Different plants attract and support dif-\\nferent animals as sources of food or shelter. The simulation\\nincludes a simplified model of \\\"ecological succession\\\", mean-\\ning that initially visitors can only plant small plants like\\ngrasses, but when sufficient grasses are present, the \\\"soil\\\"\\ncan support larger, more elaborate plants. Visitors supply\\nwater to the biome by dragging large stuffed \\\"logs\\\" around\\nthe floor of the exhibit, diverting the flow of water from the\\n6-story Waterfall and the Mountain Valley and Reservoir\\nscreens. When water is supplied to a biome it gets collected\\nas \\\"groundwater.\\\" The plants in the biomes cause water from\\nthe biome to evaporate and form clouds, which return water\\nto the ecosystem, emulating a real-world water cycle.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,762,394,954],\"text\":\"Twelve Kinect cameras detect the user gestures in front\\nof the screens and three InfraRed (IR) cameras detect the\\nplacements of the \\\"logs\\\" (which are coated in an IR-reflective\\nfabric) on the exhibit floor. Up to 50 visitors can simultane-\\nously interact with the exhibit at one time. The interaction\\ndesign is simple and enjoyable enough to allow visitors of\\na full range of ages (from toddler to adult) to engage with\\nthe simulation, but the learning goals were selected to be\\naccessible to upper elementary and middle school students.\\nThe exhibit can be facilitated in a number of ways, from\\nopen-ended free-play sessions to more structured challenge\\nsessions intended to be used with school groups.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,266],\"text\":\"Learning Goals. The exhibit was intended to introduce visi-\\ntors to concepts from ecology (like diversity and sustainabil-\\nity), and to complex systems concepts (like feedback loops,\\ntipping points, and telecoupling). Further, the exhibit was\\nintentionally structured as a participatory simulation [11] ,\\nmeaning that each person's actions influence the unfolding\\nstate of the simulated ecosystem. To attain and sustain a\\nhealthy ecosystem, visitors need to figure out how to collab-\\norate and resolve inevitable resource conflicts.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,332,746,554],\"text\":\"Learner Response. Connected Worlds has won multiple awa-\\nrds for innovation in design, and the response from visitors\\nhas been overwhelmingly positive, but there is ample evi-\\ndence (from observing researchers and floor staff) that many\\nvisitors experience the exhibit primarily as an interactive\\nplay space and can struggle with understanding the intended\\nlearning goals, and with knowing how to work together to\\nmanage the ecosystem. In exit interviews, visitors often ex-\\npress sentiments like: \\\"That was amazing! So much fun... but\\nI couldn't understand what was going on. Things would be\\ngoing great but then all my plants would just die sometimes,\\\"\\nor, \\\"They [referring to another group of players] kept steal-\\ning our water - we tried to tell them that we needed it but\\nthey didn't listen.\\\"\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,554,747,954],\"text\":\"Almost universally, visitors equate a biome's \\\"health\\\" with\\nthe number of plants and animals present, ignoring whether\\nthe ecosystem was diverse or sustainable over time. It was\\nclear that the visitors had a hard time understanding the\\nsystemic relationships present in the simulation (e.g., that\\nplants constantly consume water, so while a player can plant\\na large number of seeds and see them successfully sprout,\\nover time the plants will consume the water until the biome\\ncollapses - a tipping point). With respect to our collabora-\\ntive learning goals for the exhibit, we embrace that visitor\\ngroups might have different motivations (e.g., some want to\\ncompete with one another, others wish to sow destruction,\\nwhile other wish to engage in exploratory play). These kinds\\nof experiences can be educationally valid and valuable, by\\nrevealing ecosystem and complex system principles and by\\nshowing the consequences of not collaborating. However,\\ntheir experiences will not be very educational if visitors can-\\nnot understand what actions led to certain outcomes, and\\nvisitors should be able to collaborate when they wish. Via\\nobservations and post-visit interviews, we found that collab-\\noratively-inclined visitor groups were often stymied by a lack\\nof information when making water distribution decisions,\\nrelying on imperfect heuristics like turn-taking. Ironically,\\nwe discovered that visitors need help making connections in\\nConnected Worlds.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 7\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300237_pdf_shortened_page_4_figure_002.png\",\"bbox\":[68,120,396,298],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A dimly lit exhibition hall features a crowd of people observing an expansive, curved screen displaying vibrant, abstract digital projections. In the foreground, a digital tablet with a schematic diagram is visible, contributing to an immersive visual experience.\"},{\"label\":\"figure_cap\",\"bbox\":[68,307,393,339],\"text\":\"Figure 2: View of the Global View touchscreen, as installed\\nin front of the entrance to the Connected Worlds exhibit.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,370,285,387],\"text\":\"Global View: A \\\"Reflection Station\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,390,394,550],\"text\":\"Part of the original design for Connected Worlds was the\\nGlobal View touchscreen, a \\\"reflection station\\\" which allows\\nvisitors to quite literally step back and gain an overview of\\nwhat is happening (and has happened) within the simulation\\n(see Figure 2 ). Developed with the advice of the Connected\\nWorlds advisory board, and drawing heavily from research\\nthat showed that young learners prefer representations of\\ndata that resemble the items being represented [32] , Global\\nView represents the system state using icons superimposed\\non a top-down schematic view of the exhibit (see Figure 3 ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,559,394,720],\"text\":\"Interface Design. The flow of water is illustrated in light blue\\nstreams on the floor, and the supply of groundwater at a given\\nbiome or water source is represented by the amount a blue\\ncircle is filled (see contrasting Desert and Wetlands water\\nsupplies in Figure 3 ). The number, types, and living/dead\\nstatus of plants is illustrated by icons next to each biome.\\nThe migration of clouds (produced via plant transpiration) is\\nshown in the outer pink arc. By default Global View shows\\nthe current state of the simulation, but a user can see how\\nthe ecosystem state evolved over time by dragging a slider.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,955],\"text\":\"Learner Response . While visually attractive, we found that\\nthere were two main problems with Global View. The first\\nis a simple problem of access . Because the floor of Con-\\nnected Worlds is an active interaction space, we couldn't\\nplace Global View inside Connected Worlds. It would have\\nboth interfered with the ability to detect the placement of\\nthe IR-reflective logs and been a collision/trip hazard for chil-\\ndren. So in order to consult Global View, visitors would have\\nto step away from their ludic engagement with Connected\\nWorlds - and observations showed that this didn't happen.\\nThe second problem was one of comprehension : formative\\nstudies showed that visitors were easily able to link between\\nthe iconographic representations and the referents in the\\nConnected Worlds exhibit space, but visitors struggled with\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,522,747,652],\"text\":\"deriving useful information from the display. We intention-\\nally designed Global View to be a general-purpose reflection\\ntool, because open-ended prompts for reflection are better\\nfor reflection [14] , and because Connected Worlds itself is\\na very open-ended learning experience. But much like the\\nConnected Worlds exhibit itself, the Global View (in both\\nlive and playback mode) was lovely, engaging, and provided\\naltogether too much detail for visitors to make sense of it.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300237_pdf_shortened_page_4_figure_009.png\",\"bbox\":[420,120,748,441],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This diagram illustrates a simulated ecosystem, with various biomes like Plains, Jungle, Wetlands, and Desert arranged around a central dark blue area. Key features highlighted include different water sources, the amount of water present in each biome, the number and types of plants, and the movement of clouds. A playback scrubber is also visible at the bottom.\"},{\"label\":\"figure_cap\",\"bbox\":[420,456,746,502],\"text\":\"Figure 3: Detail of the Global View touchscreen, with yellow\\ncallouts describing the iconographic elements and orange\\ntext labeling regions of the simulation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,661,674,678],\"text\":\"Designing Connect-to-Connected Worlds\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,680,747,955],\"text\":\"Based on our experiences with Global View we determined\\nthat we needed to fix the observed problems of access and\\ncomprehension . We were not in a position to alter the Con-\\nnected Worlds exhibit itself, so making use of a mobile tablet\\nplatform seemed an obvious choice for supporting access - if\\nyou can't bring the visitors to the data, bring the data to the\\nvisitors. With respect to comprehension , we based our design\\ndecisions on the prior work done with providing learners\\nwith data for reflection on their own actions (see Section 2 ).\\nThe prior work suggested that we should (1) use very simple\\ndata representations, (2) use data representations that would\\nhelp visitors form a narrative about their use of the exhibit,\\n(3) enlist a non-engaged mediator as the main user of the\\ndata visualization, and (4) build into the Connected Worlds\\nactivity a period to `pause' and engage in reflective discus-\\nsion with the visualization. It is important to note that the\\nthird and fourth design principles listed here do not speak\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 7\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,236],\"text\":\"to the design of the data visualization technology directly,\\nbut rather, to the way in which the use of the technology\\nis situated in the social and structural contexts of the learn-\\ning activity design. Using these general ideas, we set about\\nconstructing Connect-to-Connected Worlds (CtCW), a web-\\nbased dashboard which visualizes data extracted from the\\nvisitor interactions with Connected Worlds on tablet devices.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,246,394,533],\"text\":\"Technical Implementation. The Connected Worlds developers\\nbuilt in two methods of accessing data on the state of the\\nsimulation: (1) retrospectively , as a data dump at the end of\\na Connected Worlds session, stored in a CSV format, and\\n(2) live , via a local web portal, where a stakeholder (e.g., a\\nmuseum administrator or facilitator) could view the current\\nstate of simulation variables (but no history of the states of\\nthose variables). For this project, we decided that the live data\\nwould give us more flexibility in deployment, and thus wrote\\na script to scrape this live data and store it in a MySQL server.\\nWe capture a snapshot just about every second, although\\nlatencies can result in up to 5s of delay in visualizing the data.\\n(Note that neither the retrospective nor the live data run afoul\\nof privacy concerns, as the data pertains only to the system\\nstate, and not the individual users' actions or identity). The\\ndata is visualized via a custom web interface (implemented\\nin JavaScript Library D3) intended to be viewed on a tablet\\n(we supplied 12.9\\\" Apple iPads for this study).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,543,394,736],\"text\":\"Segmenting Sessions for Facilitated Reflection. A Connected\\nWorlds session is designed to be run in segments, which gave\\nus latitude to build a period of reflection into the sessions\\n(indeed this was already how many explainers facilitated\\nConnected Worlds, using the pause between segments to\\nreview the prior segment). As part of their mediation, we\\nwould ask the explainers to facilitate a group discussion that\\nwould put the visitors in the role of using the data to help\\ntell the story of what happened during a prior segment, and\\nto plan what they should do in the next segment, so that we\\ncould incorporate two strategies (visitor-visitor discussion\\nand narratives) known to support visitor reflection [44] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,745,394,954],\"text\":\"Selecting Data to Maximally Inform Expected Actions. Given\\nthe known challenges visitors have with data representa-\\ntions [7] , we opted to use the simplest and most popular\\ndata representation used in reflective learning dashboards:\\nthe bar chart [41] . To select the data to visualize, we wanted\\nevaluate the potential for visualizations to promote reflec-\\ntion, planning, and action , so we revisited challenges that\\nstaff and research personnel had observed visitors facing.\\nWe tried to limit for our consideration only those variables\\nthat could nudge the visitor towards action. One of the most\\ncommon obstacles to visitor action we saw was that although\\nthe level of groundwater available for plants in a biome was\\nvisualized in Connected Worlds (see the blue band at the\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,332],\"text\":\"bottom of the leftmost Desert biome in Figure 1 ), visitors\\nhad no way to relate this volume to the amount of water the\\nplants in the biome needed to consume. They would often be\\nsurprised when, after overplanting a biome, the plant popula-\\ntion would collapse. So for our pilot, we created a “Plants vs.\\nWater Summary” column graph, by computing the average\\namount of available groundwater and juxtaposing it against\\nthe average amount of water needed by the plants present\\nin each biome (see Figure 4 ). This would allow visitors to see\\nif in the prior segment they had overplanted relative to the\\nwater supply (as was true for the Plains, Jungle, and Desert\\nbiomes in Figure 4 ), or whether they had planted “within\\ntheir means” (as was true of the Wetlands biome in Figure 4 ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300237_pdf_shortened_page_5_figure_007.png\",\"bbox\":[419,355,748,519],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A dashboard displays a 2x2 grid of bar charts titled \\\"HISTORICAL: Summary of Plant vs. Water.\\\" Each chart compares \\\"Water drainage\\\" (light grey/blue bars) with \\\"Plant blockages\\\" (lime green, dark green, orange, and blue bars) for Plains, Jungle, Desert, and Wetlands environments, respectively. Plant blockages are visually higher than water drainage in Plains, Jungle, and Desert, but more balanced in Wetlands.\"},{\"label\":\"figure_cap\",\"bbox\":[421,529,747,619],\"text\":\"Figure 4: Screen-shot of the Plants vs. Water Summary visu-\\nalization. The blue-grey bars illustrate the average amount\\nof groundwater present, and the colored bars represent the\\naverage amount of water the plants needed, for the Plains\\n(yellow), Jungle (green), Wetlands (blue) and Desert (orange)\\nbiomes.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,747,808],\"text\":\"Variations in Visualization Design for CTCW . During the pro-\\ncess of exploring the design space for CTCW, we created a\\nnumber of other candidate data visualizations. Several were\\nbased on different variables and as such would provide dras-\\ntically different feedback, thus changing the goals visitors\\nmight choose for themselves in the activity, so we did not\\ntest them in this small pilot. Two visualizations provided\\ninformation closely related enough to the Plants vs. Water\\nSummary that we thought participants might be able to make\\nsense of them in a post-activity focus group.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,954],\"text\":\"The Continuous Plant vs. Water Visualization shown in\\nFigure 5 uses the same data as the Plant vs Water Summaries,\\nbut in a line graph representation. This representation is par-\\nticularly compelling when shown live during a segment, as\\nthe lines are drawn dynamically in real time. It also provides\\nnuance not present in the Summary view - for example, a\\nSummary column graph of Figure 5 might show an abun-\\ndance of water, missing that the plant needs begin to outstrip\\nthe available supply just before the segment end.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 7\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300237_pdf_shortened_page_6_figure_002.png\",\"bbox\":[63,117,396,270],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A line graph titled \\\"Desert\\\" displays two data series over time, from 00:00 to 05:00, with y-axis values from 0 to 12. The light blue line, \\\"Total Bins Water,\\\" increases to a peak and then decreases, while the orange line, \\\"Total Plant Drink Water,\\\" steadily increases. The lines intersect around the 02:40 mark.\"},{\"label\":\"figure_cap\",\"bbox\":[68,281,394,326],\"text\":\"Figure 5: Screen-shot detail of a Plants vs. Water Summary\\ngraph, demonstrating how multiple session segments can be\\nshown.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300237_pdf_shortened_page_6_figure_004.png\",\"bbox\":[64,341,397,426],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A rectangular heatmap on a dark background displays a grid of cells colored from light cream to teal and dark blue. The left vertical axis is labeled \\\"D\\\" and contains ten rows labeled \\\"Bin 1\\\" through \\\"Bin 10\\\". The color intensity generally increases from left to right, with darker blue tones prominent on the right side.\"},{\"label\":\"figure_cap\",\"bbox\":[68,438,394,512],\"text\":\"Figure 6: Screen-shot detail of the Water Bin visualization\\nfor the Desert. A snapshot of the water level in each water\\nbin is visualized as a column, with time increasing on the x-\\naxis, and the color changing from white to dark blue as the\\ndepth of water present increases.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,537,395,714],\"text\":\"The Water Bin Visualization shown in Figure 6 gives need-\\ned details on how water is distributed across a biome; ground-\\nwater is not one pool distributed evenly, it is actually divided\\ninto 10 “bins,” so it matters where within the biome water\\ngets directed. Plants vs. Water representations might show\\n“plenty” of water present in a biome, when in actuality the\\nwater is present in bins that are not supporting any plants.\\nAdditionally, visitors often get confused when they try to\\nplant a seed in a “dry” bin and it fails to thrive. In Figure 6 ,\\nthe Desert initially lacks water, but over time, a deep pool of\\ngroundwater forms in one corner of the biome screen.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,726,188,742],\"text\":\"4 STUDY DESIGN\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,954],\"text\":\"As researchers situated within a museum we are subject to\\ninstitutional interests & constraints. Given the prior failure\\nof Global View, we needed to gauge whether CTCW had any\\npotential for success to gain internal support for future work.\\nFor our study, then, we defined “ success ” as whether and if\\nparticipants could (1) access and (2) comprehend the data visu-\\nalizations, and then use them to inform their (3) reflection , (4)\\nplans , and (5) actions . Stake [ 47 ] notes that selecting multiple\\ncases is often done to maximize what can be learned about\\na phenomenon. We were curious to see what was possible\\nwhen we removed known obstacles for reflecting-with-data\\nby intentionally selecting the participants (adults-only), sce-\\nnario (facilitator-led reflection during a pause in activity),\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,747,365],\"text\":\"& visualization style (column graphs). By pairing this \\\"best-\\ncase\\\" case with a case absent the visualization using a closed\\ntwo-case design [50] , we set up a contrast that could give\\nus an \\\"existence proof,\\\" to see the extent to which the genre\\nof mobile data-driven reflection technology could impact\\ntargeted visitor behaviors, and to form a baseline against\\nwhich we can contrast future, more challenging use cases\\n(e.g., mixed-age groups; with explainers facilitating, or with\\nparents facilitating). Observing the changes needed to adapt\\nCfCW to new use cases will further illuminate design issues\\nfor this genre of technology. After the sessions concluded,\\nwe then engaged the visitors in a focus group discussion,\\nwhere we could show them the variations in visualizations,\\nand probe them about other ways they might want to use\\nConnected Worlds data to reflect.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,407,497,424],\"text\":\"Participants\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,426,747,665],\"text\":\"The pilot trial was conducted with 26 adults including 11\\nwomen and 15 men (aged 22-57 years, M=33) for one hour\\non a Saturday. The adults chosen for the study were a part\\nof a volunteer group that were visiting the museum, with\\nno prior Connected Worlds experience. All chose to consent\\naccording to our IRB procedures. We chose to work with\\nthis adult group partly out of convenience, as the logistical\\nneed to have 12+ people present and consented in order\\nto run just a single session has proven to be surprisingly\\ndifficult when also trying to control for visitor age (parents\\ntypically attend the museum with children of multiple ages,\\nand do not like separating their children), working around\\nexisting bookings of the exhibit space, and complying with\\nstate Board of Education IRB requirements (we are not able\\nto record students on school trips).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,666,747,954],\"text\":\"We reasoned that adults new to the exhibit would be best\\npositioned to reveal if there was any potential value to vi-\\nsualizing Connected Worlds data for visitors: they would\\nhave the most need for help understanding the exhibit, they\\nwould have the best chance of understanding the data rep-\\nresentations, and they would likely be able to be articulate\\nabout their plans. These volunteers were in keeping with the\\ndiverse ethnic demographics of our visitors (30 % white, 30 %\\nHispanic/Latino, 40 % Asian/Indian), and their education level\\n(10 % High School, 65 % Bachelor's, 25 % Graduate) matched\\nour visitor education demographics as well as general de-\\nmographics for science centers [28] . If our study revealed if\\nand how these adults could make use of data-driven feed-\\nback to reflect, plan, and act, we could then begin to explore\\nhow to adapt CiCw to work for more challenging scenarios\\n(like school groups; or family groups where parents might di-\\nrectly use CiCw, a scenario our Visitor Services department\\nwanted us to discuss in the post-activity focus groups).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,996,114,1012],\"text\":\"Paper 7\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300237", "source_image_path": "test_data/3290605-3300237/3290605-3300237_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300237/results/output_json/3290605-3300237_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"sec_2\",\"bbox\":[69,125,134,140],\"text\":\"Procedure\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,256],\"text\":\"We divided the participants into two sessions. One session (12\\nadults) saw the Summary of Plants vs Water visualization\\n(see Figure 4 ) during the structured discussion while the\\nother (14 adults) did not. In each, the adults were divided\\ninto 4 teams each assigned to a biome, each team wearing a\\ndifferently-colored vest. The vests were clipped with digital\\nlabel recorders that would record the visitors' conversations.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,276,395,725],\"text\":\"Sequencing . The groups played two 5-minute-long segments,\\nwith a 5-minute period in-between for a facilitated discus-\\nsion, and followed by 10 minutes for a survey and a focus\\ngroup discussion. The facilitator was a member of the re-\\nsearch team, and followed a script for how to introduce the\\nexhibit and facilitate the discussion section. During the dis-\\ncussion, the visitors were asked what their goals had been\\nduring the first segment, and (after either seeing the visu-\\nalization, or not) were asked whether they would change\\nthem for the second segment. In the session where the vi-\\nsualization was shown (Feedback Session), the facilitator\\nexplained which biome each of the four graphs pertained\\nto, that the blue-grey bars indicated the average amount of\\nwater supply during the segment, and that the other bars\\nindicated the average amount of water the plants needed\\nduring the segment. No other explanation was given of the\\nrepresentation or how to use it, the intent being to allow\\nparticipants to craft their own narratives about their prior\\nuse of the simulation, and their own goals and plans mov-\\ning forward. The participants were asked to take a survey\\nafter the conclusion of the second segment which collected\\ndemographic information, and (for in the Feedback Session)\\ntheir perceptions of the utility of the data visualization. Both\\ngroups then participated in a focus group discussion with the\\nresearchers, where we presented all three visualization types\\n(Plants vs. Water Summary, Continuous Plants vs. Water,\\nand Water Bins), using the visualizations as a jumping-off\\npoint to probe the visitors' preferences for feedback.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,745,395,954],\"text\":\"Analysis. The surveys and audio records were labeled with\\neach participant ID to link participant responses and audio\\ntranscripts. The audio recordings for the discussion periods\\nwere transcribed and thematically analyzed by two coders\\nindependently performing “ process coding ” [36] for the tar-\\ngeted comprehending, reflecting and planning processes. Any\\ndisagreements about code assignments and where codes\\nstarted/stopped (i.e., uninitiation) were resolved through dis-\\ncussion. The comprehending code was applied to talk demon-\\nstrating that information was correctly derived from the\\nvisualizations. The reflecting code was applied to talk that\\ndemonstrated both recall and evaluation of prior actions,\\nand, in the Feedback Session, talk that related information\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,368,747,449],\"text\":\"derived from the visualizations to prior actions. The plan-\\nning code was applied to talk making action proposals or\\nresponding to such proposals. We visualized collected log\\ndata to see if the plans proposed by visitors were translated\\ninto actions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300237_pdf_shortened_page_7_figure_007.png\",\"bbox\":[419,117,749,271],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A dark-themed dashboard titled \\\"HISTORICAL: Summary of Plant vs. Water\\\" displays four bar charts, each representing an environment: Plains, Jungle, Desert, and Wetlands. Each bar chart compares \\\"Water coverage\\\" (shown in blue or light grey) with \\\"Plant coverage\\\" (shown in various shades of green, orange, or blue), accompanied by percentage labels and a numerical y-axis.\"},{\"label\":\"figure_cap\",\"bbox\":[421,280,746,327],\"text\":\"Figure 7: Screen-shot of the Plants vs. Water Summary\\nshown during the Feedback Session's discussion period af-\\nter the first segment of exhibit use.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,464,549,481],\"text\":\"5 STUDY RESULTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,485,747,646],\"text\":\"We wanted to know how and if the visitors could comprehend\\nthe data-driven feedback, and by comparing the cases, we\\nhoped to be able to detect and characterize any differences\\nbetween the Feedback and Non-Feedback groups in terms of\\nparticipants' reflection, planning, and actions . From the focus\\ngroups, we wanted to investigate what kind of access visitors\\nwanted to have to feedback derived from Connected Worlds\\ndata, and gather suggestions for how to deploy feedback for\\nother scenarios of use (like parents using CTCW to mediate\\nchild learning).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,661,712,678],\"text\":\"Visitors' comprehension of data representations\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,681,747,922],\"text\":\"The survey contained two 5-point Likert scale questions\\nabout the comprehensibility of the data representation rang-\\ning from 1 (strongly disagree) to 5 (strongly agree). While self-\\nreports of comprehension are not necessarily reliable, they\\nare critical for evaluating free-choice learning experiences,\\nas visitors are known to avoid exhibit elements perceived as\\nbeing too difficult. The 12 respondents in the Feedback Ses-\\nsion responded positively to both of these. Nine participants\\ngave a rating of 4 and three a rating of 5 to the question of\\nwhether the representation was helpful for “understanding\\nwhat my group was doing at our biome” ( n=12, M=4.3). With\\nrespect to whether or not the representation was helpful\\nfor “understanding what all the groups were doing at their\\nbiomes,” nearly identical ratings were given, although one\\nrespondent gave a 2 in lieu of a 4 rating ( n=12, M=4.1).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,747,954],\"text\":\"More persuasive evidence of visitor comprehension emerg- \\nged from the coded talk taken from the Feedback Session's\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 7\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300237/results/markdown/3290605-3300237_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[239,118,574,151],\"text\":\"Anchored Audio Sampling\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[77,156,736,181],\"text\":\"A Seamless Method for Exploring Children's Thoughts During Deployment Studies\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[86,199,236,263],\"text\":\"Alexis Hiniker\\n\\nUniversity of Washington\\nSeattle, Washington, USA\\n\\nalexislrs@uw.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[248,198,397,264],\"text\":\"Jon E. Froehlich\\n\\nUniversity of Washington\\nSeattle, Washington, USA\\n\\njon@cs.washington.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[418,198,571,264],\"text\":\"Mingrui Zhang\\nUniversity of Washington\\nSeattle, Washington, USA\\nmingrui@uw.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[607,199,725,263],\"text\":\"Erin Beneteau\\nUniversity of Washington\\ntildeburg, Washington, USA\\nebenet@uw.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,273,142,290],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,293,395,549],\"text\":\"Many traditional HCI methods, such as surveys and inter-\\nviews, are of limited value when working with preschoolers.\\nIn this paper, we present anchored audio sampling (AAS),\\na remote data collection technique for extracting qualitative\\naudio samples during field deployments with young children.\\nAAS offers a developmentally sensitive way of understand-\\ning how children make sense of technology and situates their\\nuse in the larger context of daily life. AAS is defined by an\\nanchor event , around which audio is collected. A sliding win-\\ndow surrounding this anchor captures both antecedent and\\nensuing recording, providing the researcher insight into the\\nactivities that led up to the event of interest as well as those\\nthat followed. We present themes from three deployments\\nthat leverage this technique. Based on our experiences using\\nAAS, we have also developed a reusable open-source library\\nfor embedding AAS into any Android application.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,559,173,578],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,581,394,615],\"text\":\"• Human-centered computing → HCI design and eval-\\nuation methods.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,625,149,642],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[68,645,336,661],\"text\":\"Methods, deployments, CCI, context-aware ESM.\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,665,202,681],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,682,394,768],\"text\":\"Alexin Hinkler, Jon E. Froehlich, Mingrui Zhang, and Erin Beneau.\\n2019. Anchored Audio Sampling: A Seamless Method for Exploring\\nChildren's Thoughts During Deployment Studies. In CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019), May\\n4–9, 2019, Glasgow, Scotland UK . ACM, New York, NY, USA, 13 pages.\\nhttps://doi.org/10.1145/3299605.3300238\",\"reading_order\":16,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300238_pdf_shortened_page_0_figure_022.png\",\"bbox\":[417,280,757,364],\"reading_order\":17,\"tags\":[],\"alt_text\":\"The figure illustrates a timeline of events related to the use of a resource, specifically in the context of the \\\"Reuse-All\\\" approach for efficient resource reuse. The timeline is divided into three distinct phases: Antecedent Recording, Anchoring Event, and Ensuring Recording. 1. **Antecedent Recording**: This phase is represented by the first segment of the timeline. During this period, the resource is being recorded or documented. The shaded area indicates the duration of this phase. 2. **Anchoring Event**: Following the antecedent recording, there is a specific event or point in time that serves as an anchor for subsequent data points. This event is marked by a dot and is labeled as the \\\"Anchoring Event.\\\" The duration of this phase is shown by the shaded area extending from the anchoring event to the subsequent phase. 3. **Ensuring Recording**: The final phase depicted in the figure is the ensuring recording phase. This phase follows the anchoring event and is characterized by the resource being recorded in a manner that ensures its integrity and consistency. The shaded area in this phase indicates the duration of ensuring recording. 4. **Usage Over Time**: The timeline extends to the right, indicating the progression of time and the potential for the resource to be used over an extended period. The usage is shown to increase linearly over time, as indicated by the arrow pointing to the right. Overall, the figure provides a visual representation of how the \\\"Reuse-All\\\" approach manages and records resources over time, emphasizing the importance of anchoring events and ensuring recordings to maintain data integrity and consistency.\"},{\"label\":\"figure_cap\",\"bbox\":[420,377,747,438],\"text\":\"Figure 1: Timeline of an AAS data collection event. The re-\\nsearcher defines events of interest, which become the an-\\nchor points. Recording occurs during a sliding window sur-\\nrounding the anchor event.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,460,549,477],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,481,748,752],\"text\":\"Collecting rich, experiential data from young children about\\ntheir perspectives on novel technologies can be challenging.\\nYoung children are more likely than adults to be unaware of\\nwhat they know [28] and may struggle to engage meaning-\\nfully with survey or interview questions [22] . Yet, children\\nare avid users of technology [3, 41] and experts of their own\\nexperiences [20] , and the research community has increas-\\ningly recognized the importance of involving children in the\\nprocess of creating and evaluating novel designs and systems\\n[22, 24, 27] . Prior work has shown that parents, teachers, and\\nother adults are often poor proxies for understanding chil-\\ndren’s experiences [20] , meaning that these methodological\\nlimitations cannot be addressed simply by shifting the data\\ncollection burden to a trusted adult. Thus, to most effectively\\ngenerate valid and valuable insights about technologies for\\nchildren, researchers must have mechanisms for capturing\\nchildren’s reactions directly.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,752,747,944],\"text\":\"Furthermore, understanding technology in its natural con-\\ntext of use is valuable with users of any age [58] . A number of\\nwell-honed techniques allow researchers to collect data in the\\nwild, including diary studies (e.g., [43, 62] ), experience sam-\\npling ( e.g., [45, 56] ), and passive data logging ( e.g., [54, 55] ).\\nAlthough all of these techniques offer value in understand-\\ning young children's experiences, they also have limitations:\\npre-iterate children cannot engage with ESM or diary study\\nprocedures in their traditional formats, and passive sensing\\nalone cannot capture qualitative data about children's per-\\nspectives and experiences. Thus, although many field studies\\nwith children have generated valuable design insights [39] ,\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,777,394,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,884,274,897],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,898,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,264,937],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":25,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[69,939,244,951],\"text\":\"https://doi.org/10.1145/3290605.3300238\",\"reading_order\":26,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 8\",\"reading_order\":27,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":28,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"there remains a need for methodological advances that target\\nthis population and support remote, qualitative data collec-\\ntion at scale [22] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,348],\"text\":\"In this paper, we describe anchored audio sampling (AAS),\\nan event-triggered technique for collecting rich, qualitative\\ndata from users as they engage with a technology. At its\\ncore, AAS involves using a microphone to collect snippets\\nof audio about a participant's real-time experiences. These\\naudio recordings are collected in response to specific events\\nof interest, which we call anchor events . To support the re-\\nsearch team in understanding the factors leading up to these\\nevents, AAS uses a parameterizable back buffer to collect\\naudio that came before the anchor event, a mechanism we\\ncall antecedent recording .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,395,553],\"text\":\"To examine AAS and synthesize its key benefits and draw-\\nbacks, we re-examine three prior AAS-based field deploy-\\nments: 1) a study of a video player designed to ease preschool-\\ners’ transitions away from the device when videos end, 2) an\\nevaluation of an app for preschoolers designed to improve ex-\\necutive function, and 3) an evaluation of the Amazon Echo Dot\\nsmart speaker. Through an inductive-deductive secondary\\nanalysis of the audio recordings and other data collected\\nacross studies, we extracted key themes, such as the useful-\\nness of AAS in situating children’s experiences, the value of\\nscoping the dataset to moments of interest, and the tension\\nbetween raising participants’ awareness of recordings and\\naltering their behaviors.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,553,395,746],\"text\":\"Given that this technique creates a low barrier to acce-\\nring intimate moments of family life, it also requires socio-\\ntechnical structures to ensure fully informed ongoing cen-\\nsent [2] about what is being captured and when. In addition\\nto describing the parameters for collecting data, we also\\ndescribe our techniques for notifying families about audio\\ncapture and mechanisms for giving them control of their\\naudio data. Prior work calls for greater transparency in tech-\\nnologies that record children's speech [46] , and a central\\nmotivation for formalizing this method is to tightly couple\\nthe process of capturing audio from children with the process\\nof considering how best to manage this data.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,939],\"text\":\"In addition to providing a methodological contribution for\\ncollecting contextualized technology usage data from young\\nchildren at scale, we also contribute an open-source AAS li-\\nbrary that can be plugged into any Android application. This\\nlibrary includes recording features, an optional back buffer,\\nmulti-modal UI for notifying participants about recordings,\\na pluggable interface that allows participants to review and\\nmanage their own data, and a number of other customiz-\\nable features. In doing so, we hope to make it easier for the\\nHCI and child-computer interaction research communities\\nto make use of AAS and to do so with maximal consideration\\nfor the privacy and comfort of participants.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,123,550,140],\"text\":\"2 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,143,664,161],\"text\":\"2.1 Evaluating Technologies in the Wild\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,163,747,371],\"text\":\"In-the-wild evaluations are central to the field of HCI [49, 58] ,\\nas contextual factors are a key component of the way people\\nexperience a technology. As direct observation is not always\\npossible or desirable during field deployments, a number of\\nmethods support researchers in capturing user data in unsu-\\npervised contexts [50] . For example, remote usability testing\\nwas developed in the 1990s, and within a decade became\\npopular in both research studies and commercial software\\ndevelopment [5] . Although in some instances, remote usabil-\\nity testing is synchronous ( i.e., the evaluation is monitored\\nin real-time), it is most often asynchronous, with researchers\\nor product teams separated from users in both space and\\ntime [7] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,372,747,514],\"text\":\"Historically, the techniques for conducting asynchronous\\nremote usability testing have ranged from deploying online\\nquestionnaires (e.g. [48, 57] ) to logging interactions (e.g.,\\n[21] ). Today, passively conducting experimental A/B tests on\\nusers' interactions with apps and websites is common prac-\\ntice [26] . Although remote usability testing is widespread,\\nand many tools exist to support it [6] , a recent literature\\nreview reports that this rarely includes qualitative measures\\nof users' experiences [59] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,514,747,866],\"text\":\"Similarly, the experience sampling method (ESM) [44]\\n(also known as ecological momentary assessment [63] ) is\\na well-established method of collecting in situ self-report data\\nfrom study participants at times specified by the research\\nteam. Prior work explains that ESM is well-suited to in-the-\\nwild evaluations of novel technologies [13] . Work in HCI\\nhas not only embraced ESM as a common study procedure,\\nit has also innovated methodologically by inventing novel\\nimplementations for supporting ESM and enabling context-\\ndriven (rather than random) sampling. For example, Carter\\nand colleagues created Momento, a system for integrating log\\ndata with qualitative experience sampling [11] , and Froehlich\\nand colleagues created MyExperience, a tool for enabling\\ncontext-aware ESM data collection via passive sensing [25] .\\nA number of other studies have implemented passive sensing\\nsystems to give researchers insight into participants' real-\\nworld experiences ( e.g. , [4, 16, 17, 23, 61, 66] ). AAS is similar\\nto context-aware ESM: it collects data in the moment in\\nresponse to environmental triggers. However, AAS responses\\nare richer than most ESM samples and they do not depend\\non self-report, enabling remote, context-specific, qualitative\\ndata collection at scale.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,877,576,894],\"text\":\"2.2 In Situ Audio Capture\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,897,747,946],\"text\":\"Audio recording is a staple of usability research and rou-\\ntinely employed to capture interview and observational data\\nduring in-person studies. It is also useful in unsupervised\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 8\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,189],\"text\":\"contexts, and for example, Hertzum and colleagues report\\nthat traditional think-aloud protocols produce a higher den-\\nsity of relevant verbalizations when they are unmoderated\\nand conducted outside the lab [32] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,395,460],\"text\":\"A number of prior studies have sought to establish tech-\\nniques for integrating audio capture into deployments in\\nthe wild. Palen and Salzman expand on the traditional di-\\nary study format with a method that enables participants\\nto document their experiences via voicemail [51] . Rachuri\\nand colleagues developed a platform for conducting social\\npsychology experiments that includes processing speech\\nsamples from participants to predict the individual's mood\\n[53] . SociableSense captures input from a device microphone\\nto use the presence of audio information as a proxy for so-\\ncialization [52] . And NoiseSPY leverages mobile phone mi-\\ncrophones to detect noise levels across an entire city, thereby\\nusing audio sampling to understand the human experience\\nat a macro level [42] . Our work continues this tradition of\\nleveraging samples of audio data in unsupervised contexts\\nto learn more about users, their broader context, and their\\nexperiences with technology.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,470,310,488],\"text\":\"2.3 Methods for Designing for Children\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,395,666],\"text\":\"Though AAS can be of use in studies with participants of\\nany age, we developed this technique in response to a need\\nfor methods that are effective in deployment studies with\\nyoung children. Understanding children's experiences and\\nperspectives requires soliciting and listening to their voices\\ndirectly [29] . However, many of the most commonly used\\nmethods for soliciting user input in HCI studies are less ef-\\nfective with young children, who may be unable to read [68] ,\\nunaware of what they know [28] , or struggle to articulate\\nideas with sufficient detail and context such that others can\\nunderstand [12] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,395,890],\"text\":\"As a result, a number of methodological innovations have\\nbeen designed for the explicit purpose of conducting research\\nwith children. Perhaps the most well-known research method\\nin this space is cooperative inquiry [19] , pioneered by Drum\\nand colleagues. This participatory approach builds on con-\\ntextual inquiry [55] and situated action [64] to foreground\\nchildren's voices during the design process. A number of\\nother methodological studies have built on this work to ex-\\nplore how research methods can elevate children to be full\\ndesign partners [20] during the development of new tech-\\nnologies. For example, Farber and colleagues extend these\\ntechniques to preschoolers [24] , and Yip and colleagues ex-\\namine what full partnership between adults and children\\nlooks like in practice [69] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,954],\"text\":\"Other researchers have innovated methods for collecting\\ncontextualized details about children's experiences in the\\nwild, and a literature review demonstrates that field studies\\nare one of the most common means of evaluating children's\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,332],\"text\":\"technologies [39] . For example, Einarsdottir and colleagues\\ncollect details about children's situated experience by asking\\nthem to take photos throughout the day with a disposable\\ncamera [22] . Jones et al. developed a system enabling chil-\\ndren to proactively share thoughts with a toy with recording\\nfunctionality [40] , and the photovoice method [65] is fre-\\nquently used with older children as an elicitation technique\\nfor understanding their experiences with and relationship to\\ntheir environment [5] . Yet the majority of work with children\\ncontinues to be conducted with those age 6 and older [38] .\\nOur work offers a methodological approach that can be used\\nwith children of any age, and specifically supports younger\\nusers whose perspectives are more likely to be overlooked.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,343,641,360],\"text\":\"3 ANCHORED AUDIO SAMPLING\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,363,746,493],\"text\":\"AAS entails passively recording snippets of ambient audio in\\nresponse to a specific event of interest, optionally including\\nback-buffered audio that preceded the event. Audio record-\\ning occurs seamlessly without the need for manual inter-\\nvention from the end user. Here, we describe the four core\\ncomponents of the method: anchor events, antecedent and\\nensuing recording, real-time feedback, and data storage and\\npropagation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,502,533,519],\"text\":\"3.1 Anchor Events\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,522,746,635],\"text\":\"The data that is collected during an AAS study is defined by\\nAnchor events, occurrences that the researcher has selected\\nas triggers for audio recording. Conceptually, this term is\\nan abstraction and simply refers to any arbitrary event the\\nresearcher has predetermined to be relevant to the research\\nquestion at hand. Thus, anchor events might refer to any\\nnumber of user behaviors, activities, or states, such as:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,636,746,781],\"text\":\"• The user interacting with a particular feature\\n• The user saying a particular word\\n• The user entering a particular usage phase, such as\\nstarting a level in a game or completing an activity\\n• The user repeatedly failing to perform an action\\n• The user exhibiting a particular physiological state,\\nsuch as a high heart rate reported by a passive sensor\\n• The user entering a particular context, such as a spe-\\ncific location or time of day\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,783,746,944],\"text\":\"These moments define the data collection process: the dataset\\nthat results from an AAS study is a collection of audio snip-\\npets that surround anchor events. Given that anchor events\\ncan range from discrete user events (e.g., a user clicks a\\nbutton) to probabilistic predictions (e.g., a \\\"stress inference\\nengine\\\" predicts that a user is stressed), the accuracy of AAS,\\nmuch like the accuracy of ESM, is a function of the detec-\\ntion techniques chosen by the research team. Anchor events\\nmust be able to be operationalized and detected passively to\\nenable seamless audio recording.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,114,1012],\"text\":\"Paper 8\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"sec_2\",\"bbox\":[68,125,311,141],\"text\":\"3.2 Antecedent and Ensuing Recordings\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,287],\"text\":\"AAS supports two forms of data collection in response to an\\nanchor event. Antecedent recording preserves audio data that\\nwas collected before the event was detected, and ensuing\\nrecording begins capturing audio once the event is detected.\\nFor example, a study that seeks to understand reasons why a\\nchild stops playing a game could use app closure as an anchor\\nevent and collect an antecedent recording to understand\\nwhat led up to the child closing the app (such as signs of\\nfrustration or boredom).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,288,395,574],\"text\":\"The length of both antecedent and ensuing recording pe-\\nriods is set by the research team a priori . In many cases,\\nthe recording window may be best specified by time (e.g., a\\nminute of audio data before the anchor event and a minute\\nafter). However, in some instances the recording window\\nthat surrounds the anchor event may be better specified by\\nother contextual attributes. For example, a researcher study-\\ning a child's experience during high-intensity moments of\\ngame play might use a high heart rate as an anchor event.\\nThe recording window could then be delimited by the most\\nrecent point at which the participant's heart rate was within\\n10 % of average resting rate and the next time it returns to\\nthis baseline. Or a deployment study of a drawing app in-\\nterested in understanding when and why a child chooses\\nto share drawings with others might collect audio data an-\\nchored around the point when the child presses a “ publish ”\\nbutton and extending back to the point when the child began\\ndrawing.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,575,395,782],\"text\":\"To enable antecedent recording, the system continuously\\ncollects audio data, deleting unneeded snippets after it be-\\ncomes clear they will not fall within an anchored recording\\nwindow ( e.g. , each time one minute passes, each time the\\nchild's heart rate drops back into the resting range, or each\\ntime the child begins a new drawing). Thus, when the start of\\nthe recording window is specified by context, the researcher\\nshould consider the cadence of these context-specific win-\\ndows and whether this might lead to extensive (and therefore\\npotentially invasive or logistically impractical) recording du-\\nrations. If so, it may also be necessary to set an upper-bound\\non the length of the antecedent recording and to delete snip-\\npets based on time as well as context.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,792,310,809],\"text\":\"3.3 Real-time Feedback for Participants\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,813,395,942],\"text\":\"AAS data is rich and personal, yet it is not self-reported, mak-\\ning it harder for participants to self-censor what they dis-\\nclose, both a strength and limitation of the method. Ensuring\\nongoing informed consent throughout an AAS study is chal-\\nlenging, as participants may not readily recall in real-time\\nwhen they are being recorded or when antecedent record-\\nings are preserved. This is particularly challenging in studies\\nwith young children, where the user of the system may be a\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,126,746,205],\"text\":\"different person from the one who consents to participate.\\nAs a result, providing feedback to notify participants of an-\\nchor events as they occur and remind them in-the-moment\\nthat they are being recorded is a central component of the\\nmethod.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,747,347],\"text\":\"This feedback can be in the form of on-screen UI, if the\\nparticipant is likely to be looking at the system when using\\nit. If not, other techniques, such as a specific sound, an audio\\nannouncement, or haptic vibration can all serve the same\\npurpose. If an adult is unlikely to be sharing the experience\\nwith the child, researchers might consider sending a push\\nnotification to a parent's phone or providing another form\\nof feedback that can alert a trusted adult that recording is\\nactive.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,359,594,377],\"text\":\"3.4 Storage and Propagation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,476],\"text\":\"To provide increased support for ongoing, informed consent\\nand mitigate the risk of capturing audio that families would\\nprefer not to share, an AAS study also requires the researcher\\nto determine whether and how to give participants post hoc\\ncontrol over their data. In thinking about post hoc control,\\nthe researcher should address two questions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,747,699],\"text\":\"First, will participants have the opportunity to review\\nand potentially delete recordings? Giving participants ac-\\ncess to all recordings and the ability to review and delete\\ntheir own data is particularly important in light of the fact\\nthat antecedent recording, by definition, is captured before\\nan anchor event occurs, making it less likely that partici-\\npants are aware of audio capture during this period. It is\\nalso important given that a child may be engaging with the\\nsystem alone, but an adult is likely to be better positioned to\\nidentify and react sensitive data. Through our experiences\\ndeploying AAS studies (see section 5 ), we have found that\\ngiving participants a mechanism for deleting data has not\\nundermined our ability to collect a robust data set and that\\nparticipants value and make use of this option.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,700,747,826],\"text\":\"Second, when do researchers get access to recordings?\\nThis might happen automatically and immediately, automat-\\nically but after a delay, or manually when the participant\\nchooses to share them. This introduces trade-offs between\\nmaximizing participant agency and tolerating potential data\\nloss. It also demands consideration of the user burden, as\\nreviewing and sharing data requires effort on the part of the\\nparticipant.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,837,696,853],\"text\":\"4 OPEN-SOURCE AAS ANDROID LIBRARY\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,906],\"text\":\"To support broad use of AAS in future studies and to en-\\ncourage researchers to provide transparency and control\\nto users, we have designed and released a general-purpose,\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1013],\"text\":\"Paper 8\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300238_pdf_shortened_page_4_figure_002.png\",\"bbox\":[95,122,366,339],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This multi-panel image displays an Android application named \\\"KidsRecorder.\\\" The left panel shows the app's settings with various recording options like \\\"Limit Recording Duration,\\\" \\\"Record in Background,\\\" and \\\"Auto Upload Recordings,\\\" with associated checkboxes. The top-right panel shows an active recording interface with a large red stop button and \\\"Recording...\\\" text, while the bottom-right panel displays an Android notification indicating \\\"KidsRecorder • now Recording...\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[68,353,395,471],\"text\":\"Figure 2: Left: Default settings menu. All settings can be ad-\\njusted via API or UI, giving access to both the research team\\nand the participant. The developer can choose to customize\\nthe settings menu to hide options from the participant. Top\\nRight: Default UI for recording; a fleeting toast notification\\nappears on screen when an anchor event occurs. Bottom\\nRight: Default UI for recording; a persistent notification ap-\\npears in the notification shade.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300238_pdf_shortened_page_4_figure_004.png\",\"bbox\":[95,485,367,701],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A mobile application interface, titled \\\"KidsRecorder,\\\" displays a list of audio recordings with filenames, durations, and timestamps. One view shows some recordings marked as \\\"Uploaded,\\\" while another view shows a pop-up audio player overlayed on the list, featuring a play button and progress bar.\"},{\"label\":\"figure_cap\",\"bbox\":[68,715,394,760],\"text\":\"Figure 3: Default UI for reviewing recordings. Left: the par-\\nticipant can view their complete data set. Right: Each record-\\ning can be reviewed.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,781,395,813],\"text\":\"open-source AAS library 1 for Android. Our library addresses\\nthe four components of AAS in the following ways:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,815,396,927],\"text\":\"● Anchor events: These must be defined and detected by\\nthe research developer and are not directly supported\\nby our library; upon detecting an anchor event, the\\nresearch developer should call our library.\\n● Antecedent and ensuing recording: Our library enables\\nantecedent recording via a continuous back buffer. It\\nstitches together antecedent and ensuing recordings,\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,125,746,252],\"text\":\"parameterized by the research developer, storing a\\nsingle recording for each anchor event.\\n• Real-time feedback: Our library provides multi-modal,\\nredundant, parameterizable feedback to signal anchor\\nevents and inform the user when recordings are being\\ncollected.\\n• Storage and propagation: Our library provides a UIview\\nallowing the user to review, delete, or share recordings.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,260,747,452],\"text\":\"Initiation. To embed these components in a deployment sys-\\ntem, the research developer links to our library and then\\ncreates singleton RecordingManager and DataManager ob-\\njects. The recordingManager object enables the research\\ndeveloper to control recording activities. As RecordingMan-\\nager extends Service, the research developer should then\\nstart and bind to a service with a RecordingManager Intent.\\nThe DataManager object gives the research developer access\\nto stored recordings. Optionally, the research developer can\\nthen configure parameters of the recording experience. For\\nexample, she might choose to set a flag to allow recording\\nonly when the deployment app is the active app:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"code\",\"bbox\":[447,454,728,469],\"text\":\"recordingMangager.setAlwaysRunning(false);\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,477,747,557],\"text\":\"Recording. Once the recording parameters have been config-\\nured, the deployment system is ready to collect AAS samples.\\nWhen the deployment system detects an anchor event, it\\nshould request an AAS sample from the recordingManager\\nusing the StartRecording API:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"code\",\"bbox\":[446,560,664,624],\"text\":\"recordingManager.StartRecording(\\n metadataString,\\n antecedentDuration,\\n ensuingDuration);\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,627,747,739],\"text\":\"Depending on its parameters, this call initiates an ensuing\\nrecording and/or preserves an antecedent recording, ulti-\\nmately stitching the two together into a single sample. The\\nAPI also allows for an optional metadata string to attach to\\nthe file name. When recording, the library uses the built-in\\ndevice microphone, accessed via Android's MediaRecorder\\nAPIs in SDK v23+.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,745,747,842],\"text\":\"Real-time UI Feedback. The library provides default UI to\\nnotify participants in the moment that recording is active,\\nincluding an audio chime, a haptic vibration, a persistent\\nnotification in the notification bar, and an on-screen toast\\nnotification (see Figure 2 , right). The developer can adjust\\nthese defaults through the RecordingManager API.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,747,954],\"text\":\"We also provide a default settings menu, which can be\\nused both by the research developer to manually set defaults\\nand by the participant to adjust UI feedback to their comfort\\nlevel (see Figure 2 , left). The research developer can adjust\\nwhat is exposed in the settings menu, allowing the partici-\\npant to control some settings while obscuring those that the\\nparticipant should not adjust.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,934,246,950],\"text\":\"$^{1}$https://github.com/uelab/KidsRecorder\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 8\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300238_pdf_shortened_page_5_figure_002.png\",\"bbox\":[93,119,368,209],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Two side-by-side images depict interfaces from what appear to be children's educational or game apps. The left image shows a light blue screen with clouds, a floating open book, the text \\\"Time to read!\\\", and a cartoon hamster character. The right image is a close-up of a green cartoon monster's face with a pink nose, a wide red mouth, and colorful food particles stuck in its teeth.\"},{\"label\":\"figure_cap\",\"bbox\":[69,219,394,306],\"text\":\"Figure 4: Screens from case study apps. Left: In Study 1,\\na transition screen is displayed when a playlist ends, remind-\\ning the child of the next activity she planned for herself\\n( here, reading). Right: In the tooth-brushing minigame of\\nCookie Monster's Challenge , the player scrubs the monster's\\nteeth clean.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,330,394,440],\"text\":\"Storing and Propagating Recordings. Recordings are preserved\\nlocally as .wav files and, by default, named according to the\\ntimestamp of the anchor event. To reduce the technical bur-\\nden to giving participants full control over their own data,\\nwe provide sample UI for reviewing all recordings (see Figure\\n3 3 ). This enables participants to preview and vet data locally\\nbefore sharing it with the research team.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,441,393,489],\"text\":\"By default, recordings are not automatically propagated\\nto the research team. However, researchers can opt to adjust\\nthis through the dataManager:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"code\",\"bbox\":[95,492,310,508],\"text\":\"DataManager.setAutoUpload(true);\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,511,394,590],\"text\":\"We provide default integration with the AWS S3 cloud stor-\\nage system [1] and guidance for propagating audio record-\\nings to an AWS account (which the research team must cre-\\nate). However, our library can be used with any cloud plat-\\nform or other backend data-storage system.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,600,184,618],\"text\":\"5 CASE STUDIES\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,622,394,669],\"text\":\"Here, we describe three prior AAS deployments (see Table\\n1 ) as case studies that present both instances of using the\\nmethod and motivation for its evolution over time.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,679,248,697],\"text\":\"5.1 Overview of Case Studies\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,701,394,813],\"text\":\"Study 1: Preschoolers' Video Transitions. In its first instantia-\\ntion, we embedded AAS into a video player for preschoolers\\n[33] . The purpose of the study was to understand children's\\ntransition experiences when a video playlist ends, asking\\nspecifically: How do children react when it is time to stop\\nwatching videos? Can the design of a video player influence\\nthis experience?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,813,394,925],\"text\":\"To answer these questions, we created a custom video\\nplayer as a front-end wrapper for YouTube . We included\\nfeatures to enable the user to: build a playlist, select a non-\\ndigital activity to engage in after the playlist ends, watch\\nthe videos in the playlist, and walk through a transition\\nexperience, during which the system reminds the user of\\ntheir planned next activity (see Figure 4 , left).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,267],\"text\":\"We conducted a three-week in-home deployment with 24\\npreschoolers (ages 5-5) and their families, during which time\\nwe asked them to use our video player once each day. We\\nautomatically varied elements of the transition experience\\neach week to examine how children's behaviors changed\\nwith the design. To study children's responses during the\\npoint of transition, we captured one minute of antecedent\\naudio and two minutes of ensuing audio, anchored around\\nthe end of the playlist. For complete study details, see [33] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,274,747,580],\"text\":\"Study 2: A Tablet App to Train Executive Function. In its sec-\\nond instantiation, we used AAS as part of a mixed-methods\\nevaluation of Cookie Monster's Challenge , a tablet game for\\npreschoolers designed to train executive function (i.e., a com-\\nposite skill that combines working memory, inhibitory con-\\ntrol, and cognitive flexibility, known to be a strong predictor\\nof a number of outcome measures later in life). The purpose\\nof this study was to determine whether Cookie Monster's\\nChallenge leads to increases in executive function, and if so,\\nwhat behaviors and strategies children use to engage their\\nexecutive function as they play the game. We recruited 37\\npreschoolers to play either Cookie Monster's Challenge or an\\nactive control together with a parent at home daily for two\\nweeks. We measured executive function in the lab before\\nand after the deployment, and we collected audio during the\\ndeployment period. As there was no specific a priori interac-\\ntion event of interest, we collected five minutes of ensuing\\naudio each time the app was opened and again at random\\ntimes while it was the active app.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,586,746,763],\"text\":\"Study 3: Families' Use of an Amazon Echo Dot. In a third\\nstudy, we deployed an Amazon Echo Dot smart speaker in\\nthe homes of ten low- and middle-income families. We used\\nAAS to collect audio samples on a separate data collection\\ntablet any time a family member (of any age) engaged with\\nthe Echo Dot , anchored around the use of the wake word\\n“ Alexa ” and collecting one minute of antecedent audio and\\ntwo minutes of ensuing audio. All families had at least one\\nchild between the ages of 4 and 17, and some had younger\\nsiblings. We recorded interactions with the Echo Dot for a\\nperiod of four weeks; for complete study details, see [10] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,792,622,809],\"text\":\"5.2 Case Study Analysis Methods\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,813,746,925],\"text\":\"We performed a secondary analysis of the original AAS\\ndatasets, gathering transcripts of all audio samples collected\\nin each case study (together comprising more than 1000\\nrecordings), as well as exit interview transcripts from Stud-\\nies 2 and 3 (in Study 1, participants only completed an exit\\nsurvey, which did not include questions about the data collec-\\ntion experience). We also consulted with research assistants\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,114,1012],\"text\":\"Paper 8\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 6\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[314,122,500,137],\"text\":\"Table 1: Overview of Case Studies\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[88,155,748,384],\"text\":\"
Research QuestionsNAge (yrs)Anchor(s)Rec. Duration (min)FeedbackPropagation
AntecedentEnsuing
How do children respond to the transition away from a screen when a video playlist ends?243-5Video playlist ending12Recording icon on screenAutomatic, immediate
Does children's executive function improve after playing the game Cookie Monster's Challenge, and if so, how?383-5Game start At random during active useN/A5Recording icon on screenAutomatic, immediate
How do low- and middle-income families use smart speakers at home?36<1 - >68Use of the wake word, "Alexa"1.52.5Written text on screen, audio cueAutomatic, delayed
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table summarizing details for three distinct research questions. It includes columns for the research question, sample size (N), age range, anchor(s) for data collection, recording duration (antecedent and ensuing), feedback mechanism, and propagation method. The table presents data for studies on children's responses to screen transitions, the impact of a game on executive function, and smart speaker usage in families.\",\"figure_path\":\"tables/3290605-3300238_pdf_shortened_page_6_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,408,394,505],\"text\":\"who participated in the consent process in each study, ask-\\ning them to recall insights about families' reactions to the\\nplanned procedures during recruiting, data collection, and\\ndebriefing. Finally, we revisited the manuscripts and analysis\\nproduced to-date from each study, reviewing the analysis\\nactivities, labor, data set size, and findings from each project.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,394,648],\"text\":\"We performed an initial open-coding of this data using an\\ninductive-deductive approach [14] to identify commonalities\\n(both positive and negative) that spanned multiple studies.\\nTo do so, the research team re-read all audio transcripts, as\\nwell as the supporting study notes and interview transcripts,\\nkeeping a list of potential themes. After collaboratively dis-\\ncussing themes, the team then iteratively re-read samples\\nand notes, extracting representative quotes and descriptions\\nfor each theme according to the “ vivid exhibits ” lens [36] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,649,394,713],\"text\":\"We performed subsequent coding passes to refine and con-\\nsolidate themes. Themes that were well represented with\\nnumerous examples across studies were included here, illus-\\ntrated with exhibits from the larger collection.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,724,385,756],\"text\":\"5.3 Case Study Findings: Benefits and Challenges of\\nAAS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,760,394,873],\"text\":\"Situated Data. Across all three case studies, we routinely\\nfound that we were able to capture situated data about par-\\nticipants’ use of the deployment system. For example, in\\nthe following exchange from Study 2, we hear a parent and\\nchild’s shared experience as they encounter a tooth-brushing\\nmini-game that requires the player to quickly and carefully\\nscrub a monster’s food-filled teeth (Figure 4 , right):\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,874,358,906],\"text\":\"Cookie Monster: (announcing the start of the\\ntooth-brushing game) Brush teeth!\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[103,907,266,921],\"text\":\"Dad: \\\"Ok. Brush brush brush.\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[102,923,278,939],\"text\":\"System audio: (Brushing noises)\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,407,714,439],\"text\":\"Dad: \\\"Brush brush brush; get the bottom, get the\\nbottom\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,442,710,457],\"text\":\"Cookie Monster: \\\"Brush teeth on top and bottom.\\\"\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,459,714,490],\"text\":\"Dad:\\n\\\"C'mon, get the bottom! Good job! Oh you\\ndid a good job!\\\"\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[454,491,533,504],\"text\":\"Child: \\\"Did it?\\\"\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,506,626,522],\"text\":\"System audio: (Success chime)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,524,746,731],\"text\":\"In this study, we ultimately found that children see gains\\nin executive function after playing this game, and that this\\nrelationship is mediated by the way in which parents support\\nthe child's engagement with the system. Our audio samples\\nrevealed not only whether a parent was helping a child, but\\nalso demonstrated the specific support strategies that parents\\nprovided, such as breaking the task in to smaller parts, by\\nsaying things like “get the bottom” , or encouraging the child\\nto perform the task quickly by repeating the same instruction\\n( “brush brush” ) many times in rapid succession. This close\\nexamination of the collaboration between parent and child\\nallowed us to examine the mechanisms by which children\\nsee gains in executive function.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,731,746,939],\"text\":\"Similarly, in Study 1, we found that children often ex-\\npressed autonomy about turning off the device and switching\\nto their planned next activity. For example, in one instance\\nwe heard the playlist end and the system remind the child\\nthat she had planned to play outside. We heard the child then\\nannounce that it was time to go outside and that she was\\nsearching for her boots. In another instance, a child partici-\\npant announced that it was time to be done watching videos\\nand then asked his mother to put on music so he could dance.\\nThrough audio samples targeting moments of transition, we\\nsaw that children took ownership of transitions, extended\\nthem to include the rest of the family, and engaged with\\ntheir surrounding environment (e.g., searching for boots and\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 8\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300238", "source_image_path": "test_data/3290605-3300238/3290605-3300238_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300238/results/output_json/3290605-3300238_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,157],\"text\":\"requesting music) to proactively bring about the transition\\nthey had planned using our system.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,163,395,291],\"text\":\"Antecedent Recording . We consistently saw that antecedent\\nrecording augmented the value of AAS by enabling the re-\\nsearch team to collect data before it was known to be of\\ninterest. For example, in Study 3, as we looked at families'\\ninteractions with the Echo Dot , antecedent recording enabled\\nus to go beyond examining what families asked the Echo to\\nunderstand why they asked in the first place. For example,\\nin one snippet, we hear:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[99,294,362,342],\"text\":\"Child:\\n\\\"Alexa, pick a number between 3 and 5.\\n\\\"\\nEcho Dot:\\n\\\"Your random number between 3 and\\n5 is 5.\\n\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,346,394,504],\"text\":\"It is only because of antecedent recording that we further\\nknow the child and his mother had been planning to go to\\na happy-hour event and trying to decide when to leave the\\nhouse. By listening to the human conversation that came be-\\nfore, we see that the child is using the Echo Dot as a whimsical\\nway to determine their departure time, selecting among 3 pm,\\n4 pm or 5 pm. Although AAS can capture contextualized us-\\nage data without antecedent recording, this feature enhances\\nthe researcher's ability to examine the causal mechanisms\\nbehind families' usage decisions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,505,394,712],\"text\":\"Similarly, in Study 1, antecedent recording enabled us to\\nunderstand how children prepared for transitions, making\\nannouncements to family members like, \\\"We have one minute\\nleft\\\" and demonstrated how they ritualized the transition\\nsupports provided by the system, saying things like, \\\"I want\\nto see what she [the system] is going to say\\\" . It showed us how\\nparents anticipated and prepared children for transitions\\nsaying things like, \\\"This is going to be done in a minute; wanna\\ngo to the grocery store?\\\" Listening to children prepare for\\nthe event of interest, share it with others, and experience\\nproactive support from parents gave us a more robust view\\nof the larger sociotechnical system in which these moments\\nof use were embedded.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,719,394,864],\"text\":\"Scoped Data Collection. A further benefit of AAS is its abil-\\nity to scope the data space. One challenge of working with\\nrich, qualitative data is the labor involved in performing\\nmethodical analysis [47] . And prior work has shown that\\npassive sensing systems can collect so much data that it can\\nbe difficult to find the signal in the noise [60] . Much like\\ncontext-aware experience sampling [37] , AAS intentionally\\nnarrows the focus of the investigation by collecting data\\naround a common trigger or triggers.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,864,394,943],\"text\":\"For example, in Study 1, 24 children used our app at home\\nat least once a day for three weeks. In doing so, they col-\\nlectively watched 2,452 videos and spent approximately 500\\nhours with our system. By aligning our anchor point with\\nour core research question, we were able to surgically target\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,267],\"text\":\"our analysis to the moments of use that directly address our\\ncore concern (children's transitions). By setting the child's\\ntransition point as the anchor event and capturing three min-\\nutes of surrounding audio, we sliced out the 14 hours and 36\\nminutes (3 % of the total usage time) that were most relevant\\nto our research question. In Study 3, we similarly analyzed\\n14.5 hours of audio recordings, drawn from a month-long\\ndeployment in ten homes, less than 1 % of the total time the\\nsystem was deployed.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,274,747,499],\"text\":\"Intrusiveness of Recordings. Even before beginning a study,\\nwe found that recruiting participants to AAS deployments\\nwas more challenging than with other field deployments. The\\nresearch assistants who conducted these studies reported\\nthat potential participants often brought up questions about\\naudio recording during the enrollment or consent processes,\\nand some potential participants ultimately elected not to\\nparticipate in these studies for this reason. Although this\\nsuggests that potential participants felt informed to make\\ndecisions they feel good about, it underscores the fact that\\nthese procedures have the potential to cause discomfort, the\\nfact that these procedures come with an added recruiting\\nburden, and the fact that study samples will be biased to only\\ninclude families who are comfortable with these procedures.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,500,746,547],\"text\":\"In practice, we found that our case studies did capture\\nintimate moments of family life. For example, we hear the\\nfollowing in Study 1:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,549,713,693],\"text\":\"System audio: (A song is playing, then ends)\\nChild (to the tablet): \\\"Bye\\\"\\nSystem audio: \\\"Now it's time to sleep. Are you\\nready to sleep?\\\"\\nChild: \\\"Yeah!\\\"\\nChild: \\\"Mommy, I am ready to sleep.\\\"\\nMom: \\\"Good girl. Do you like the timer?\\\"\\nChild: \\\"Yeah, I like it.\\\"\\nMom: \\\"K, I love you.\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,696,746,792],\"text\":\"This example characterizes the way in which AAS intermin-\\ngles user feedback and close, personal moments of family\\nlife – here a sweet exchange between parent and child as the\\nchild goes to bed. Both the value and challenge of AAS is\\nits ability to give the research team this close view of users'\\nexperiences.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,798,746,911],\"text\":\"Participant Awareness of Recordings. One question that arose\\nin our analysis of all three studies was whether participants'\\nawareness of recordings has the potential to influence behav-\\nior. Although rare, we heard explicit comments about active\\nrecording, suggesting participants were aware of data collec-\\ntion in the moment at least some of the time. For example,\\nin Study 3 we heard:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,913,682,943],\"text\":\"Child:\\n\\\"Alexa, your jokes are really corny.\\n\\\"\\nAlexa:\\n\\\"Sorry, I don\\n't know that one.\\n\\\"\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1012],\"text\":\"Paper 8\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300238/results/markdown/3290605-3300238_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[233,119,579,150],\"text\":\"To Asymmetry and Beyond!\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[74,159,740,181],\"text\":\"Improving Social Connectedness by Increasing Designed Interdependence in Cooperative Play\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[169,199,315,263],\"text\":\"John Harris\\n\\nUniversity of Waterloo\\nWaterloo, Canada\\n\\njohn.harris@uwaterloo.ca\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[491,199,654,263],\"text\":\"Mark Hancock\\n\\nUniversity of Waterloo\\nWaterloo, Canada\\n\\nmark.hancock@uwaterloo.ca\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300239_pdf_shortened_page_0_figure_007.png\",\"bbox\":[100,280,712,488],\"reading_order\":7,\"tags\":[],\"alt_text\":\"This image displays two panels showing different perspectives of a low-poly video game. Panel A provides a top-down view of a sandy terrain with rocks, trees, and user interface elements on the left and bottom, featuring a character or object surrounded by a white circle. Panel B shows a third-person view of a character engaged in combat within a similar low-poly environment, featuring glowing red and blue effects, mountains, trees, and rocks, with health bars at the top left.\"},{\"label\":\"figure_cap\",\"bbox\":[68,497,746,541],\"text\":\"Figure 1: Simultaneous screenshots of (A) Scotty's interface and (B) Kirk's perspective during play. As Kirk attacks a wasp with\\nher axe, Scotty uses the shock ability to stun it (white radius in A and blue lightning bolt effect in B) and the bomb ability on a\\ndistant enemy (yellow icon in A and red glow in B).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,547,141,564],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,569,394,760],\"text\":\"Social play can have numerous health benefits but research\\nhas shown that not all multiplayer games are effective at pro-\\nmoting social engagement. Asymmetric cooperative games\\nhave shown promise in this regard but the design and dynam-\\nics of this unique style of play is not yet well understood. To\\naddress this, we present the results of two player experience\\nstudies using our custom prototype game Beam Me Round,\\nScotty! 2 : the first comparing symmetric cooperative play\\n(e.g., where players have the same interface, goals, mechanics,\\netc.) to asymmetric cooperative play (e.g., where players have\\ndiffering roles, abilities, interfaces, etc.) and the second com-\\nparing the effect of increasing degrees of interdependence\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,548,747,660],\"text\":\"between play partners. Our results not only indicate that\\nasymmetric cooperative games may enhance players' percep-\\ntions of connectedness, social engagement, immersion, and\\ncomfort with a game's controls, but also demonstrate how\\nto further improve these outcomes via deliberate mechanical\\ndesign changes, such as changes in cooperative action timing\\nand direction of dependence.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,669,524,686],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,691,746,724],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\nHCI • Applied computing $\\\\rightarrow$ Computer games.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,734,502,751],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,756,746,801],\"text\":\"Game design; Symmetric vs asymmetric play; Asymmetric\\ngames; Social presence; Games user research; Player experi-\\nence.\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,808,553,824],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,746,910],\"text\":\"John Harris and Mark Hancock. 2019. To Asymmetry and Beyond!—\\nImproving Social Connectedness by Increasing Designed Interde-\\npendence in Cooperative Play. In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland, UK . ACM, New York, NY, USA, 12 pages. https:\\n//doi.org/10.1145/3290605.330239\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,767,394,888],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nalso be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@arcm.org.\\nCPI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":18,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[68,890,394,915],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,917,264,925],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05 $15.00\",\"reading_order\":20,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,929,244,939],\"text\":\"https://doi.org/10.1145/3290605.3300239\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 9\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[68,123,197,140],\"text\":\"1 INTRODUCTION\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,395,271],\"text\":\"Playing video games with others has been shown to have\\nmany pro-social benefits, including building trust between\\nstrangers [9] or promoting social interaction between the\\nelderly and their caregivers [19] . Yet other games, even those\\nwe might expect to be hugely social experiences, such as the\\nMassively Multiplayer Online game World of Warcraft [12]\\nwith its millions of players, can actually result in largely in-\\ndividualistic and egocentric player behaviour [10] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,271,395,495],\"text\":\"Recent research into how we might better design games\\nthat emphasize enriching social interaction have seen promis-\\ning results by adopting a focus on asymmetric cooperative\\ngames [8, 11, 20]— games where multiple players cooperate,\\nbut each has unique abilities, information, feedback, rewards,\\nor game mechanics, and therefore vastly different, though\\nsimultaneous, play experiences—but it remains unclear what\\ncombination of elements are responsible for these games'\\nuniquely engaging interdependent gameplay. What is increas-\\ningly clear, however, is that by employing various forms of\\nasymmetry as a design tool, these types of games are able\\nto develop unique forms of interdependence between play-\\ners such that social interaction and reciprocity are not only\\nadvantageous, but become a natural part of the game.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,495,395,654],\"text\":\"In this paper, we dive deeper into this emerging research\\ntheme with a combination of two player experience stud-\\nies that explore the spectrum of asymmetric play: the first\\ncompares symmetric and asymmetric play experiences, while\\nthe second examines different \\\"degrees\\\" of interdependence\\nthrough more subtle, fine-grained mechanical manipulations\\nof gameplay elements. In both cases, we employed our own\\nprototype test bed game, Beam Me 'Round, Scotty!2 , to mea-\\nsure players' perceptions of social presence, connectedness,\\nand individual experience.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,654,395,797],\"text\":\"Our research goal was the investigation of mechanical\\nmeans of enhancing social connectedness, knowing that we\\nwould not cover all possible permutations or combinations of\\nasymmetric elements. The specific narrative, visual, interface,\\nand asymmetry choices made did not stem from a single, sci-\\nentifically true/best choice (as, we would argue, no singular\\nbest choice exists for all purposes) but constitute a single point\\namong a constellation of variations from which broader trends\\nmight be observed and leveraged to serve future design goals.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,797,395,942],\"text\":\"Our results indicate that players experience more social con-\\nnectedness, behavioural engagement, immersion, and com-\\nfort with controls in asymmetric play than symmetric play,\\nand, furthermore, increasing interdependence via deliberate\\ndesign of low-level game mechanics can lead to a predicted\\nincrease in social connectedness, behavioural engagement,\\ninterest, and effort. We also uncovered several qualitative\\nthemes which underscore how designing asymmetry and\\ninterdependence into cooperative games can be a complex\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,173],\"text\":\"challenge. We discuss these complexities and reflect on our\\naspiration of enhancing players' social experiences during\\nplay using asymmetry as a design tool.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,184,549,201],\"text\":\"2 RELATED WORK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,204,747,539],\"text\":\"Work by Ishster [22] and Voida et al. [35] highlights how the\\nnature of players' relationships with each other and the en-\\nvironmental context in which they play can have significant\\neffects on players' enjoyment, behaviour, satisfaction, and\\nparticipation. Indeed, the desire to play games with others\\nis one of the primary motivations for modern digital game\\nplayers [3] , yet the challenge of finding games which appeal\\nto pre-existing social circles while still engaging with the\\nwide variety of player motivations [38] can be difficult. The-\\noretically, asymmetric games are uniquely positioned to not\\nonly provide deeply engaging social play experiences, but\\nalso bridge preference boundaries between different players\\nby presenting multifaceted experiences to different types of\\nplayers simultaneously. For example, work by Gerling et al.\\n[18] demonstrates how asymmetry in game design can even\\nbe used to provide engaging experiences for players with\\ndifferent physical capabilities, such as the able-bodied and\\ndisabled playing together, not just by attempting to normalize\\ndifferences between players through artificial balancing mech-\\nanisms, but by embracing players' differences and designing\\nmultifaceted games to suit each player's unique contributions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,550,689,568],\"text\":\"Interdependence and Cooperation in Games\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,570,747,826],\"text\":\"Research from sports psychology by Bruner et al. [13] demon-\\nstrated that positive interdependence between athletes led to\\nbetter team performance, enhanced group cohesion, personal\\nsatisfaction, and closer relationships. Importantly, this effect\\nwas evident only in those sports where the entire team is suc-\\ncess required group collaboration (e.g., soccer, relay races) and\\nwas not evident in sports where multiple athletes simply repre-\\nsented the same institution or trained together but competed\\nas individuals (e.g., varsity marathon running). Bruner et al.\\nattributed this effect to the presence of two factors: task inter-\\ndependence (where athletes actions required collaboration\\nwith others) and outcome interdependence (where groups\\nsucceeded or failed collectively). These results mirror research\\nfrom organization psychology by Saavedra et al. [29] that ob-\\nserved similar social benefits in workplace environments as\\na result of task, feedback, and goal interdependence.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,746,922],\"text\":\"Conversely, work by van der Vegt et al. [34] observed how\\ntoo much interdependence can lead to “ process losses ” and\\nreduced task satisfaction due to frustration and cognitive\\noverhead. Going further, work by Sherif et al. [32] demon-\\nstrated how interdependence could be deliberately employed\\nto generate negative social behaviours such as bullying.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,746,955],\"text\":\"Significant effort has also been put into analyzing com-\\nmon patterns of play and effective mechanics for promoting\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,115,1013],\"text\":\"Paper 9\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,381],\"text\":\"beneficial social play in games. Work by Zagal et al. [39] sur-\\nveyed successful board games and argued for the distinction\\nbetween competitive, cooperative, and collaborative games,\\nwhere players are increasingly tightly-coupled in both their\\nactions and goals. Work by Beznosyk et al. [4] elaborated\\non this concept of \\\"coupling\\\" between players by defining\\n\\\"closely-coupled\\\" games as those requiring \\\"a lot of waiting\\nor if the actions of one player directly affect the other player\\\"\\n[4, p. 7]. Conversely, \\\"loosely coupled\\\" games \\\"did not require\\ntight collaboration between players and allow more indepen-\\ndent performance\\\" [4, p. 7]. They found that closely-coupled\\ngames tended to be more exciting and identified several de-\\nsign patterns that encourage closely-coupled play, including\\nlimited resources, complementary roles, interaction with the\\nsame object, shared puzzles, shared goals, and abilities that\\ncan be used on other players.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,387,395,659],\"text\":\"Asymmetry & Interdependence as Design Tools. Work by Har-\\nris et al. [20] presented an alternative perspective on the con-\\ncepts of \\\"coupling\\\" and \\\"complimentary roles\\\" by proposing\\nasymmetry in a game's design as a means of introducing\\ninterdependence between players. Based on surveys of exist-\\ning asymmetric cooperative video games, they presented a\\nconceptual framework of several types of asymmetry, such\\nas asymmetries of ability, interface, information, challenge,\\ngoals, team sizes, and investment in an attempt to bring a more\\ncoherent structure to the still nascent discussion of interde-\\npendence in cooperative game design. Although relatively\\nnew and not yet thoroughly tested across disparate genres by\\na larger body of practitioners, we have adopted it's vocabulary\\nin our present work for the useful structure it affords when\\ndescribing important features of asymmetric games in gen-\\neral and, as will be discussed later, for deliberately designing\\nasymmetric dependencies between cooperating players.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,659,395,817],\"text\":\"For example, as demonstrated in work by Sajjadi et al. [30] ,\\nasymmetries of information and perspective can be used\\nto promote communication and coordination between play-\\ners, though can also prove frustrating. Work by Depping et\\nal. [9] demonstrated that asymmetries of abilities between\\nplayers can be an effective tool for building trust between\\nstrangers. And work by Emmerich et al. [11] has explored\\nhow heightened interdependence can, perhaps counter to\\nintuition, lead to lessened frustration between collaborating\\npartners in games with time pressure.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,817,395,929],\"text\":\"We can also begin to describe the aesthetic strengths and\\nweaknesses of commercial asymmetric cooperative games.\\nFor example, both Star Fox Zero's [16] and Clandestine's [2]\\ncooperative modes create asymmetries of ability, information,\\nand challenge by splitting each game's normal collection of\\nsingle-player abilities between two play partners. However,\\nthe core design compromise of still accommodating single\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,298],\"text\":\"player play means that a second player is never strictly nec-\\nessary and so the aesthetic experience of interdependence\\ncan suffer. In our experiences with Clandestine , for exam-\\nple, we found this accommodation resulted in a lock-step\\nback-and-forth between the “ agent ” and “ hacker ” roles as one\\nplayer/character was forced to wait for the other to complete a\\ntask before proceeding. In contrast, the bomb-defusing game\\nKeep Talking and Nobody Explores [17] requires two teams\\nof players to cooperate simultaneously in order to succeed.\\nBy design, the game cannot be played any other way and the\\nresultant aesthetic is a uniquely tense, collaborative rush.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,747,461],\"text\":\"Collectively, this previous work demonstrates the potential\\nof leveraging asymmetry and interdependence as a means of\\nenhancing social play experiences, yet highlights that there\\nis still much to learn about the practical design and develop-\\nment of these types of games. It is at this intersection of player\\nexperience measurement and design then that we situate our\\ncurrent work and focus on the pursuit of a better understand-\\ning of not only the effects of asymmetry and interdependence\\nin cooperative games but also how to design and develop\\nnovel asymmetric cooperative games more effectively.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,471,649,488],\"text\":\"3 EXPERIMENTAL TESTBED GAME\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,490,747,747],\"text\":\"In order to explore our theories, we developed a new prototype\\ngame for use as an experimental test bed for two player expe-\\nrience studies. Our game, Beam Me 'Round, Scotty! 2 (BMRS2),\\nwas inspired by the existing research prototype, Beam Me\\n'Round, Scotty! (BMRS1), used by Harris et al. [20] in their ex-\\nploratory study of asymmetric cooperative play. Our rationale\\nfor this approach is twofold: First is the fine-grained control a\\ncustom prototype affords over mechanical, graphical, and in-\\nterface manipulations. We can easily alter elements within the\\ngame to create contrasting control/manipulation comparisons\\nwhile minimizing confounding influences such as changes\\nin narrative or visual aesthetic. Second, redesigning and ex-\\npanding upon the concepts presented in the original Beam\\nMe 'Round, Scotty! allowed us to break new ground while still\\nremaining rooted in the design insights, player study results,\\nand conceptual framework established previously.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,757,620,774],\"text\":\"Original Game & New Questions\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,777,747,889],\"text\":\"Beam Me 'Round, Scotty! 2 borrows it's essential premise from\\nits predecessor: a two-player, co-located cooperative game\\nin which players take on the roles of courageous spaceship\\ncaptain Kirk and plucky engineer Scotty, Kirk, having crash-\\nlanded on a hostile alien planet, must find a means of escape.\\nMeanwhile Scotty, still up in the orbiting starship, is able to\\nuse the ship's various abilities to help Kirk reach the exit.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,747,955],\"text\":\"Harris et al. [20] based the plot of their game on the sci-\\nence fiction series Star Trek [26] as a narrative convenience\\nand, while we have adopted the same plot for BMRS , prior\\nknowledge of Star Trek is not necessary to play our game\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,115,1013],\"text\":\"Paper 9\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 3\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,188],\"text\":\"nor understand the player experience studies presented in\\nthis paper. Rather, the character names Kirk and Scotty are\\nused here simply as shorthand labels for the specific gameplay\\narchetypes being studied.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,189,394,299],\"text\":\"In the original BMRS1, both Kirk and Scotty players shared\\nthe same display and viewed the game world from an isometric\\nperspective. Using a gamepad, Kirk players could move, aim,\\nand shoot a medium-range blaster pistol but did not other-\\nwise have any other abilities. Scotty players used a mouse\\nand radial menu interface to deploy their special abilities by\\nclicking directly onto the 3D game world terrain.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,394,476],\"text\":\"Scotty's five abilities included a Heel Beam that could re-\\nplenish the health of the selected avatar, a Shock Beam that\\ncould electrocute and stun single objects/enemies, a Shield\\nWall that could be used to form impenetrable physical bar-\\nriers that Kirk could shoot through but enemies could not, a\\nTorpedo Strike which fell from the sky and exploded upon\\nreaching the target point, and a Teleporter which could instan-\\ntaneously transport Kirk a short distance. Use of these abilities\\nrequired the expenditure of a limited pool of slowly regener-\\nating energy which Scotty players would need to be mindful\\nof lest their partner be left helpless in a dangerous situation.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,476,394,537],\"text\":\"Harris et al.'s initial study of BMSR1 was exploratory in\\nnature and, although it revealed several interesting themes\\nfor future research, it also raised several important questions\\nwhich we address in our present work.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,538,394,666],\"text\":\"Symmetry vs. Asymmetry: Were players' sense of con-\\nnectedness and harmonious collaboration a result of the inher-\\nent asymmetries between the Kirk and Scotty roles or was this\\nmerely a result of the particular visual and narrative trappings\\nof a starship crew who must cooperate in order to escape their\\nstranding? Would a hypothetical \\\"symmetric version\\\" of the\\nsame game elicit comparable perceptions of camaraderie and\\nteamwork in its players through narrative alone?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,666,394,747],\"text\":\"Degrees of Interdependence: If specific mechanics of\\nplay contribute to players' perceptions of social connected-\\nness, is it possible to design \\\"increasingly asymmetric\\\" ver-\\nsions of a cooperative game and do the resultant increases in\\ninterdependence increase social connectedness?\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,757,232,774],\"text\":\"Beam Me 'Round, Scotty! 2\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,777,394,922],\"text\":\"Though inspired by BMIRST's initial explorations, Beam Me\\nRound, Scotty!2 was designed and developed to address these\\nnew, more specific research questions and explore the hypo-\\nthetical spectrum (Figure 2 ) of cooperative play via two player\\nexperience studies: the first comparing symmetric to asym-\\nmetric play and the second comparing increasing degrees of\\ninterdependence. Significant changes were made to the Beam\\nMe Round, Scotty! concept as we designed our two player stud-\\nies and developed our new prototype game to facilitate them.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,922,394,954],\"text\":\"One of the most significant changes introduced by BMRS2\\nis that each player uses their own dedicated display (as a new\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,412,746,653],\"text\":\"channel for asymmetric information). Scotty's perspective\\n(Figure 1A) shows the game world from a top-down, satellite\\nview, and no longer shares a virtual camera with Kirk, so is\\nfree to pan their view around the game world independently.\\nSimilarly freed, Kirk's perspective into the 3D world (Fig-\\nure 1B) was brought down from an elevated isometric view\\nto an over-the-shoulder, third-person perspective which Kirk\\nplayers could orbit around their avatar via the gamepad's\\nright joystick (similar to many modern 3D action games). In\\nBMRS2, Kirk's blaster pistol was replaced with a handheld axe;\\nshifting Kirk's primary focus from ranged shooting and accu-\\nracy to melee combat and dodging/positioning. Also unique\\nto BMRS2, Kirk could now make short-distance dodge rolls\\nand activate a forearm-mounted energy shield (much like a\\nmedieval knight) that could block incoming attacks.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300239_pdf_shortened_page_3_figure_012.png\",\"bbox\":[421,132,746,302],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This diagram categorizes different relationships based on symmetry versus asymmetry and increasing degrees of interdependence. On the symmetrical side, it shows \\\"Twin Kirk\\\" (blue circle) and \\\"Twin Scotty\\\" (blue diamond). On the asymmetrical side, it depicts \\\"Split Kirk/Scotty\\\" and \\\"Split Scotty/Kirk\\\" with half-red/half-brown symbols, and further differentiates \\\"Loose,\\\" \\\"Medium,\\\" and \\\"Tight Coupling\\\" with similar split symbols indicating increasing interdependence.\"},{\"label\":\"figure_cap\",\"bbox\":[420,318,746,393],\"text\":\"Figure 2: Visual representation of the conceptual relation-\\nship between study one (top), contrasting conditions on op-\\nposing sides of the symmetry/asymmetry divide, and study\\ntwo (bottom), which contrasts conditions that are all asym-\\nmetric but exhibit increasing degrees of interdependence.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,653,746,702],\"text\":\"Further changes to the prototype game that are specific to\\neach player study are described in more detail alongside each\\nstudy's hypotheses, procedures, and results below.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,712,684,729],\"text\":\"4 STUDY 1: SYMMETRY VS. ASYMMETRY\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,732,746,892],\"text\":\"In order to facilitate the study of asymmetric versus sym-\\nmetric play, we chose to contrast the traditional \\\"Split\\\" mode\\n(where one player plays as Kirk and one player plays as Scotty)\\nwith two new gameplay modes titled \\\"Twin Kirk\\\" and \\\"Twin\\nScotty.\\\" Rather than having each player play as different char-\\nacters, with their associated asymmetries of ability, interface,\\nand challenge, \\\"Twin Kirk\\\" and \\\"Twin Scotty\\\" allow us to\\nstudy players' experiences when playing as the same char-\\nacters but without changing the narrative, game world, or\\nvisual aesthetics of the base game.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 9\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[68,124,395,379],\"text\":\"While conceptually straight forward, implementation of\\nthese new symmetric modes presented several design chal-\\nlenges; foremost among them, the “ Lonely Kirk ” paradox. Nu-\\nmerous in-game obstacles existed that required collaboration\\nbetween Kirk and Scotty's asymmetric abilities to overcome.\\nFor example, without an attendant Scotty, how would two\\nregular Kirk players traverse a chasm (an obstacle usually\\novercome with the help of Scotty's teleportation ability) with-\\nout either alterations to Kirk or to the chasm? Ultimately, we\\nchose to give Kirk control over Scotty's special abilities (i.e.,\\nKirk could heal themselves, teleport themselves, etc.) in what\\nwe referred to as the “ Super Kirk ” solution. We felt this design\\nalternative retained as many of the salient elements of the\\n“ Split ” condition as possible. The narrative for this mode was\\ntweaked so that Kirk players were requesting intervention\\nfrom an AI-controlled “ RoboScotty. ”\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,394,492],\"text\":\"The design of the \\\"Twin Scotty\\\" mode presented two design\\nchallenges. The first was a straightforward hardware/inter-\\nface problem; as most modern PC operating systems do not\\neasily support multiple pointers, the interface for controlling\\nScotty was transposed to use a multitouch tablet rather than\\na mouse. This was held consistent for all conditions where\\nparticipants played as Scotty during this first study.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,491,395,681],\"text\":\"The second was a more subtle challenge of design: that of\\n\\\"Lonely Scottys.\\\" With no Kirk, who would Scotty escort? Simi-\\nlar to the \\\"Lonely Kirk\\\" problem, we chose to have each human\\nScotty escort their own A.I.-controlled \\\"RoboKirk\\\" character;\\none that they could provide simply navigation commands\\nto but that would not attack enemies nor defend themselves.\\nThis solution was preferred to either a more complex A.I. that\\nwould not easily be able to mimic the actions and behaviours\\nof a live human Kirk player or a single RoboKirk, shared by\\ntwo human Scotty players, which might introduce new forms\\nof interdependence between players as they negotiated how\\nand when to help their shared ward.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,394,747],\"text\":\"Having successful designed, developed, and pilot-tested\\nthree new gameplay modes, we set about conducting a 2\\n(character: Kirk vs. Scotty) $\\\\times$ 2 (symmetry: asymmetric vs.\\nsymmetric) within-subjects player experience study.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,756,145,773],\"text\":\"Participants\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,777,394,906],\"text\":\"We recruited 40 participants in 20 pairs (5 female/male, 4\\nfemale/male, 11 male/male) with a median age of 21 (range:\\n18-26) from the local university population. The majority\\n(35 of 40) participants were students. Each pair was required\\nto have a pre-existing social relationship (e.g., friends, class-\\nmates, family) but did not otherwise require any special qual-\\nifications (e.g., no prior game playing experience necessary).\\nParticipants were each compensated $15 for their time.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,491,141],\"text\":\"Equipment\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,747,415],\"text\":\"In a private room within a university research lab, partici-\\npants were seated in rolling office chairs in front of a table and\\nAasus GL502VM gaming laptop (Intel Core i7 6700HQ CPU,\\n16GB RAM, NVIDIA GeForce GTX1060 GPU). The laptop\\ndisplay (15.6 inch, 1920x1080 pixels) was extended to an HP\\nEliteDisplay E27i monitor (27 inch, 1920x1080 pixels). The\\nlarger 27 inch monitor was positioned approximately 40 cm\\nfurther back on the table such that both displays took up the\\nsame proportion of the players' field of view. Two Samsung\\nGalaxy Tab S3 Android tablets, and two DualShock 4 gamepad\\ncontrollers were connected to the laptop via 1.8 m long USB\\ncables allowing players to pick up and manipulate the devices\\ncomfortably. A video camera positioned above and behind the\\nmain displays recorded participants verbal interactions, facial\\nexpressions, and non-verbal gestures. Participants' in-game\\nactions were recorded via screen capture on each of the four\\ndisplay screens (two PC monitors, two tablets).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,426,487,443],\"text\":\"Procedure\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,447,747,638],\"text\":\"To begin each session, the experimenter explained the overall\\nstudy procedure to the participant pair and described the basic\\nplot of the game. Each participant would then play through\\nthe entire prototype game four times (i.e., the same sequence\\nof levels), once for each condition. Thus each participant com-\\npleted the game as Kirk twice, once with their partner as Kirk\\n(Kirk, symmetric) and once with their partner as Scotty (Kirk,\\nasymmetric), as well as Scotty twice, once with their partner\\nas Scotty (Scotty, symmetric) and once with their partner as\\nKirk (Scotty, asymmetric). These four conditions were coun-\\nterbalanced using a random Latin square of size four in order\\nto accommodate for learning and fatigue effects.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,639,747,814],\"text\":\"Scotty conditions were played through the tablet, and Kirk\\nconditions through the game controller, and when playing\\nsymmetrically (both Kirk or both Scotty), each character had\\naccess to the absent character's \\\"powers\\\", thus each combi-\\nnation required unique training (e.g., playing as Kirk with a\\nScotty partner that can beam you around was different than\\nplaying as two Kirks that each beam themselves around by\\ncommanding an artificial Scotty). Before each condition, par-\\nticipants were given a brief tutorial on how to use the new\\nmechanics as well as five minutes to play and experiment\\nwith the new configuration in a shared sandbox level.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,820,747,950],\"text\":\"Measures. Recent work by Denisova et al. [7] comparing a\\nnumber of commonly used player experience surveys demon-\\nstrated that each is acceptable for measuring player experi-\\nence in general, but which survey to employ is best determined\\nby the focus of the experimental study. For this work, we em-\\nploy the Player Experience of Needs Satisfaction (PENS) [28]\\nand Intrinsic Motivation Inventory questionnaires [27] to\\nmeasure elements of players' individual experiences.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,114,1013],\"text\":\"Paper 9\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,124,395,283],\"text\":\"We employ de Kort et al.'s Social Presence in Gaming Ques-\\ntionnaire (SQPG) [23] for its focus on empathy and behaviour-\\nal engagement between players and because it avoids making\\nexplicit assumptions about team structures or cooperation\\nversus competition—distinctions we wanted to avoid in our\\nplayer study—as measures of inter-player experiences. We\\nalso employ the \\\"Inclusion of the Other in the Self Scale\\\" (IoS)\\n[15] as it has been shown to be a particularly simple, effective,\\nand easy-to-administer tool for gauging perceptions of “clos-\\nness” or “connectedness” in behavioural science literature.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,410],\"text\":\"Following each play condition, each participant completed\\na series of self-report surveys, providing the following de-\\npendent measures: Connectedness via LoS scale [15] ; Social\\nPresence via SPGQ [23] empathy, negative feelings, and be-\\nhavioural engagement sub-scales; Player Experience via PENS\\n[28] competence, autonomy, immersion, and intuitive con-\\ntrols sub-scales; and Motivation via IMI [27] interest, effort,\\nand pressure sub-scales.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,395,477],\"text\":\"Finally, each participant completed a short demographic\\nsurvey which included the BrainHex [24] survey. The exper-\\nimental session concluded with a semi structured interview.\\nEach session lasted approximately 90 minutes.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,486,143,504],\"text\":\"Hypotheses\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,394,539],\"text\":\"We proposed the following hypotheses for player study 1 as\\nregards asymmetric play over symmetric play:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,544,395,644],\"text\":\"H1. Players would feel more connected to and perceive a\\ngreater sense of social presence with their play partners.\\n\\nH2. Individual player experience metrics would be more\\npositive.\\n\\nH3. Players would be more motivated to play.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,652,150,668],\"text\":\"5 RESULTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,672,395,818],\"text\":\"Due to a clerical error in copying the intended orders of con-\\nditions, our experimenter did not fully counterbalance the\\nstudy sessions as expected and so a Latin square design was\\nnot accurately followed within each participant pair. However,\\nthe first condition was equally distributed between partici-\\npants and thus, by excluding data from the second to fourth\\nplaythroughs, we analyzed each self-report measure using a\\nbetween-participants factorial 2 (symmetry) $\\\\times$ 2 (character)\\nANOVA. Post-hoc analyses used Bonferroni corrections.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,824,395,922],\"text\":\"Connectedness. There was a significant main effect of sym-\\nmetry on connectedness ($F_{(1,36)} = 4.5, p = .04, \\\\eta_p^2 = .11$), where\\nparticipants playing as different characters reported being\\nmore connected to their play partner ($M = 4.0, SE = 0.3$) than\\nparticipants playing as the same character ($M = 3.0, SE = 0.3$).\\nThis finding confirms our primary hypothesis (H1).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,395,956],\"text\":\"There was also a significant main effect of character on con-\\nnectedness ($F_{1,36} = 7.6, p < .01$; $\\\\eta_{p}^{2} = .17$), where participants\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,220],\"text\":\"playing as Kirk reported feeling more connected to their play\\npartner ( $M=4.2, SE=0.3$ ) than participants playing as Scotty\\n( $M=2.9, SE=0.3$ ). This was a more surprising result, but play-\\ners commented that, because Kirk used an over-the-sholder\\nperspective, they felt more connected to their play partner\\nand their actions, as if they were “ right there ” .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,748,477],\"text\":\"These main effects can be further explained by a signi-\\nficant interaction between character and symmetry on the\\nconnectedness measure ( $F_{(3,6)} = 7.6$ , $p < .01$ , $\\\\eta_p^2 = .17$ ). Post-hoc\\nanalysis revealed that for Kirk, participants rated themselves\\nas feeling significantly more connected in the asymmetric\\ncondition (i.e., when their partner played as Scotty), than\\nthe symmetric condition, when playing with another Kirk\\n( $p = .001$ ), but when playing as Scotty this difference was not\\nsignificant ( $p = .66$ ). Moreover, the ratings of connectedness\\nfor Scotty when playing with either Kirk or another Scotty\\nwere as low as when playing as Kirk with another Kirk. This\\nfinding illustrates that, while asymmetric play can lead to\\nfeeling more connected to one's play partner, the role a player\\ntakes on can have a significant impact on these feelings. When\\nplaying asymmetrically in our study, it was the Kirk player\\nthat felt more connected to their partner, not the Scotty player.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,483,748,660],\"text\":\"Social Presence. There was a significant main effect of symme-\\ntry on behavioural engagement ($F_{1,36}=6.0, p=.02, \\\\eta_p^2=.14$),\\nwhere participants rated asymmetric play as more engaging\\n($M=5.8, SE=0.2$) than symmetric play ( $M=5.2, SE=0.2$ ).\\nThis finding again reinforces our primary hypothesis (H1)\\nthat when players take on asymmetric roles in play, they will\\nfeel more socially engaged. However, it should be noted that\\nplayers in all conditions rated levels of social engagement\\nquite highly ( $M\\\\geq5.2$ ). There were no other main effects\\nor interactions involving engagement, empathy or negative\\nfeelings ( $F_{1,36}<1.7, p>.20$ ).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,665,748,813],\"text\":\"Individual Player Experience. There were significant main ef-\\nfects of asymmetry on immersion ($F_{1,88} = 7.7, p < .01; \\\\eta_p^2 = .18$ ) and\\nintuitive controls ( $F_{1,88} = 5.8, p = .02, \\\\eta_p^2 = .14$ ). Partici-\\npants rated asymmetric play as being both more immersive\\n(asym: $M = 4.7, SE = 0.2$ ; sym.: $M = 4.0, SE = 0.2$ ) and having\\nmore intuitive controls (asym: $M = 6.0, SE = 0.2; sym: M = 5.2,$\\n$SE = 0.2$ ), confirming H2. There were no other main effects\\nor interactions involving competence, autonomy, immersion,\\nor intuitive controls ( $F_{1,88} < 2.1, p > .16$ ).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,818,747,884],\"text\":\"Motivation. There were no significant main effects or interac-\\ntions involving interest, effort, or pressure ($F_{1,36} = 2.2, p > .15$).\\nWe therefore cannot confirm our remaining hypothesis (H3)\\nthat players will be more motivated in asymmetric play.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,747,940],\"text\":\"Ranking of Game Modes. When we asked participants to rank\\nthe three game modes (two symmetric and the one asym-\\nmetric played in two ways) in order of personal preference\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,115,1013],\"text\":\"Paper 9\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 6\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,237],\"text\":\"we found a significant main effect of game mode on prefer-\\nence ($F_{13,36} = 37.471, p < .000, \\\\eta_p^2 = .499$). The Twin Scotty\\ncondition ($M = 2.8, SE = 0.073$) was ranked significantly less\\nfavourably than both the Twin Kirk ($M = 1.7, SE = .109$) and\\nSplit ($M = 1.5, SE = .095$) conditions however there was no\\nsignificant difference between the ranking of the Twin Kirk\\nand Split conditions themselves.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,237,394,365],\"text\":\"The quantitative results of our first study showed clear\\nbenefits of asymmetric play over symmetric play in terms\\nof connectedness, social presence, immersion, and intuitive\\ncontrols. Our qualitative observations of gameplay recordings\\nand semi-structured interview responses, however, invited\\nmore nuanced questions around what characteristics of asym-\\nmetric play could magnify these effect and prompted our\\nsecond player study.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,375,363,391],\"text\":\"6 STUDY 2: DEGREES OF INTERDEPENDENCE\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,394,587],\"text\":\"Our first study demonstrated that asymmetric play could gen-\\nerate higher social connectedness than symmetric play, but\\nobservations and interview data indicated that the asymme-\\ntries alone (ability, interface, and information) did not fully\\nexplain these feelings; there was something about way the\\nasymmetries interacted and how players were often forced to\\ncollaborate because of their differences that prompted feelings\\nof improved social connectedness in some scenarios yet not\\nin others. Where our first player experience study compared\\nsymmetric and asymmetric cooperation, our second study\\nexplored the more subtle characteristics of interdependence\\nwithin asymmetric cooperative play.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,586,394,699],\"text\":\"Based on Saavedra et al.'s [29] conceptualization of \\\"task\\ninterdependence\\\" and Harris et al.'s [20] hasent framework\\nfor asymmetric game design, we chose to manipulate the de-\\ngree of interdependence between participants via mechanical\\nchanges to Scotty's five abilities; specifically whether and\\nhow Kirk would need to collaborate with Scotty in order for\\nthe powers to be effective.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,710,317,727],\"text\":\"Study Factor: Degree of Interdependence\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,730,394,825],\"text\":\"Starting with the \\\"Split\\\" (asymmetric) BMR52 configuration\\nof playing with one normal Kirk (without special powers)\\nand one Scotty (escorting a single human Kirk player), the\\nmechanical behaviour of Scotty's abilities were manipulated\\nto create three distinct degrees of interdependence between the\\nKirk and Scotty players: loose, medium, and tight coupling.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,394,954],\"text\":\"We consider Scotty's Bomb ability as an example. In the\\nLoose Coupling condition, with a single click Scotty players\\ncould deploy a bomb into the 3D world and, after a short count-\\ndown, the bomb would explode and clear a path for Kirk; a\\none-time, unilateral action on Scotty's part with no necessary\\naction from Kirk. In the Medium Coupling condition, after\\nScotty deployed the bomb, Kirk would first need to approach\\nand manually activate it before the countdown would begin;\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,266],\"text\":\"in this case, both Scotty and Kirk participated in the use of\\nthe bomb via their respective one-time actions. Finally, in\\nthe Tight Coupling condition, Scotty's click would instead\\ndeploy an volatile \\\"bomb rift\\\" which could only be triggered\\nby physically attacking it. As the rift would disappear after a\\nshort time, Kirk and Scotty players would need to coordinate\\nclosely on timing and positioning in order for Kirk players to\\nbe able to skillfully throw their axe at the rift in time and for\\nthe version of Scotty's bomb ability to be effective.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,267,746,460],\"text\":\"For brevity's sake we omit detailed descriptions of how each\\nof the five abilities were changed over each of the three degrees\\nof interdependence but provide Table 1 for succinct reference.\\nIn general, as the level of interdependence advanced from\\nloose, to medium, to tight coupling, Scotty and Kirk would\\nboth need to pay more continuous attention, coordinate in\\nmore detail, and execute more numerous, more skillful, and\\nmore bilateral actions in order to successfully utilize all of\\nScotty's five abilities. All other mechanical details, such as\\nthe speed at which Kirk was healed, the explosive range and\\npower of the bombs, or the maximum distance travelled with\\neach teleport remained the same across conditions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,471,590,488],\"text\":\"Participants and Equipment\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,491,746,747],\"text\":\"Expecting to encounter more subtle effect sizes than in our\\nfirst study, we increased the number of participants in our\\nsecond study. We recruited 72 participants in 36 pairs (14 fe-\\nmale/female, 18 female/male, 40 male/male) with a median\\nage of 23 (range: 18-33) from the local university population.\\nAgain, the majority (67 of 72) of participants were undergrad-\\nuate students. Our recruitment criteria and compensation\\nwere the same as the first study. The hardware and room lay-\\nout were also the same as before with one exception while\\nKirk players continued to use a dual-joystick gamepad as be-\\nfore. Scotty players used a mouse and keyboard on a second\\n27 inch, 1920x1080 pixel display for their input, rather than\\na multi-touch tablet. This was done for simplicity and relia-\\nbility reasons as, with only a single Scotty in play throughout\\nthis experiment, there was no longer a need to accommodate\\nmultiple Scotty interfaces simultaneously.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,757,558,773],\"text\":\"Procedure & Measures\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,777,746,954],\"text\":\"This second player study examined a single experimental\\nfactor (degree of interdependence) with three levels (loose,\\nmedium, and tight coupling). The general procedure of this\\n\\\"degrees of interdependence\\\" study followed the same \\\"play,\\nsurvey, play, survey\\\" pattern as the previous study with all\\nof the associated introduction, training, practice, and clos-\\ning demographic/interview steps as before. New to this study\\nhowever was a series of questions at the end of the three exper-\\nimental conditions asking participants to rank the different\\nvariations of Scotty's five abilities (heal, shield, shock, bomb,\\nteleport) according to four criteria (most powerful, easiest to\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,114,1012],\"text\":\"Paper 9\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300239", "source_image_path": "test_data/3290605-3300239/3290605-3300239_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300239/results/output_json/3290605-3300239_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[67,122,746,153],\"text\":\"Table 1: Brief descriptions of how Scotty's and Kirk's interactions changed as the mechanics of Scotty's abilities were\\nmanipulated between the Loose, Medium, and Tight Coupling conditions in Study 2.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[77,167,736,343],\"text\":\"
HealShieldShockBombTeleport
LeaseSClick on KirkClick on KirkClick near enemyClick near enemyClick at destination
KNo action required
MediumSClick near Kirk to engage, monitor energy, click to disengageClick drag to draw wallClick near enemy to engage, monitor energy, click to disengageClick near enemyClick drag to place two endpoints
KStand nearbyManeuver aroundAttack shocked enemyApproach, press button to arm bombWalk into endpoint
TightSHold button, track Kirk, kick monitor energyHold button, track Kirk, aim toward enemiesAwait Kirk's signal, shock enemyClick to place bombClick to ready destination, monitor energy
KWalk slowlyCoordinate attack and personal shield with ScottyThrow and embed axe in enemy, notify ScottyHit bomb with thrown axe to detonatePress button to trigger teleport
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A multi-column table displays actions for \\\"Heal,\\\" \\\"Shield,\\\" \\\"Shock,\\\" \\\"Bomb,\\\" and \\\"Teleport\\\" abilities. Rows are categorized by interaction styles: \\\"Loose,\\\" \\\"Medium,\\\" and \\\"Tight,\\\" with sub-rows for \\\"S\\\" and \\\"K\\\" characters detailing specific actions for each ability and style.\",\"figure_path\":\"tables/3290605-3300239_pdf_shortened_page_7_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,364,394,412],\"text\":\"use, male participant feel most connected to their partner,\\nand favourite) as well as ranking the three play modes overall\\n(loose, medium, tight coupling).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,412,395,540],\"text\":\"At the outset of each study session, the plot of the game\\nand the controls for each character were explained to both\\nparticipants before they were given the opportunity to decide\\nwhich role each partner wanted to play. Once chosen, each\\nparticipant played the same character for all three conditions.\\nThe sequence of conditions was fully counterbalanced to ac-\\ncount for learning and fatigue effects (every permutation of\\n3 conditions, cycled 6 times).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,552,142,570],\"text\":\"Hypotheses\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,571,357,589],\"text\":\"We proposed the following hypotheses for this study:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,595,394,725],\"text\":\"H4. As the degree of interdependence increased between\\nplayers, participants would perceive a greater sense of con-\\nnectedness and social presence with their play partners.\\nH5. Individual player experience metrics will be more pos-\\nitive for the tightly coupled condition than for low coupling.\\nH6. Highly skilled players would most prefer tightly coupled\\nplay while low skilled players would prefer low coupling.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,735,116,751],\"text\":\"Results\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,755,395,915],\"text\":\"Social Connectedness & Engagement. There was a significant\\nmain effect of interdependence on connectedness ($F_{2,142}=5.8$,\\n$p=.004$ , $\\\\eta_p^2=.076$ ), where participants felt significantly more\\nconnected to their play partner under the tight coupling con-\\ndition (M = 5.81, SE = 0.12) than the loose coupling condition\\n(M = 5.26, SE = 0.16), $p=.002$ . Although there was a consistent\\ntrend across all three conditions (medium coupling $M=5.51$ ,\\nSE = 0.14) and the differences between medium-tight cou-\\npling was marginally significant $(p=.054)$ , loose-medium\\nwas were not statistically significant $(p>.012)$ .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,915,394,948],\"text\":\"There was also a significant main effect of intenden-\\ntence on behavioural engagement ( $F_{(2,44)} = 7.6$ , $p = .001$ ,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,363,747,478],\"text\":\"$\\\\eta_g^2 = .097$) as measured by the SPGO survey [23] where play-\\ners reported feeling less engaged under the loose coupling\\ncondition (M = 2.549, SE = 0.11) than under both the tight\\n(M = 2.19, SE = 0.08, p = .002) and medium (M = 2.24, SE = 0.08,\\np = .006) coupling conditions. (Lower scores indicate percep-\\ntions of stronger behavioural engagement.) These findings\\npartially confirm our primary hypothesis (H4).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,484,746,613],\"text\":\"Individual Player Experience. There were significant main ef-\\nfects of interdependence on interest ( $F_{(2,142)} = 5.68$ , $p = .004$ ,\\n$\\\\eta_p^2 = .074$ ), where participants felt more interested in the game\\nunder both the tight coupling ( $M = 2.64$ , $SE = .112$ , $p < .007$ )\\nand medium coupling ( $M = 2.77$ , $SE = .112$ , $p < .015$ ) than un-\\nder the loose coupling condition ( $M = 3.09$ , $SE = .147$ ). There\\nwas no significant difference in interest between the tight and\\nmedium coupling conditions however ( $p = 0.27$ ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,613,746,741],\"text\":\"There were significant main effects of interdependence on\\neffort/importance ( $F_{2,145}=11.5$ , $p=.000$ , $\\\\eta_p^2=.140$ ), where\\nparticipants placed significantly more importance and effort\\nin both the tight $(M=3.64$ , $SE=.143$ , $p=.001)$ and medium\\ncoupling $(M=3.50$ , $SE=.135$ , $p<.000)$ conditions than in the\\nloose $(M=4.09$ , $SE=.146)$ coupling condition. There was no\\nsignificant difference in perceived importance between the\\ntight and medium coupling conditions $(p=0.25)$ .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,747,746,828],\"text\":\"Mode Ranking. There were significant main effects of interde-\\npendence on overall mode preference ($F_{2,14}=10.5, p<.001$,\\n$\\\\eta_p^2=.129$) with participants ranking tight coupling higher\\n($M=1.61, SE=.085$) than both medium ($M=2.32, SE=.086$,\\n$p=.000$) and loose ($M=2.07, SE=.100$, $p=.007$) coupling.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,828,746,924],\"text\":\"There was a slight but significant correlation between par-\\nticipant pairs' combined skill ratings and their overall mode\\npreferences as well, with higher skilled pairs tending to prefer\\ntight coupling ( $R=-.240$ , $p=0.43$ ) and lower skilled pairs\\ntending to prefer loose coupling ( $R=.300$ , $p=.002$ ); partially\\nconfirming our hypothesis (H6).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,115,1012],\"text\":\"Paper 9\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300239/results/markdown/3290605-3300239_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[87,102,728,196],\"text\":\"DesignABILITY: Framework for the Design\\nof Accessible Interactive Tools to Support Teaching\\nto Children with Disabilities\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[73,211,262,288],\"text\":\"Leandro Flórez-Aristizábal\\nGRINITIC Group\\nInst. Univ. Antonio José Camacho\\nCali, Colombia\\nlxexpx@gmail.com\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[338,211,477,289],\"text\":\"Sandra Cano\\nLIDIS Group\\n\\nUniv. San Buenaventura\\nCali, Colombia\\n\\nsandra.cano@gmail.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[575,211,721,288],\"text\":\"César A. Collazos\\nIDIS Group\\nUniversity of Cauca\\nPopayán, Colombia\\ncollazo@unicaucua.edu.co\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[113,304,351,368],\"text\":\"Andrés F. Solano\\n\\nGITI Group, Univ. Autónoma de Occidente\\nCali, Colombia\\n\\nafolano@uao.edu.co\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[486,306,683,369],\"text\":\"Stephen Brewster\\n\\nGIST Group, University of Glasgow\\nGlasgow, Scotland\\n\\nstephen.brewster@glasgow.ac.uk\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,369,142,386],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,389,394,690],\"text\":\"Developing educational tools aimed at children with\\ndisabilities is a challenging process for designers and\\ndevelopers because existing methodologies or frameworks\\ndo not provide any pedagogical information and/or do not\\ntake into account the particular needs of users with some\\ntype of impairment. In this study, we propose a\\nframework for the design of tools to support teaching to\\nchildren with disabilities. The framework provides the\\nnecessary stages for the development of tools (hardware-\\nbased or software-based) and must be adapted for a\\nspecific disability and educational goal. For this study, the\\nframework was adapted to support literacy teaching and\\ncontributes to the design of educational/interactive\\ntechnology for deaf people while making them part of the\\ndesign process and taking into account their particular\\nneeds. The experts' evaluation of the framework shows\\nthat it is well structured and may be adapted for other\\ntypes of disabilities.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,703,171,720],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,723,379,784],\"text\":\"• Human-centered computing-Accessibility design and\\nevaluation methods • Human-centered computing-HCI design\\nand evaluation methods • Human-centered\\ncomputing-Accessibility design and evaluation methods\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,796,380,827],\"text\":\"KEYWORDS: Design; Disability; Storytelling; Collaborative\\nLearning; Deaf Children; Literacy\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,379,540,392],\"text\":\"ACM Reference format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,393,746,487],\"text\":\"Leandro Floréz-Aristizábal, Sandra Cano, César A. Collazos, Andrés F.\\nSolano and Stephen Brewster. 2019. DesignABILITY: Framework for the\\nDesign of Accessible Interactive Tools to Support Teaching to Children\\nwith Disabilities. In 2019 CHI Conference on Human Factors in Computing\\nSystems, August 5-9, 2019, Glasgow, Scotland, UK .\\nACM, New York, NY, USA. Paper _ 10, 6 pages.\\nhttps://doi.org/10.1145/3290665.3300240\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,502,550,520],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,746,640],\"text\":\"Designing and developing technological tools aimed to\\nsupport the education of children with disabilities can\\nbecome a very difficult challenge because traditional\\nmethods for creating such tools (i.e. Software\\nDevelopment Methodologies) generally overlook\\nparticular needs of end-users like children with some kind\\nof impairment [1] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,641,746,723],\"text\":\"From an HCI perspective, some methodologies and\\nmodels have been proposed to improve accessibility and\\nusability of systems [1][2] while others involve children in\\nthe design/development process through a User-Centred\\nDesign approach [3] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,724,747,924],\"text\":\"These kinds of approaches may not be suitable for all\\ndevelopments because on one hand they are not\\nspecifically designed to develop educational tools, so they\\nlack of information regarding teaching/learning strategies,\\ndidactics or learning goals [4] . On the other hand,\\nevaluation methods that are usually proposed in\\ntraditional and the aforementioned approaches are not\\nadapted to be used with children with some kinds of\\ndisabilities [5][6] . Finally, some of these methodologies\\nthat are aimed to improve accessibility usually provide\\ngeneral accessibility guidelines and not the necessary ones\\nfor designing tools that can be used by children with a\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,839,386,924],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal\\nor classroom use is granted without fee provided that copies are not made or\\nutilized in any way and that copies bear this notice and the full citation, and\\nthe full citation on the first page. Copyrights are components of this work\\nowned by others than the author's本人. Abstracting with credit is\\n permitted. To copy otherwise, or republish, to post on servers or to redistribute\\nthe files, requires prior specific permission and/or a fee. Request permissions from\\nPublisher.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,925,252,936],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,936,363,957],\"text\":\"© 2019 Copyright is held by the owner/author(s). Publication rights licensed to\\nACM. ACM ISBN 978-1-4503-9970-2/19/05...$15.00.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,958,240,969],\"text\":\"DOI: https://doi.org/10.1145/3290605.3300240\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 10\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,99,394,132],\"text\":\"particular disability. These issues make designing and\\ndevelopment processes take longer than expected.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,132,395,484],\"text\":\"To solve these problems, a framework is proposed for\\nthe design of accessible interactive tools aimed to support\\nteaching to children with disabilities. The proposal can be\\nadapted for different impairments and teaching strategies.\\nIn this paper, we focused on one particular disability\\n(deafness) and taking into account that hearing problems\\naffect the development of communication skills like\\nreading and writing, our proposal focuses specifically on\\nliteracy teaching. We have been working with deaf\\nchildren in co-design sessions and through case studies\\naiming to understand their particular needs and support\\nthe development of literacy skills through technology. In\\nthe pedagogical and learning aspects it has been found\\nthat there is a need and desire for children to work with\\ntheir classmates in a collaborative way. In this case, the\\nuse of Collaborative Learning (CL), a method in which\\nstudents work with one another to achieve a common\\ngoal [7] , could promote learning and communication skills\\namong classmates. Unfortunately, there is not much\\ninformation about the use of CL in the education of Deaf\\nchildren [8] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,484,395,683],\"text\":\"It has also been identified that developing reading and\\nwriting skills is a major challenge for these children\\nbecause the strategies used with them must differ from\\nthose used with hearing children, for instance some deaf\\nchildren communicate only through sign language (SL)\\nand they access information visually [9] . Teachers must\\nfind adequate methods and tools to support their teaching\\nprocess and make learning meaningful and engaging for\\ndeaf students and one way to do so is through storytelling\\nor interactive storytelling (IS) and the inclusion of\\nInformation and Communications Technologies (ICT)\\n[10] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,683,395,920],\"text\":\"To the best of our knowledge, there is not a clear way\\nto involve these strategies (CL and IS) in existing\\nmethodologies for the development of tools aimed at\\nchildren with disabilities. To close this gap, the proposed\\nframework is being adapted to focus on one particular\\n(but extensive) learning goal and by engaging two well-\\nknown strategies in literacy learning: Interactive\\nStorytelling [11][12][13] and Collaborative Learning\\n[14][15] . Since gathering a group of children to work\\ntogether in a common task does not guarantee an effective\\ncollaborative work [16] , it is necessary to structure\\nactivities that lead to a true team work. The use of\\nstorytelling and ICT could help not just to make learning a\\nwritten language meaningful and thus motivate children,\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,99,745,132],\"text\":\"but also it can be the way to promote collaboration among\\ndeaf students.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,132,745,282],\"text\":\"By providing this framework, designers and developers\\nwill have a guide through the design process of any\\ntechnological tool (hardware-based or software-based)\\ntargeting at helping to support education of children with\\ndisabilities and for this particular case to develop reading\\nand writing skills for deaf children. A prototype is being\\ndeveloped following the stages of the framework and will\\nbe evaluated by teachers from different institutions for\\nDeaf children in Colombia.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,297,552,315],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,320,621,337],\"text\":\"2.1 Design of Educational Tools\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,341,745,405],\"text\":\"Reviewing the literature on the design of educational\\ntools, different frameworks, models and methodologies\\nhave been proposed to provide a path in the development\\nof such tools.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,406,745,574],\"text\":\"Annetta [17] proposes a framework for serious\\neducational game design. It is composed of 6 elements that\\nare grounded in theories and research not just in\\neducation but also in psychology. The 6 elements of the\\nframework are: Identity, Immersion, Interactivity,\\nIncreasing Complexity, Informed Teaching, Instructional.\\nEven though the 6 elements are explained in detail, there\\nis no evidence of tools developed with this approach that\\ncan actually support its effectiveness in serious game (SG)\\ndesign.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,574,746,741],\"text\":\"A triadic theoretical framework for SG design was\\nproposed by Rooney [18] where he comprises play,\\npedagogy and fidelity. As a theoretical framework, it\\noutlines underpinning theories that may be the basis for\\nSG design. However, the author highlights that the\\nframework presents difficulties in balancing game design\\n(play/entertainment), simulation design (fidelity) and\\npedagogy. No tools developed with this framework were\\nfound during the literature review, so there is no way to\\nvalidate it.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,741,745,842],\"text\":\"A methodology was proposed by Pelaez and López in\\n[19] which presents a very large development life-cycle\\n(13 stages) and even so, it lacks of relevant pedagogical\\nand technical information, which makes it not appropriate\\nfor the development of quality educational software. No\\nprototypes were developed with this methodology.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,842,745,943],\"text\":\"Abud [4] designed a methodology for educational\\nsoftware engineering. This proposal gives a detailed\\ndescription of each of the 6 stages that are part of the\\nmethodology (conceptual phase, analysis and initial\\ndesign, iteration plan, computational design, development\\nand deployment). This proposal gives relevant\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 10\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,99,393,182],\"text\":\"information in the technical aspects and how the\\npedagogical characteristics can be gathered through\\nartefacts with specific activities to be carried out in each\\nstage. A prototype was developed with good results and\\nacceptance by the development team and teachers.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,183,394,466],\"text\":\"Costa et al. [20] developed a hybrid methodology based\\non User-Centred Design (UCD) principles for the\\ndevelopment of educational software. It is divided into 4\\nstages: planning of educational guidelines, storyboard\\ndesign, implementation and maintenance/operation. This\\na multidisciplinary methodology that includes experts in\\nsciences didactics, educational technology, project\\nmanagement, graphic design, programming and usability.\\nJust like the previous one, this is a very well-structured\\nmethodology where the role of educators is well defined\\nin the life-cycle. Different prototypes have been developed\\nand the methodology was being implemented in small and\\nmedium software development companies. It is important\\nto note that authors recognize that the use of this method\\nmay not be appropriate for all educational software taking\\ninto account the diversity among users, objectives of use\\nor changes in technology.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,468,394,633],\"text\":\"Even though the aforementioned approaches involve\\neducational aspects in the design of SG or educational\\nsoftware, they do not provide any accessibility features\\nor learning goals as they are general purpose\\nframeworks/methodologies. Evaluation phases are not\\nincluded either, which makes difficult to know how these\\ntools should be evaluated and tested, especially when\\nchildren are involved. In the following section, some\\nframeworks/models are presented which address\\naccessibility issues.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,645,330,662],\"text\":\"2.2 Designing for People with Disabilities\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,666,394,766],\"text\":\"As seen in the previous section, some approaches for\\ndesign/development of educational tools do not take into\\naccount accessibility as part of the process life-cycle. To\\naddress this issue, some proposals include this user\\nexperience (UX) facet (accessibility) as part of the core\\nelements in the design process.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,767,394,934],\"text\":\"A disability-aware software engineering process model\\nwas developed by Ngnji and Nggada [1] where the\\nprocess takes into account the needs of people with\\ndisabilities from the beginning of the life-cycle. First, the\\nneeds of the system are established, then, Personas are\\ncreated, and then scope and feasibility of the system is\\nmade in order to avoid loss of resources like money or\\ntime during the development. The rest of the phases are\\nall about technical aspects (system requirements and\\nanalysis, acquire identified technologies, design system\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,99,745,215],\"text\":\"architecture, design system components, implement\\nsystem, test and deploy, evaluation, improvement,\\nmaintenance). Although this process model can be used to\\ndevelop educational tools, it does not provide any clue\\nabout how to approach children in an educational context,\\nwhich makes the design/development process more\\ncomplex.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,216,746,467],\"text\":\"Granollers et al. [ 2 ] also developed a process model\\ncalled Process Model of Usability and Accessibility\\nEngineering (MPlu-a for its acronym in Spanish). This\\napproach adds to software engineering model a set of\\nwell-organized activities: analyse requirements where\\nusability is important from the beginning of the process,\\nsupport for user interface design and evaluation of\\nusability objectives through iterations. The accessibility\\ncomponents of this model are general-purpose, and it\\nrequires more time of research when a particular\\ndisability is being addressed. This model can also be used\\nfor the development of educational tools but as the\\nprevious study it does not provide any information related\\nto involve children in the process with education as main\\ngoal of the tool.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,468,746,682],\"text\":\"A more narrowed approach was developed by\\nGuimãães et al. [21] to inform design of learning objects\\nfor teaching written Portuguese to deaf children. This\\nframework is specifically created for a particular learning\\ngoal (writing) and disability (deafness). It is divided into\\nfive stages: Visual contextualization of the text, reading of\\nthe text in Brazilian sign language (LBras), meaningful\\nlinguistic elements, individual reading and re- elaboration.\\nThe framework does not include any technical aspects\\nabout the development of a tool, it is more a pedagogical\\napproach to be taken into account when designing\\ntechnology aimed at the development of literacy skills of\\ndeaf children.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,683,746,919],\"text\":\"Newell et al. [ 22 ] states that approaches like User-\\nCentred Design, Universal Design or Design for All are\\nnot entirely suitable for the development of Educational\\ntools, especially aimed at people with special needs. They\\nsuggest an approach they call User Sensitive Inclusive\\nDesign where designers develop a real empathy with their\\nuser groups (including those with disabilities). Something\\nsimilar is proposed by Ladner [ 23 ] with his Design for User\\nEmpowerment approach where users develop the project,\\ndesign the requirements and features, develop the\\nprototypes, test the prototypes, and analyse the results of\\ntesting to refine the design. Both studies, show the need of\\napproaches with clear information on how users, with\\ndifferent abilities, may be part of the design of a tool.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 10\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,99,394,200],\"text\":\"An ability-based design concept proposed by\\nWohbrock et al. [24] shows how designers should focus\\non the abilities of the users instead of their disabilities in\\nan effort to create systems that leverage the full range of\\nhuman potential. This is very important when a tool is\\nsupposed to help children develop educational skills.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,215,288,232],\"text\":\"3 DESIGNABILITY FRAMEWORK\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,237,394,435],\"text\":\"The name of this framework (DesignABILITY) turns the\\nword Disability into Design+ABILITY , which means\\ndesigning for different abilities . The framework proposed\\nin this study was designed bearing in mind that different\\ndisabilities require different ways to address the same\\nissues, for instance, literacy skills can be developed by\\nchildren with cognitive, auditory or visual impairments as\\nlong as appropriate educational and learning strategies are\\nimplemented during the teaching process. This statement\\nmust also be applied to the development of technological\\ntools that aim to support educational processes for people\\nwith different abilities.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,436,393,469],\"text\":\"This is the result of 4 years of research with children\\nwith auditory, visual and cognitive disabilities.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,470,394,503],\"text\":\"As can be seen in Figure 1, the proposal is divided into\\nfour stages:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300240_pdf_shortened_page_3_figure_007.png\",\"bbox\":[130,517,331,719],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A circular diagram is divided into four colored quadrants surrounding a central gray square labeled \\\"USER\\\". The quadrants are labeled \\\"LEARNING REQUIREMENTS\\\" (pink), \\\"ENGAGED LEARNING\\\" (teal), \\\"PROTOTYPING\\\" (blue), and \\\"EVALUATION\\\" (orange), with text orientation varying. The central \\\"USER\\\" square connects to the inner corner of each quadrant.\"},{\"label\":\"figure_cap\",\"bbox\":[68,731,393,761],\"text\":\"Figure 1: Framework for the Design of Accessible\\nInteractive Collaborative Tools to Support Teaching\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,775,243,792],\"text\":\"3.1 Learning Requirements\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,796,394,879],\"text\":\"The first stage of the framework is all about finding out\\nthe learning goals that should be supported by the\\ntechnological tool and the strategies used in the teaching\\nprocess. As mentioned before, these strategies will differ\\ndepending on the final users and their diversity.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,892,277,909],\"text\":\"3.2 Design for Engaged Learning\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,912,394,945],\"text\":\"Once the learning requirements are set, it is time to design\\nhow children will be engaged into learning, this stage\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,99,746,217],\"text\":\"seeks to find out how learning can be engaging and\\nmotivating for children. The work done in this part of the\\nprocess must be a complement of the learning strategies\\ndefined in the previous stage. The approaches used in this\\nstage may vary depending on the abilities of the final\\nusers and the learning goals/strategies of the previous\\nstage.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,230,525,247],\"text\":\"3.3 Prototyping\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,249,746,349],\"text\":\"A first prototype of interactive tool should be designed in\\nthis stage. The prototype must integrate the learning\\nstrategies and aspects of the approaches chosen for\\nengaged learning defined in the previous stages in order\\nto be considered as a supportive tool to achieve the\\nlearning goals.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,362,516,379],\"text\":\"3.4 Evaluation\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,382,746,482],\"text\":\"The last stage involves evaluating the prototype (technical\\naspects) and the user experience using techniques suitable\\nfor children with any special need. Elements of the\\n“ design for engaged learning ” stage should also be\\nevaluated in order to re-design how children may be\\nengaged into learning.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,497,715,514],\"text\":\"4 USING THE DESIGNABILITY FRAMEWORK\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,518,747,736],\"text\":\"In order to show how the framework can be used, we\\ndecided to focus our work on deafness and the\\ndevelopment of one particular but extensive skill like\\nliteracy. Reading and writing is considered the second\\nlanguage of deaf people who use sign language as their\\nmain way of communication [25] . Poor literacy skills affect\\nthe development of new knowledge in areas like math and\\nsciences [26] . Based on the results of previous researches,\\nstorytelling is a great way to engage deaf children into\\nlearning a second language in a written form [10][27] . A\\ncollaborative learning approach could enhance the\\nconstruction of new knowledge by working with peers\\n[28] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,748,526,765],\"text\":\"4.1 Background\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,768,747,936],\"text\":\"4.1.1 Literacy in Deaf Children's Education. One of the\\nmain reasons Deaf people do not finish higher education\\nis due to poor literacy skills [29] . The development of\\nreading and writing skills is a challenge for most Deaf\\nchildren especially because 90 % of these children are born\\nfrom non-Deaf parents [30][21] : this could become in the\\nfirst issue these children face (communication with\\nparents) and it may derive in a late acquisition of a first\\nlanguage (L1) which should be a Sign Language (SL) that\\nparents probably do not use. Learning a first language\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 10\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 4\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,100,394,216],\"text\":\"during the first five years is critical in order to acquire a\\nsecond language (L2) in a written form (for instance,\\nEnglish or Spanish) [31] which will give them the\\nopportunity to communicate with hearing people who do\\nnot know a SL. Literacy skills are also important to have\\naccess to information and thus create and construct new\\nknowledge in other areas [32] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,217,394,351],\"text\":\"In order to achieve literacy learning goals with deaf\\nchildren, the strategies used by teachers must differ from\\nthose used with hearing children, taking into account that\\nthey learn by mapping the language they speak (e.g.\\nEnglish or Spanish) with text on a board or page [33] ,\\nwhile deaf children cannot do the same with sign\\nlanguage as it has a completely different structure from a\\nwritten language.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,363,181,381],\"text\":\"4.2 Methodology\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,383,394,548],\"text\":\"Each stage of the DesignABILITY framework was\\ncomplemented with the necessary elements that may\\nguarantee a life-cycle that meets both educational and\\ntechnical needs during the design of an\\ninteractive/collaborative tool to support literacy teaching\\nto deaf children. To achieve this new version of the\\nframework, a multidisciplinary work was done with\\nteachers and experts who have experience working with\\ndeaf children as well as engineers and designers with an\\nHCI background.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,549,394,767],\"text\":\"For the first two stages (learning requirements and\\ndesign for engaged learning), teachers from Colombia\\n(Popayán), Spain (Madrid) and Scotland (Gourock and\\nGlasgow) were interviewed in order to identify the\\nlearning requirements for literacy development of Spanish\\nor English with deaf children. This work was\\ncomplemented by reviewing the curricula from different\\ninstitutions in Colombia and Scotland and the official\\ncurriculum of Madrid (Spain) and England. For the “ design\\nfor engaged learning ” stage, different case studies were\\ncarried out in Colombia with deaf children and their\\nteachers in order to find out how children learn and how\\nthis process may be improved with technology.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,768,394,851],\"text\":\"For the prototyping and evaluation stages, HCI experts\\nare part of this study. The complementary elements of\\nthese two stages are based on the work done in our\\nprevious studies with deaf children [5][34][13] . The\\nresulting framework can be seen in the next section.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,863,324,881],\"text\":\"4.3 DesignABILITY (Deafness + Literacy)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,884,394,917],\"text\":\"The resulting framework complements the four stages of\\nthe original DesignABILITY framework.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300240_pdf_shortened_page_4_figure_010.png\",\"bbox\":[479,97,689,307],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A colorful circular diagram features \\\"USER\\\" at its center, surrounded by four main segments. These segments, colored magenta, green, blue, and orange, are labeled Learning Requirements, Engaged Learning, Prototyping, and Evaluation, respectively. Each main segment is further divided into two sub-sections, showing labels like Learning Goals, Learning Strategies, Storytelling, Collaborative Learning, Low-Fidelity, High Fidelity, Usability Testing, and Expert Review.\"},{\"label\":\"figure_cap\",\"bbox\":[420,317,746,361],\"text\":\"Figure 2: Framework for the Design of Interactive\\nCollaborative Tools to Support Literacy Teaching to Deaf\\nChildren\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,376,746,609],\"text\":\"4.3.1 Learning Goals . This is the first stage of the\\nframework where the learning goals (LG) must be set.\\nDuring this stage, an interdisciplinary work must be done\\nbetween the designer of the tool and the educator in\\ncharge of the teaching process. The framework provides a\\nset of goals that have been analysed from curricula in\\nliteracy for Spanish and English. Three curricula are from\\nthree educational institutions (EI) in Colombia (La Pamba,\\nSimón Bolívar, Teedoro Gutiérrez Calderón), another one\\nis from Madrid in Spain and the national curriculum in\\nEngland provides the learning goals for English literacy.\\nIt is important to note that all this information is aligned\\nwith official documents provided by the respective\\ncountries to assure quality in education.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,610,747,726],\"text\":\"We mapped the LG for the first year of education of all\\nfive curricula and found similarities in all of them,\\nespecially in the Colombian and Spanish ones as the\\nlanguage is the same. The LG were divided into five\\ncategories: Reading, Writing, Grammar, Orthography and\\nVocabulary. Some LG had to be adapted to suit Deaf\\nchildren's needs.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,735,492,750],\"text\":\"1. Reading\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,752,746,945],\"text\":\"• Identify and recognize the alphabet letters and its\\ncorrespondent sign.\\n\\n• Know the correspondence between uppercase and\\nlowercase letters.\\n\\n• Describe and give information (either written or\\nusing sign language) about elements of a story\\npreviously read.\\n\\n• Associate information given by images with the\\ncontent of the text in a story.\\n\\n• Identify nouns and adjectives.\\n\\n• Associate written words with their respective signs.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 10\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,108,139,124],\"text\":\"2. Writing\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,125,394,193],\"text\":\"• Produce texts sequencing sentences to form short\\nnarratives.\\n• Write from memory simple sentences dictated by the\\nteacher.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,204,148,218],\"text\":\"3. Grammar\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[67,221,395,411],\"text\":\"• Join words and clauses using and/or.\\n• Use pronouns correctly as subjects in sentences.\\n• Write nouns with the appropriate gender\\n(male/female for Spanish) and number\\n(singular/plural).\\n• Write adjectives with the appropriate gender\\n(male/female for Spanish) and number\\n(singular/plural for Spanish).\\n• Use of articles.\\n• Identify sentences in a text by the punctuation and\\ncapital letters.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,420,165,436],\"text\":\"4. Orthography\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,439,348,493],\"text\":\"● Separate sentences with periods.\\n● Separate words with spaces and full stops.\\n● Use uppercase and lowercase letters correctly.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,502,158,517],\"text\":\"5. Vocabulary\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,520,393,606],\"text\":\"• Match initial vocabulary with the appropriate signs\\n(depending on the sign language used).\\n• Know the letters of the alphabet in order.\\n• Order alphabetically a series of written words.\\n• Classify names by category (people, animals, objects).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,614,394,781],\"text\":\"4.3.2 Learning Strategies . Different literacy teaching\\nstrategies or methods can be used to achieve these goals.\\nDuring our research, two particular strategies designed for\\nDeaf children's literacy are being studied: the Fitzgerald\\nKey [55] and Logojenia [36] . The former helps to\\nunderstand the structure of grammar by assigning a\\ndifferent colour to the different kinds of words, for\\ninstance, pronouns (subject) can be yellow, nouns\\n(objects) can be orange, while verbs may be represented\\nwith green and adjectives with blue colour.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,781,395,949],\"text\":\"This colour code can be different depending on the\\neducational institution (EI), which is why it is very\\nimportant to know the colour code used to create a tool\\nconsistent with current teaching practices for every\\nparticular institution. In case this method is not used by\\nthe EI, a new colour code can be established between the\\ndesign/development team and the EI. The second method\\n(Loggenia) was created by the Italian linguist Bruna\\nRadelli, who based this method in Noam Chomsky's\\ngenerative grammar theory. This states that deaf children\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,100,745,183],\"text\":\"can learn any language just by being exposed to it, in this\\ncase, a written language. The way Logogonia works is by\\npresenting the child the minimal pair of sentences, i.e. two\\nsentences that are differentiated only by one word (e.g.\\ntake the pen / take the eraser).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,183,746,333],\"text\":\"As mentioned before, both strategies (Fitzgerald Key\\nand Logogenia) have been used in this study to support\\nliteracy teaching. The Fitzgerald Key can be used to teach\\ngrammar structure either in Spanish or English, but\\nLogogenia has been mostly used to develop reading and\\nwriting skills in Spanish and Italian, and to the best of our\\nknowledge, there are no studies about the use of this\\nstrategy for English teaching, so the method must be\\nadapted for this language.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,333,746,550],\"text\":\"The Department of Education at the University of\\nOxford has developed a program to help improve Deaf\\nchildren's literacy. This program is currently being used\\nby different schools in the United Kingdom and is also\\nused and recommended by the National Deaf Children's\\nSociety (NDCS), which is a British charity dedicated to\\nproviding support to the Deaf community. The strategies\\nprovided in this program are aimed at English literacy, but\\nthey can also be adapted for Spanish literacy. One of these\\nstrategies is called \\\"who does what\\\" which is a way to\\nteach grammar structure by letting children know that\\nthis kind of sentences are created by a subject (who), a\\nverb (does) and a complement or noun (what).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,557,747,944],\"text\":\"4.3.3 Storytelling . The second stage of the framework is\\nabout design for engaged learning. For this stage, one way\\nto do so is by introducing stories into the process to start\\nmaking literacy learning meaningful. Storytelling can be\\ndefined as the art of depicting a tale with different kinds\\nof resources like words, movement, images or other\\nembellishments [37] . This strategy has been used in the\\neducation of Deaf children to develop or strengthen skills\\nin literacy or sign language [10][27][38][39] . According to\\nthe chosen LG to achieve, the teacher should select an\\nappropriate topic to either find a storybook or design a\\nnew one. If the story will be designed, an opportunity\\narises to get a collaborative/interactive storytelling\\napproach. The path to achieve it, will be described in the\\nfollowing section, based on the research we have been\\ncarrying out for two years about storytelling for literacy\\nlearning in two educational institutions for Deaf children\\nin Colombia. The whole process is divided into three\\nstages (design of the story, paper prototyping and high-\\nfidelity prototype) and it is very important during the\\nsessions of these stages to get some additional information\\nabout children involved in them, so, the profile of the\\nchildren can be analysed and it will be necessary for the\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 10\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,100,394,165],\"text\":\"third stage of the framework (Collaborative Learning).\\nThis information can be gathered by direct observation\\nand comments, suggestions or reviews given by the\\nchildren after every session.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,174,395,391],\"text\":\"4.3.3.1 Design of the story. A topic or context for the story\\nmust be defined by the teacher who knows better what\\nhis/her children are interested in and what elements of\\nthe story (characters, places, objects, situations) are\\nappropriate according to the age and academic level of the\\nstudents. This is important since children may not feel\\nengaged with the story, if they cannot fully understand\\nthe context or elements that play a key role. We evidenced\\nthis in our first attempt with a story, where one of the\\nmain characters was a creature from outer space. The\\nyoungest children had difficulties trying to figure out\\nwhat it was, while older children had no problem with it\\nwhen creating the story.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,392,395,541],\"text\":\"The story must be designed with a first narrative, i.e. a\\nfirst order of events, and with it, the team can start the\\ndesign of the images (scenes) that will support the story to\\nbe told. We mention that this will be the first narrative,\\nbecause in the next stages children will have the\\nopportunity to create their own narratives and probably\\ntheir own stories. It is recommended to design short\\nstories of 7 to 8 scenes for children who are starting to\\ndevelop communication and literacy skills.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,549,394,700],\"text\":\"4.3.3.2 Paper Prototyping . Once the story and its first\\nnarrative are defined, a paper prototype of it should be\\ncreated dividing the story into scenes that will be\\ntransformed in images on a set of cards. These cards will\\nbe used in the first session with children, where they will\\nhave the opportunity to create a story with these cards by\\narranging them in the order they think is right for them.\\nWhen they finish the arrangement, they should tell the\\nstory using sign language with as much detail as possible.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,701,395,934],\"text\":\"A short survey should be done with children involved\\nin the session, aiming to get information and suggestions\\nfrom them about the cards, the story and the drawings.\\nThis valuable information given by children will make\\nthem part of the design process and will help identify\\nsmall details that are usually overlooked by the designer\\nand the teacher. For instance, in one of our sessions, the\\ndesigner drew one of the characters expressing surprise,\\nbut children thought he was actually scared. They also\\nconfused clothes on a table with dough for making bread.\\nFor Deaf children, most of the information is obtained\\nthrough the visual input and as users of a sign language,\\nthey pay close attention to facial expressions of the\\ncharacters and elements that are part of the scene, which\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,100,745,132],\"text\":\"is why it is important to identify these aspects during the\\npaper prototype stage.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,132,746,265],\"text\":\"It is recommended to do this first session with one or\\ntwo children (individually) since this activity may not be\\ncompelling for larger groups due to the low-fidelity of the\\nprototype, but it could attract children's attention to see\\none of their peers working on it, that is why it is\\nimportant to let the rest of the group observe and\\nintervene, if they want, allowing the dialog among\\nchildren.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,274,746,457],\"text\":\"4.3.3.3 High-Fidelity Prototype. In this stage, a high-fidelity\\nprototype of the cards must be created having addressed\\nall suggestions and problems found in the paper\\nprototype. A new session must be carried out, preferably\\nwith different children, who do not have an idea about the\\nstory behind the cards. If the session will involve children\\nto work with classmates, it is recommended that groups\\nare made with a maximum of two children, since the\\nnumber of cards for the story is usually low and it allows\\nchildren to reach an agreement. Larger groups may lead\\nchildren to discuss and never come to terms.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,466,746,784],\"text\":\"4.3.4 Collaborative Learning . For this part of the “ design\\nfor engaged learning ” stage, a collaborative learning\\napproach could promote peer work and thus motivate\\nchildren to learn from peers and construct knowledge as a\\nteam. Collaborative learning is an interactive approach to\\nconstruct knowledge among students who share a\\ncommon goal [40] . The success of one student is\\ndependent on the success of the group; this is known, as\\npositive interdependence which is what makes an activity\\nto be actually collaborative [7] . This learning strategy may\\nbe used in different educational contexts, and for Deaf\\nchildren has proved to be an effective way to allow them\\nto work in teams while improving motivation and\\nconfidence when learning with peers [41] . The previously\\ngathered information on the children's profiles will be\\nneeded to decide on the collaborative strategies to be used.\\nIn a previous study [41] , a model was proposed for the\\ndesign of collaborative strategies in serious games for\\nchildren with hearing impairments.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,784,746,918],\"text\":\"4.3.4.1 Children's Profile. The creation of the children's\\nprofile must be done with the information gathered in the\\nprevious stages. The information that may be part of the\\nprofile is: Personal data that are not sensitive (age, gender\\nand academic year), skills/abilities, learning methods and\\nstrategies, degree of hearing impairment, school level, use\\nof sign language or cochlear implants, interests and\\nlanguage level.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 10\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300240", "source_image_path": "test_data/3290605-3300240/3290605-3300240_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300240/results/output_json/3290605-3300240_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,100,394,165],\"text\":\"4.3.4.2 Initial Conditions. Once the profile is defined, initial\\nconditions (IC) must be set. This refers to carefully\\ndesigning the situations where and how the collaboration\\nwill take place.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,173,395,542],\"text\":\"1. Type of activity : Define the activity that children should\\nperform as a team to solve a problematic situation (e.g.\\npuzzles, crossword, filling the blanks, etc.).\\n2. Nature of collaborators : Specify the type of interaction\\n(peer-to-peer, teacher-student, student-computer).\\n3. Group heterogeneity : Define variables such as size of the\\ngroup, gender or academic level.\\n4. Positive Interdependences (PI), Game Mechanics (GM)\\nand Learning Mechanics (LM) : Specify the types of PI\\nthat will assure true collaboration among students and\\nencourage them to think as “we” instead of “me”. GM\\n(if necessary) and LM should also be specified in order\\nto promote engagement and motivation in the learning\\nactivities.\\n5. Setting of collaboration : Define the place where the\\ncollaborative activity should take place (e.g. classroom,\\nhome, virtual environment).\\n6. Conditions of collaboration : Define how the\\ncollaboration will be mediated (physically, computer-\\nmediated).\\n7. Period of collaboration : Time that will be invested by\\nchildren during the activity.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,549,394,650],\"text\":\"As part of this research, we have mapped positive\\ninterdependences (PI) with game mechanics (GM),\\ncollaborative game mechanics (CGM) and learning\\nmechanics (LM) to make it easier to define these features\\n[42] . This mapping is based on the LM-GM framework\\nproposed by Arnab et al. [43] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,650,394,768],\"text\":\"PI is what makes an activity to be actually collaborative,\\nwhere the success of one student is dependent on the\\nsuccess of the group [7] . GM and CGM are the rules and\\nprocedures that provide interaction with a game [43] and\\nfor CGM, these rules promote collaboration among players.\\nFinally, LM are pedagogical practices that support learning\\n[43] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[96,782,365,798],\"text\":\"Table 1: PI-GM-CGM-LM Mapping (short version)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[76,804,398,882],\"text\":\"
(PI)(GM)(CGM)(LM)
-Task-Game turns-Repetition
-Reward-Status-Common stimuli-Responsibility
-Reward/Penalty-Incentive
\",\"reading_order\":7,\"tags\":[],\"alt_text\":\"A table is presented with four columns, labeled (PI), (GM), (CGM), and (LM). Under these columns, various elements are listed, such as \\\"Task\\\" (PI), \\\"Game turns\\\" (GM), and \\\"Repetition\\\" (LM) in the first conceptual row. The second conceptual row, headed \\\"Reward\\\" (PI), includes \\\"Status,\\\" \\\"Reward/Penalty\\\" (GM), \\\"Common stimuli\\\" (CGM), and \\\"Responsibility,\\\" \\\"Incentive\\\" (LM).\",\"figure_path\":\"tables/3290605-3300240_pdf_shortened_page_7_tab_7.png\"},{\"label\":\"para\",\"bbox\":[68,897,394,948],\"text\":\"The PI-GM-CGM-LM mapping is a great way to\\ncommunicate ideas between educators, designers and\\ndevelopers. For instance, if an educator suggests that the\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,100,746,216],\"text\":\"activities should provide a LM such as incentive or a CGM\\nlike common stimuli, this can be translated to a game\\ndesigner language as a GM like reward/penalty which is\\npresent in all games. This can also be mapped as a PI\\n(celebration/reward), which guarantees that the activity\\npromotes some kind of collaboration. The full version of the\\nPI-GM-CGM-LM mapping can be seen in [42] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,224,745,257],\"text\":\"4.3.4.3 Structure Collaboration . Finally, the collaboration\\nmust be structured by defining four elements.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,258,747,710],\"text\":\"1. Activities: Workflow of individual and collaborative\\ntasks that must be performed by the group of children,\\nwho form a team to fulfil the goal of the activity. The\\nrules of each task should also be defined, so the\\nregulations, norms and conventions that constraint\\nactions and interactions with the tool are clear to the\\nstudents. The activity must have a main goal that will\\nbe achieved by the team and may have a set of partial\\ngoals that can be reached individually by each member\\nof the group (aiming to achieve the main goal).\\n2. Roles: Each member of the group should be assigned a\\nrole during the activity. Each role has its own\\nresponsibilities and every member should have the\\nopportunity to play a different role to balance work\\nload of the activity and promote the same learning\\nbenefits among students.\\n3. Communication: During the activity, members of the\\ngroup should have the means to communicate and\\ncoordinate properly among themselves (either by text\\nor sign language).\\n4. Shared Resources: Every member of the group should\\nbe provided with the necessary resources to achieve\\nthe partial and main goals. These resources will be\\nshared with the rest of the group and represent the\\nknowledge each member has to contribute to the\\npurpose of the activity and the success of the whole\\ngroup.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,717,746,900],\"text\":\"4.3.5 Prototyping This stage is dedicated to start the design\\nof the tool based on all the information gathered in\\nprevious stages and features defined for the activities.\\nElements of the User Interface (UI) and User Experience\\n(UX) should be embodied in a first prototype, bearing in\\nmind that the tool must be usable and accessible for\\nchildren, who do not use the auditory channel and instead\\nrely mainly on a visual input. This first prototype can be\\neither low-fidelity or high-fidelity and UI/UX design\\nelements should be considered in this first version of the\\ntool.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,909,746,943],\"text\":\"4.3.5.1 UI Design . During the research we have been\\ncarrying out in the last years, we created a Graphical User\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 10\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300240/results/markdown/3290605-3300240_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[71,47,156,58],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[111,118,704,215],\"text\":\"Transcalibur: A Weight Shifting Virtual Reality\\nController for 2D Shape Rendering based on\\nComputational Perception Model\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[109,234,268,296],\"text\":\"Jotaro Shigeyama*\\n\\nThe University of Tokyo\\nTokyo, Japan\\n\\njotaro@cyber.t.u-tokyo.ac.jp\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[315,234,499,296],\"text\":\"Takeru Hashimoto*\\n\\nThe University of Tokyo\\nTokyo, Japan\\n\\nhashimoto@cyber.t.u-tokyo.ac.jp\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[532,234,721,296],\"text\":\"Shigeo Yoshida†\\n\\nThe University of Tokyo\\nTokyo, Japan\\n\\nshigoeidayo@cyber.t-u-tokyo.ac.jp\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[105,311,271,377],\"text\":\"Takuya Narumi†\\n\\nThe University of Tokyo\\nTokyo, Japan\\n\\nnarumi@cyber.t.u-tokyo.ac.jp\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[334,313,481,377],\"text\":\"Tomohiro Tanikawa\\n\\nThe University of Tokyo\\nTokyo, Japan\\n\\ntanji@cyber.tu-tokyo.ac.jp\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[547,313,706,377],\"text\":\"Michitaka Hirose\\n\\nThe University of Tokyo\\nTokyo, Japan\\n\\nhirose@cyber.t.u-tokyo.ac.jp\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_0_figure_010.png\",\"bbox\":[90,395,744,516],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A series of six images displays various stylized weapons and weapon-like devices. These include several blue and black multi-pronged devices held by a hand, a glowing blue sword, a futuristic blue revolver, and a miniature black crossbow, all against light blue or white backgrounds.\"},{\"label\":\"figure_cap\",\"bbox\":[68,521,746,567],\"text\":\"Figure 1: Transcalibur can dynamically present size of various object in VR, actuating weight and angle mechanisms. Although\\nthe actual contoroller's appearance differs from its appearance in VR, a user feels as if s/he is wielding a sword (left), a gun\\n(center) and a crossbow (right) with the same VR controller.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,573,140,589],\"text\":\"ABSTRACT\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,594,395,721],\"text\":\"Humans can estimate the shape of a welded object through\\nthe illusory feeling of the mass properties of the object ob-\\ntained using their hands. Even though the shape of hand-held\\nobjects influences immersion and realism in virtual reality\\n(VR), it is difficult to design VR controllers for rendering\\ndesired shapes according to the perceptions derived from\\nthe illusory effects of mass properties and shape perception.\\nWe propose Transcalibur, which is a hand-held VR controller\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,573,747,716],\"text\":\"that can render a 2D shape by changing its mass properties\\non a 2D planar area. We built a computational perception\\nmodel using a data-driven approach from the collected data\\npairs of mass properties and perceived shapes. This enables\\nTranscalibur to easily and effectively provide convincing\\nshape perception based on complex illusory effects. Our user\\nstudy showed that the system succeeded in providing the\\nperception of various desired shapes in a virtual environ-\\nment.\",\"reading_order\":14,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,731,525,748],\"text\":\"CCS CONCEPTS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,752,752,786],\"text\":\"• Human-centered computing → Haptic devices; • Com-\\nputing methodologies → Virtual reality; Perception .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,799,502,816],\"text\":\"KEYWORDS\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,821,746,853],\"text\":\"Computational interaction; Haptic display; Virtual reality;\\nShape perception\",\"reading_order\":18,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,865,554,880],\"text\":\"ACM Reference Format:\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,882,749,955],\"text\":\"Jotaro Shigeyama, Takeru Hashimoto, Shigeo Yoshida, Takuya Narumi\\nTomohiro Tanikawa, and Michtaka Hirose. 2019. Transcalibur: A\\nWeight Shifting Virtual Reality Controller for 2D Shape Rendering\\nbased on Computational Perception Model. In CHI Conference on\\nHuman Factors in Computing Systems Proceedings (CHI 2019), May\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,736,303,749],\"text\":\"'These two authors equally contributed to this paper.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,748,181,761],\"text\":\"$^{\\\\dagger}$ Also with JST, PRESTO.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,897],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior\\npermission and/or a fee. Request permissions from permissions@em.org.\\nCH 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,899,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,953],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-03...$15.00\\nhttps://doi.org/10.1145/3200650.3300241\",\"reading_order\":25,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 11\",\"reading_order\":26,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_1_figure_002.png\",\"bbox\":[78,130,382,405],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This diagram illustrates a process for predicting controller configurations. It shows \\\"controller configurations\\\" being used in \\\"data collection\\\" with a VR headset to produce \\\"obtained data pairs\\\". These inputs, along with a \\\"Target Shape,\\\" feed into a \\\"computational perception model\\\" (represented by a graph) to generate a \\\"Predicted Configuration\\\" of the controller.\"},{\"label\":\"figure_cap\",\"bbox\":[67,425,395,501],\"text\":\"Figure 2: Transcalibur renders shape using the computa-\\ntional perception model obtained by data collection. The col-\\nlected data is fit to the regression model, which predicts the\\noptimal configuration of the controller for the target shape\\nin VR.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,524,394,553],\"text\":\"4-9, 2019 Glasgow, Scotland UK, ACM, New York, NY, USA, 11 pages.\\nhttps://doi.org/10.1145/3296605.3300241\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,565,197,582],\"text\":\"1 INTRODUCTION\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,587,395,792],\"text\":\"Intensive developments in computing power and the increas-\\ning resolution of displays have enabled virtual reality (VR) to\\nbecome accessible for everyone and at any location. With the\\ngrowing demand for rich immersion and realism in VR along\\nhigh audiovisual fidelity, there is a significant need for haptic\\nfeedback techniques since interaction between virtual object\\nand users is essential for VR. Thus, the number of haptic\\ndevices for VR has been proposed that are mainly focused on\\nproviding force [2, 3, 11, 16, 21] or texture or tactile feedback\\n[29] . As for immersion, the sensation of the shape of the\\nwielded object in VR is also important. Because conventional\\nVR controllers cannot render the shape of virtual objects,\\nthey thus lack immersion and realism.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,395,954],\"text\":\"Several haptic displays for shape have been proposed\\nbased on human shape perception mechanism: understand-\\ning the shape of hand-held object without even seeing it . A\\nweight shifting mechanism for a variable length [31] can\\nalter the welding sensation of a 1D object. Fabricating props\\nthat matches perceived shape in VR [5] will generate an opti-\\nmized shape for size and haptic equivalence. However, these\\nhaptic displays are limited in variety of rendered shapes\\nand cannot be applied to different objects or contexts for an\\ninteractive VR experience.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_1_figure_008.png\",\"bbox\":[422,133,747,332],\"reading_order\":8,\"tags\":[],\"alt_text\":\"This image displays a V-shaped assembled prototype, likely a robotic gripper, with its overall dimensions (width, height, depth) and weight specified. Two magnified inset views highlight internal mechanisms: an \\\"Angular Mechanism\\\" showing a series of gears, and a \\\"Weight Shifting Mechanism\\\" featuring lead balls, a rack gear, and a spur gear.\"},{\"label\":\"figure_cap\",\"bbox\":[420,345,746,405],\"text\":\"Figure 3: Mechanical design of the proposed device. The an-\\ngular mechanism (left bottom) and weight shifting mech-\\nanism (right bottom) are actuated by a motor through the\\nworm (red) and the worm wheel (yellow).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,426,747,507],\"text\":\"We propose a weight shifting controller for dynamic 2D\\nhaptic shape rendering. The resulting device: Transcalibur\\nhas a weight shifting mechanism and angle mechanism that\\nalters mass properties in a 2D planar area, which allows for\\nrendering various shape sensation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,507,747,665],\"text\":\"Although psychological studies have revealed how the\\nmass properties or inertia of the welded object affect the\\nperceived shape of an unseen object, deterministic mapping\\nbetween the mass property and the perceived shape cannot\\nbe derived owing to the nonlinearity of human perception\\ncharacteristics. This makes it difficult to manually adjust\\nand configure Transcalibur's weight positions. In this paper,\\nwe also applied a data-driven method to determine the best\\nphysical state of Transcalibur for the desired object to render\\nin VR: namely the Computational Perception Model.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,874],\"text\":\"Figure 2 shows our approach. Based on the object shown\\nin VR, the shape of the controller that users grasp is dynami-\\ncally changed so that its shape perception matches the target\\nobject. In our system, we create a computational model that\\nmaps mass properties to haptically perceived shape using a\\ndata-driven approach. We correct the perceived shape data\\nof the VR controller with different mass properties through a\\nperceptual experiment and map these data using regression.\\nFrom the model, we determine the mass properties of the\\nVR controller that optimizes the perceived shape of the con-\\ntroller to be the target object shown in virtual environment\\n(VE). In this manner, we can easily and efficiently render an\\narbitrary 2D shape through the controller.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,885,547,901],\"text\":\"2 TRANSCALIBUR\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,954],\"text\":\"Transcalibur is a hand-held VR controller that dynamically\\nand illusorily changes the perceived shape of a 2D object.\\nFigure 3 shows the hardware overview of the Transcalibur.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 11\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,125,394,221],\"text\":\"The weight moving mechanisms on the controller changes\\nits 2D mass properties, which provides various shape percep-\\ntions for the user in VR. The perceived shape can be rendered\\nbased on a perception model which is built by precollected\\nperception data through our experiment. In this section, we\\ndescribe the core concept of Transcalibur.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,231,378,263],\"text\":\"Computational Perception Model on Haptic Shape\\nIllusion\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,266,394,507],\"text\":\"When we grab and wiggle an object, we feel the object\\nthrough haptic sensation: the skin on the hand in contact\\nwill be stretched and the muscles and tendons of the arm\\nwill contract. This means that humans can guess what s/he\\nis holding even when their eyes are closed . Researchers in\\npsychology have revealed that the mass properties of an\\nobject, such as rotational inertia and center of gravity, af-\\nfect the perception of what shape of the object people are\\nwielding [13, 19, 26, 27] . This occurs even when the actual\\nshape differs from the perceived shape. That being said, we\\ncan illusorily present various sensations of wielded objects\\nthrough changes in the mass properties of the object. We\\ncall this Haptic Shape Illusion . By utilizing this effect, we can\\nsimulate the shape of a wielded object without using the\\nactual shape of a targeted object.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,507,394,619],\"text\":\"This will allow the system to reduce the spatial cost when\\nprovided with a large object such as a longsword or an axe in\\nthe game as it is important to provide various haptic sensa-\\ntions at a low cost in conventional VR systems for the public.\\nOur approach is to simulate haptic feedback through the illu-\\nsion. Transcalibur aims to provide such an effect dynamically\\nusing just a single controller.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,619,394,904],\"text\":\"Haptic shape illusion involves utilizing the perceptual il-\\nlusion existing between the mass properties of a wielding\\nobject and shape perception. However, in most cases, this\\nrelation makes it difficult to predict how or how much of\\nthe illusion effect could occur, especially for a VR experience\\ndesigner, owing to the nonlinearity of human perception,\\nwhich means that what one perceives is not always consis-\\ntent with what one is actually exposed to. Even if the type\\nof sensory input and perceptual phenomenon are clarified\\nthrough previous psychology studies, their mapping must\\nbe restudied and reoptimized when a device or an environ-\\nment that we assume is different from the one observed in\\nprevious studies. Even though this procedure is necessary\\nfor constructing this type of interface, finding the mapping\\nthrough psychophysics studies that repeatedly presents dif-\\nferent sensory stimuli to determine the occurrence of the\\nperceptual phenomenon requires considerable time and ef-\\nfort.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,905,394,955],\"text\":\"To overcome this problem, we apply the Computational\\nPerception Model to this device. This approach allows pro-\\nviding haptic feedback based on actual human perception\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,465,746,592],\"text\":\"data. We collect data pairs of physical configurations of Tran-\\nscalibur (positions of weight modules on the controller) and\\nthe shapes displayed in VR for users and fit to the machine\\nlearning model. Then, from the desired shape that we want\\nto display in VR, we derive Transcalibur configurations from\\nthe trained model. In this manner, we can easily and ef-\\nficiently design and provide haptic shape experiences for\\nvarious users.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_2_figure_009.png\",\"bbox\":[421,121,743,314],\"reading_order\":9,\"tags\":[],\"alt_text\":\"The image shows a diagram illustrating four transformation modes of a weapon (initial, laser canon, sword, shield), depicted as black objects with red glowing accents and interconnected by arrows. Alongside this diagram are two game-like screenshots featuring a dark, glowing dragon-like creature in a cosmic environment, with the weapon visible, appearing to engage the creature with red energy.\"},{\"label\":\"figure_cap\",\"bbox\":[421,330,746,403],\"text\":\"Figure 4: Application footage from the exhibition venue.\\nThe left image shows the transition between different\\nweapons in VE. The right image shows the game footage of\\nplayers fighting the dragon with a sword (above) and block-\\ning dragon breath with a shield (below).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,614,495,632],\"text\":\"Application\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,635,746,889],\"text\":\"Transcalibur can be used in VR gaming experience. We imple-\\nmented a VR game wherein users can fight against a dragon\\nusing various weapons. We demonstrated the application\\nat an international HCI conference. We also conducted an\\nabsolute qualitative questionnaire after a 3-min demo. In\\nthis demonstration, users can wield, attack, defend them-\\nselves against fireballs, and shoot the dragon in a virtual\\nenvironment that provides users with various sensations of\\nthe welded object (Figure 4 ). We asked 197 visitors whether\\nthe system helped the users feel various shapes and how\\nimmersive was the experience with 7-point Likert scale. The\\nparticipants answered that the device made them feel change\\nin width (6.0) and height (5.8), and the device helped them feel\\nimmerse (6.2) and realistic (6.0) in VR. The users commented\\non the system as \\\"totally immersive\\\" and \\\"definitely felt the\\nchange\\\" for the shape of the objects in VR.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,746,954],\"text\":\"Transcalibur can also be applied to other types of VR situ-\\nation, such as presenting shape or weight in VR training in\\na factory, disaster site or surgical operation. It is expected to\\nimprove realism and training effect in such VR experiences.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1013],\"text\":\"Paper 11\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[68,123,196,139],\"text\":\"3 CONTRIBUTION\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,240],\"text\":\"Our main contribution is a novel hepatic-rendering VR con-\\ntroller that can dynamically render shape of a virtual object\\nover a wide range by exploiting size perception of a welded\\nobject. This concept is known as dynamic touch [26] . This\\nallowed users to feel as if they are holding the various objects\\ndisplayed in VR in a more immersive manner.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,241,394,368],\"text\":\"The key idea of the data-driven approach is to overcome\\nthe fact that there is no analytical mapping between the phys-\\nical property of the controller and user perception. Shape\\nrendering across users is accomplished by sampling the users'\\nperception, and by providing optimal configuration based on\\ncollected samples. We validated its effectiveness through the\\nexperiment, and demonstrated that the device could render\\nshapes across a wide range.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,385,197,401],\"text\":\"4 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,405,395,486],\"text\":\"Transcalibur is inspired by various related studies from the\\nfield of haptic feedback in a virtual environment. Our idea of\\na shape-changing controller is also based on previous studies\\non shape perception of a welded object and its applications\\nfor VR.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,502,205,520],\"text\":\"Haptic Display for VR\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,394,778],\"text\":\"There are numerous projects that deal with increasing im-\\nmersion and realism in VR by providing various types of\\nhaptic feedback. A force feedback system with mechanical\\nlinkages is used to simulate contact against a human body.\\nLinkages on the hand [3, 6, 36] or fingers [2, 22] are used to\\nsimulate grasping virtual objects. Collisions on the fingers\\nare simulated as well [22, 29] . Actuators are attached to a\\nconventional VR controller to combine tracking and button\\ninput capability with a force feedback system [25] . These\\nforce feedback systems require a number of actuators, espe-\\ncially for 6-DoF force feedback, that have to be grounded,\\nand this makes the mechanism more complicated and expen-\\nsive. Propeller for aerobotics or drones are applied [8, 11, 21]\\nto provide force feedback as well, but they emit considerable\\nnoise and wind while being used, which is distracting for an\\nimmersive VR experience.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,873],\"text\":\"Electrical muscle stimulation (EMS) is applied to simulate\\nvarious haptic sensation without any mechanical compo-\\nnents [14, 15] . As it has been demonstrated that EMS can\\npresent sensation of impact [14] or weight of the object in\\none's hands [15] , it is expected to enhance our system when\\ncombined with EMS.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,874,394,955],\"text\":\"Vibrotactile feedback is used to simulate texture or vibra-\\ntion. This method is widely used for its small implementation\\ncost, and varieties of interaction designs in immersive expe-\\nrience that convey information to users are proposed, such\\nas motion effects [18] or navigation [23] . Currently, most\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,125,747,220],\"text\":\"conventional VR controllers have vibration motors imple-\\nmented for haptic feedback. Vibrotactile actuators are also\\nused to render weight perception using an asymmetric vi-\\nbration technique [12, 16, 20] , and these type of forces can\\nalso be combined with Transcalibur, by applying vibration\\nat the handle.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,221,747,315],\"text\":\"The weight shifting mechanisms for tangible interfaces\\nand haptic feedback using liquid metal [17] , audio fader [7]\\nand servo controlled robotic arm [28] are proposed. Tran-\\nscalibur's mechanisms shown in Figure 3 are particularly\\ndesigned to endure a certain amount of acceleration or force\\ninduced by users shaking the controller.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,316,748,537],\"text\":\"As stated above, various haptic techniques are developed\\nfor VR applications. On the contrary, 2D dynamic shape ren-\\ndering in a virtual environment is not well st udied, and\\nthere are increasing examples that users can wield various\\nobjects in VR, such as a sword, bow, or wands in action games,\\nbrushes or sculpture tools in VR paint. As light-weighted con-\\nventional VR controllers lacks the ability to render weight\\nor shape sensation, there is a demand for such capability in\\na VR controller as we aimed for. Simultaneously, implement-\\ning heavy and complex mechanisms in a VR controller is\\nproblematic as it might lead to issues with scalability. Hence,\\nin this project, we also aimed at utilizing human perception\\nof the shape of the wielded object from the perspective of\\nillusion .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,549,739,568],\"text\":\"Shape perception, Displays, and Applications for VR\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,571,747,682],\"text\":\"Researchers in the psychological field explored the underly-\\ning mechanisms of the ability of estimating size and shapes\\nof the widdled object. “Dynamic Touch” named by Turvey et\\nal. [26] has been investigated through various psychological\\nexperiments [19, 24, 27] . Based on these results, it has been\\nobserved that the principal component of the object’s\\ninertia tensor plays a significant role in perceiving shape.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,682,747,889],\"text\":\"Several haptic displays for shape perception have been\\nproposed. As for a Tablet-type, shape displays using a 2D\\narray of linear actuators are proposed [4, 9, 10] to render\\nthe geometric surface of the virtual object. shapeShift en-\\nables to track and freely move the array shape display and\\nrenders the shape of a spatially registered object. Zhao et\\nal. [32] proposed a self-assembling multi-robot system to\\npresent a physical equivalent of the target object. However,\\nthese types of devices require several motors and mechanical\\ncomponents. Benko et al. [1] utilized a displacement on a fin-\\ngertip to render the shape of a virtual object in VR. However,\\nthese types of devices require several motors and mechanical\\ncomponents.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,890,747,954],\"text\":\"Shifty [31] is a VR controller that simulates the length\\nof the object by moving the weight on the stick, and the\\nmotion is tracked by a VR system so that the users can feel\\nits change along the length in VR. This device also enables\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 11\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 4\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"thickness rendering, but the variety of the shape rendered\\nby this device is constrained in a 1D symmetric shape.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,394,347],\"text\":\"Fujinawa et al. [5] proposed a system to generate compu-\\ntationally optimized laser-cut props to provide the haptic\\nequivalent shape of the target object. The laser-cut objects\\nare generated in a manner that the mass property of the per-\\nceived object to the subjective perception of shape matches,\\nand such objects are generated by pre-collected data through\\nthe experiment. The system will optimize and generate the\\nprops to reduce its shape compared to the target shape so\\nthat there will be less danger of hitting environment or prop-\\nerties by large props. As the system will generate a laser-cut\\nobject and it is mapped to a single static object, the provided\\nhaptic sensation is limited.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,394,460],\"text\":\"Transcalibur is inspired by these projects and our goal is to\\nmake the haptic feedback dynamic . Our system implements\\nthe mechanism to dynamically change its mass property and\\nprovides shape perception of a target object generated by\\ncollected data. In this manner, the system can provide various\\nshapes for a virtual object with just a single controller, which\\nwill help users with being more immersed in VR.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,470,293,487],\"text\":\"5 HARDWARE IMPLEMENTATION\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,394,571],\"text\":\"The overall hardware specifications are shown in Figure 3 .\\nThe weight moving mechanism is designed to move along the\\n2D planner space and to be non-backdrivable . In this section,\\nwe present the mechanical design and setup of Transcalibur\\nto help readers replicate the device.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,582,194,599],\"text\":\"Angular Mechanism\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,394,842],\"text\":\"The angular mechanism enables to rotate two arms indepen-\\ndently. Two arms are made of 5mm acrylic laser-cut plate and\\nplastic rack gears are attached to each of the arms. A worm\\nwheel is placed at the bottom of each arm, and a worm con-\\nnected to the worm wheel is actuated by a Pololu 150-1 HPCB\\n12V Micro Metal Gearmotor with a magnetic encoder. The\\ncover of these gears and motors were 3D-printed with PLA\\nmaterial, and the casing is made for wireless VIVE Tracker be\\nattached so that the controller can both be tracked and com-\\nmunicated. The angular mechanism has a non-back-drivable\\ndesign owing to the worm and the worm wheel so that these\\narms can maintain their angle even if some torque were ap-\\nplied to the angular mechanism by shaking the device. The\\nsetup of our prototype is capable of moving each arm 90\\ndegrees in approximately 2 s.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,853,241,870],\"text\":\"Weight Shifting Mechanism\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,954],\"text\":\"Transcalibur has two rectangular-shaped modules that shift\\nweight positions, which are called weight modules . Each mod-\\nules also includes a worm and a worm wheel. A spur gear\\nis connected to the worm wheel through a metal shaft then\\nto a rack gear, and the rack gear is attached to the arm. Coil\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,349],\"text\":\"springs are applied to the shaft to adjust the mesh between\\nthe spur gear and the rack gear. A Pololu 50:1 HPCB 12 V\\nMicro Metal Gearmotor with a magnetic encoder is placed in\\na PLA casing with the gears. The motor is connected to the\\nworm, and the PLA casing itself moves on the arm by actu-\\nating the motor. The PLA casing has three cylindrical space\\nto store small lead balls to adjust the weight of the module.\\nThe weight of one module, including the gears, motor, 6 lead\\nballs, and PLA case, is 72 grams. The weight module also has\\na non-back-drivable design so that the weight modules can\\nmaintain their positions on the arms even if some torque\\nwere applied to the angular mechanism by shaking the de-\\nvice. The weight module is capable of moving 100 mm in\\napproximately 4 s.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,361,622,378],\"text\":\"Electronics and Communication\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,382,747,588],\"text\":\"Transcalibur is controlled by Teensy 3.2 with ARM 72MHz\\nCortex-M4 MCU, programmed by Arduino IDE. Each motor\\nin each mechanism is driven by DRV8871 motor drivers\\nand is connected to the MCU. The device is powered by DC\\nvoltage of 12 V, and a regulated voltage of 5 V is supplied both\\nto the MCU and the motor drivers. MCU and motor drivers\\nare mounted on printed circuit board (PCB) and stewed in\\n3D printed PLA handle of Transcalibur. Position data can be\\ntransferred by both USB-serial communication and electric\\nsignals that can be obtained from Pogo pins connected to the\\nHTC Vive Tracker. The position or angle of mechanisms is\\nmonitored and controlled by magnetic encoders attached to\\nthe motors of each mechanism.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,602,634,619],\"text\":\"6 PERCEPTION MODEL DESIGN\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,623,747,749],\"text\":\"For computational derivation of shape of the hand-held con-\\ntroller for desired shape feedback, we conducted data collec-\\ntion using our prototype. Then, the collected data pairs are\\nfitted as a linear regression model that provides the predicted\\nshapes that matches the target object in VR. In this section,\\nwe explain how we build a perception model that maps the\\nphysical state of Transcalibur to the users' shape perception\\nin VR.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,763,679,780],\"text\":\"Mapping from Controller to Virtual Shape\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,784,747,849],\"text\":\"As a previous work on computational fabrication of hand-\\nheld controller [5] proposed, we assumed a perception model\\n$f$ that maps the physical configuration of the controller $\\\\phi$ to\\nthe perceived shape of the welded object in VR $\\\\psi$ :\",\"reading_order\":17,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[554,866,744,883],\"text\":\"$$f:\\\\phi\\\\mapsto\\\\psi\\\\quad(1)$$\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,747,953],\"text\":\"Transcalibur has four configuration parameters: positions\\nof the weight module on the arms, and angles of the angular\\nmechanism of the arms. In this manner, Transcalibur can\\nchange its inertia moment and center of gravity, then alter\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 11\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"shape perception of an hand held object. Since we want to\\ngive a perceived object mapped to a mechanical configura-\\ntion of Transcalibur instead of directly calculating inertia\\ntensor, we represent this as $\\\\phi = (\\\\rho_t, \\\\theta_t, \\\\rho_l, \\\\theta_l)$ and $\\\\phi_i$ as i-th\\nobtained through the data collection experiment.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,394,332],\"text\":\"On the contrary, we represent the perceived object using\\nits 2D boundary box of the object and its center of gravity\\n(CoG) as $\\\\psi = \\\\langle H, W, G_x, G_y \\\\rangle$ , where an obtained i-th data is\\nwritten $\\\\psi_i$ as well. Our goal is to provide the best estimate\\nof the shape of the controller $\\\\phi$ from the model $f$ , given the\\ntarget perceived object $y$ in VR. We describe the manner in\\nwhich we collected data, built the model, and estimated the\\nvalues.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,343,270,360],\"text\":\"Collecting Perceived Shape Data\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,363,394,571],\"text\":\"Experiment Set. In the data collection experiment, we pro-\\nvided the participants with various shapes of the controller\\nand asked them to report the perceived shapes in VE. This\\ngenerates matched pairs of $(\\\\phi_l,\\\\psi_l)$ , which are used to build\\na regression model for the training data. To collect various\\nshapes over a wide range within the constraints of the user\\nstudy, we manually defined the number of shapes to provide\\nin VE. The mass properties of the controller presented and\\nthe exact values used for configurations are shown in Figure\\n5 . Because we consider those shapes that will remain the\\nsame when the controller is flipped, $49 - (49 - 7)/2 = 28$\\ndifferent configurations of the controller are presented to\\nthe participants.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_5_figure_006.png\",\"bbox\":[66,581,395,751],\"reading_order\":6,\"tags\":[],\"alt_text\":\"The image displays two schematic diagrams of a robotic finger or manipulator. The left diagram shows two angled segments, each with a red dot, illustrating angles $\\\\theta_l$ and $\\\\theta_r$ and base positions $p_l$ and $p_r$. The right diagram shows multiple segments extending from a central base at angles of 0°, 45°, and 90°, each segment marked with red dots at distances of 0, 60, and 120 mm.\"},{\"label\":\"figure_cap\",\"bbox\":[68,758,392,818],\"text\":\"Figure 5: Illustrated configuration variables of Transcalibur\\n( $\\\\theta_p, \\\\theta_r, \\\\theta_t$ ). The red circles illustrate the positions of the\\nweight module (left). Group of variables used in the experi-\\nment (right).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,394,955],\"text\":\"VR System. In the data collection experiment, participants\\nwore a HTC Vive head-mounted display (HMD) that was\\ntracked by its motion capture cameras (VIVE lightroom).\\nThe VE is run on Unity game engine, and deployed using a\\ngaming PC (iiyama LEVEL infinity, Intel Core i7-6700 CPU\\n@ 3.40 GHz, NVIDIA GeForce GTX 1080), and a joppa (Sony\\nPlaystation DUALSHOCK4) is utilized for user input. A Vive\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,436,746,565],\"text\":\"tracker is attached to Transcalibur for motion tracking and\\nwireless communication. In the VE, participants can see a\\nvirtual handle in the exact same size and position as the actual\\nTranscalibur and can move/operate it naturally. On the top\\nof the handle, four red rectangular plates are mounted, and\\nusers can adjust their heights and widths using the joystick.\\nFigure 4 shows the eight parameters or adjustable shapes in\\nthe VE, and we describe these as an input:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[469,571,744,590],\"text\":\"$$d_{i}=\\\\left(H_{ru}, W_{ru}, H_{rd}, W_{rd}, H_{lu}, W_{lu}, H_{id}, W_{id}\\\\right)_{i}\\\\quad(2)$$\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_5_figure_011.png\",\"bbox\":[432,132,737,313],\"reading_order\":11,\"tags\":[],\"alt_text\":\"The image displays a red game controller on the right, with green lines pointing to its D-pad labeled \\\"Toggle adjusting rectangle\\\" and to its left joystick labeled \\\"Width/Height adjust\\\". To the left, a diagram of interconnected red rectangles, resembling a mushroom or tree, shows various width (W) and length (L) dimensions with corresponding labels like W_ru, L_ld, W_ld, etc.\"},{\"label\":\"figure_cap\",\"bbox\":[420,326,746,415],\"text\":\"Figure 6: Presented shape in VE and its eight parameters\\n(left), and joypad configuration used in the experiment\\n(right). Each of the four rectangles on the top of the handle\\ncan be adjusted using the joypad until users feel its match to\\nthe perceived shape through the controller. Coordinate axis\\nfor CoG is defined in this figure.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,594,747,883],\"text\":\"These eight variables are converted into four variables\\nrepresenting a rectangular bounding box the shape and a\\nCenter of Gravity (CoG) coordinates $(H, W, G_x, G_y)$ . As de-\\nscribed in the section \\\"Mapping from Controller to Virtual\\nShape\\\", this description makes simpler to represent the mass\\nproperty of the perceived object, and easier for mathematical\\nmodel to fit the training data. Participants were then asked\\nto adjust these eight variables with the trigger button and\\narrow keys of the joystick such that the virtual appearance\\nmatched the haptically perceived shape. We also presented\\nhardware having an acrylic square plane identical to the\\ninitial size of the VR object as a reference controller to control\\nthe assumptions for the material displayed in VR, which may\\notherwise differ among participants. We consider that the\\nweights of the VIVE tracker, which is attached to Transcal-\\nibur, and acrylic square plane controller affect the perception\\nof the shape; therefore, the 3D model of the VIVE tracker is\\nalso visually presented in VR (Figure 7 ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,746,955],\"text\":\"Procedure. Participants were asked to sit on a chair, wear a\\nHMD, hold the joystick with their non-dominant hand, and\\nhold Transcalibur with their dominant hand. We then se-\\nlected one of the prepared configurations of the controller,\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 11\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_6_figure_002.png\",\"bbox\":[67,119,396,307],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A two-panel image shows a person wearing a VR headset and holding a custom VR controller setup in the left panel. The right panel displays the virtual reality view from the user's perspective, featuring a virtual hand interacting with red geometric shapes on a gray ground plane.\"},{\"label\":\"figure_cap\",\"bbox\":[68,318,394,379],\"text\":\"Figure 7: In the data collection experiment, a participant\\ngrabs and wiggles the Transcalibur with him/her dominant\\nhand and uses joypad with him/her non dominant hand. In\\nVE (right) the participants can see the adjustable shape.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,401,394,465],\"text\":\"and displayed the adjustable virtual shape in VR. The virtual\\nshape had two initial shapes that controlled initial assump-\\ntions: The first was a 100 mm × 100 mm square, and the\\nother was a 600 mm × 600 mm square shape.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,466,394,577],\"text\":\"At the start of each trial, participants wielded the reference\\ncontroller. Participants then estimated the shape of the con-\\ntroller by wielding it and wiggling it to various directions,\\nand adjusted the shape of virtual shape using the joypad.\\nOnce the calibration is complete, participants put Transcal-\\nibur on the desk and we record the eight variables of the\\ncontroller, marking the end of a trial.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,578,394,705],\"text\":\"For each prepared configuration, each one of configura-\\ntions is performed twice as we presented two initial shapes ,\\nand a total of $28 \\\\times 2 = 56$ trials were presented in random\\norder to each participant. Participants were allowed a 2 min\\nbreak once every 14 trials. In this experiment, six partici-\\npants were involved including one left-handed person, and\\ntheir ages varied from 20 to 23. As a reward for participation,\\nwe provided 105 amazon coupons to each participant.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,712,395,873],\"text\":\"Data Aggregation. Through the data collection, we obtained\\na total of $56\\\\times 6=336$ data pairs $(\\\\phi_i, \\\\psi_i)$ . Each input data $d_i$\\nwas then converted into four variables ( $\\\\psi_i$ ) by calculating\\nthe rectangular bounding box of the input shape, and CoG\\ncoordinates. We also added mirrored shapes as training data:\\nvariables that are symmetric in shape. For example, if a data\\npair $(\\\\phi_i, \\\\psi_i)$ is $\\\\{(0.120, 60, 90), (20, 40, 10, 20)\\\\}$ , we also added\\n$(\\\\phi_k, \\\\psi_k) = \\\\{(60, 90, 0, 120), (20, 40, -10, 20)\\\\}$ as valid training\\ndata. In this manner, we finally obtained $49\\\\times 2\\\\times 6=588$\\ndata pairs for training the model.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,884,259,902],\"text\":\"Regression Models and Results\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,394,954],\"text\":\"Using the obtained data pairs, we performed regression anal-\\nysis to build a map $f$ from the configurations of the con-\\ntroller onto the perceived shapes. For each parameter in\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,288,746,401],\"text\":\"$\\\\phi$ , we used a linear regression model and trained model\\n$ \\\\psi = f(\\\\phi; A, b)$ to describe the perceived shape $\\\\psi = \\\\phi A + b$ ,\\nwhere $A \\\\in R^{d \\\\times d}, b \\\\in R^{1 \\\\times d}$ as parameter and $\\\\phi, \\\\psi \\\\in R^{1 \\\\times d}$ as\\nan input and output data. The other regression models were\\ncompared in terms of prediction errors, and we decided to\\nuse the linear regression model because the errors did not\\ndiffer significantly among different models (Table 1 ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[420,123,745,165],\"text\":\"Table 1: Prediction errors of different regression models. LR\\n= linear regression, QR = quadraic regression, TR = tertiary\\nregression.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[466,181,695,264],\"text\":\"
LRQRTR
Error in H [mm]108.1102.3100.1
Error in W [mm]265.7247.5243.2
Error in $G_{X}$ [mm]28.824.623.0
Error in $G_{Y}$ [mm]32.531.030.4
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"A table displays error measurements in millimeters for four parameters: H, W, Gx, and Gy. It contains numerical values organized into three columns labeled LR, QR, and TR, showing the error for each parameter under these categories.\",\"figure_path\":\"tables/3290605-3300241_pdf_shortened_page_6_tab_12.png\"},{\"label\":\"sec_1\",\"bbox\":[421,412,717,430],\"text\":\"Configuration Prediction for Target Shape in VR\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,432,746,593],\"text\":\"Using the model built from the collected data, we aimed\\nto derive the best shape of Transcalibur as the perceived\\nshape in VR that is closest to the target shape $S^{target}$ . We\\ndefine a cost value $E$ as the squared distance between the\\nperceived and target shapes, and we choose the physical\\nconfiguration of Transcalibur that minimizes the cost value.\\nThe regressed values of height, width, and CoG coordinates\\ncan be computed from the shape perception model $f$ , and\\nthe cost value is defined as the sum of the error factors for\\neach of the virtual shape properties:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[511,610,744,626],\"text\":\"$$E=E_{H}+E_{W}+E_{G_{X}}+E_{G_{y}}\\\\quad(3)$$\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,629,745,678],\"text\":\"where each cost can be described using the perceived height\\n$H$ , width $W$ and $CoG(G_x, G_y)$ and the target height $H^{target}$ ,\\nwith $W^{target}$ , and $CoG(G_x, G_y)_{target}$ .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[478,683,744,701],\"text\":\"$$E _ { H } = \\\\quad| | f _ { H } ( p _ { r } , \\\\theta _ { r } , p _ { l } , \\\\theta _ { l } ) - H ^ { t a r g e t } | | ^ { 2 } \\\\quad( 4 )$$\",\"reading_order\":17,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[478,703,744,721],\"text\":\"$$E_{W} \\\\quad=\\\\left\\\\|f_{W}\\\\left(p_{x}, \\\\theta_{x}, p_{l}, \\\\theta_{l}\\\\right)-W^{target }\\\\right\\\\|^{2}\\\\quad(5)$$\",\"reading_order\":18,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[476,723,744,742],\"text\":\"$$E _ { G _ { x } } = \\\\quad| | f _ { G _ { x } } ( p _ { t } , \\\\theta _ { x } , p _ { l } , \\\\theta _ { l } ) - G _ { x } ^ { ~ t a r g e t } | | ^ { 2 } \\\\quad( 6 )$$\",\"reading_order\":19,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[477,743,744,763],\"text\":\"$$E _ { G _ { y } } = \\\\quad| | f _ { G _ { y } } ( p _ { x } , \\\\theta _ { r } , p _ { t } , \\\\theta _ { l } ) - G _ { y } ^ { ~ t ~ a ~ r ~ g ~ e ~ t ~ } | | ^ { 2 } \\\\quad( 7 )$$\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,767,745,815],\"text\":\"To obtain an optimal controller shape $\\\\phi^*$ , we defined\\nthe following optimization problem with the hardware con-\\nstraints of the controller.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[460,820,744,868],\"text\":\"$$\\\\left\\\\{\\\\begin{array}{l}\\n\\\\phi^{*}=\\\\underset{\\\\phi}{\\\\arg \\\\min } E \\\\\\\\\\ns . t . \\\\quad0 \\\\leq p_{1}, p_{1} \\\\leq 125,0 \\\\leq \\\\theta_{t}, \\\\theta_{1} \\\\leq 90\\n\\\\end{array}\\\\right.\\\\quad(8)$$\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,954],\"text\":\"We used COBYLA optimizer for solving the linear regres-\\nsion prediction and executed the solution in the Python\\nScikit-learn environment. Figure 9 shows examples of the\\npredicted shapes of the controller calculated by the optimizer,\\nwhich are later used in the evaluation experiments. Figure 8\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 11\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300241", "source_image_path": "test_data/3290605-3300241/3290605-3300241_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300241/results/output_json/3290605-3300241_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300241_pdf_shortened_page_7_figure_002.png\",\"bbox\":[69,121,391,349],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This 2D plot, titled \\\"Available area of virtual shape rendered with Transcalibur,\\\" displays nested shaded regions representing different cost values (E < 1.0, < 2.0, < 3.0). The y-axis is \\\"Height [mm],\\\" and the x-axis is split into \\\"Left Width [mm]\\\" and \\\"Right Width [mm].\\\" A dark grey base shape is centered at the bottom, with two black lines extending from it, each ending in a red dot, within the innermost blue cost region.\"},{\"label\":\"figure_cap\",\"bbox\":[68,361,394,420],\"text\":\"Figure 8: Area of the shape that Transcalibur can render\\nin VE (green), and the physical boundary of Transcalibur\\n(blue). The shape within the green area has a prediction er-\\nror value of $E < E_{Threshold} = \\\\{1.0, 2.0, 3.0\\\\}$ .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,435,394,482],\"text\":\"Table 2: Properties of the ten virtual shapes (illustrated in\\nFigure 9 ) and their corresponding predicted configurations\\nfor Transcalibur (units are mm and degree).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[74,497,373,672],\"text\":\"
idHWG_{x}G_{y}p_{l}p_{t}\\\\theta_{l}\\\\theta_{t}
13251500162.5103939090
21504000751061251218
32752750137.51251256565
42002000100095147
525025008975775659
625025001611251256868
7125350-7562.50125023
82502507512512504690
925025028.810288951590
10250250-28.8148781258252
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"This is a table presenting numerical data across ten rows and nine columns. The columns are labeled 'id', 'H', 'W', 'Gx', 'Gy', 'pr', 'pl', 'θr', and 'θl', containing a mix of integer and decimal values.\",\"figure_path\":\"tables/3290605-3300241_pdf_shortened_page_7_tab_5.png\"},{\"label\":\"half_para\",\"bbox\":[68,697,395,841],\"text\":\"shows the relative area (height and width) of the predicted\\nshape that Transcalibur can render when the prediction re-\\nsult is less than the cost value $E < E_{threshold} = (1.0, 2.0, 3.0)$ .\\nA slight asymmetry is observed in the calculated cover-\\ning area since we did not assume symmetricity in the percep-\\ntion model. The covering area also is larger than the physical\\nsize of the Transcalibur, which means that our shape render-\\ning technique is also able to exceed the physical bound of\\nthe controller.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,853,228,869],\"text\":\"7 MODEL EVALUATION\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,955],\"text\":\"To measure the validity of the perception model, we con-\\nducted validation experiments. We prepared ten shapes to\\npresent in the VE, which can be described using the same\\nparameter format $d_i$ as that of the data collection experi-\\nment (Figure 9 and Table 2 ). The ten virtual shapes were\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,172],\"text\":\"manually determined such that variations in height, width,\\nsymmetricity, and asymmetry of the target shapes could\\nbe evaluated.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,188,488,204],\"text\":\"Procedure\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,208,747,415],\"text\":\"Participants were asked to hold Transcalibur while wearing\\nthe HMD, and we randomly presented ten prepared con-\\nfigurations to the controller. For each configuration, one of\\nten virtual shapes were presented and the tracked positions\\nwere displayed on the controller similar to the procedure in\\nthe data collection experiment. Participants could switch be-\\ntween the ten virtual shapes using the joystick, and they were\\nasked to press a button to confirm that the shape in VE that\\nbest matched the perceived shape through the Transcalibur.\\nThe experiment hardware setup was prepared similar to that\\nfor data collection. In this experiment, 12 participants were\\nenrolled including one left-handed person, and their ages\\nranged from 22 to 24.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,430,562,447],\"text\":\"Results and Discussion\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,451,746,483],\"text\":\"Figure 10 shows the confusion matrix derived from the accu-\\nracies of the selected shapes of the object.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,483,746,530],\"text\":\"Overall, our perception model succeeded in providing vari-\\nous target shapes in VR for Transcalibur, leaving a few shapes\\nwith confusions on shapes 4 and 5 or 8 and 9.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,530,747,627],\"text\":\"Symmetric shapes such as 1, 2, and 3 were accurately\\nclassified. Rectangular shape 3 had a slight confusion with\\n5 and 6, which mainly differed in $G_y$ . Asymmetric shapes\\nsuch as 7, 8, 9, and 10 were also classified with reasonable\\naccuracies, but produced some confusions between 8 and 9,\\nwhich differed in both $G_x$ and $G_y$ .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,627,747,754],\"text\":\"These confusions might have been caused by the strong\\ncorrelations between $G_y$ and $H$ , which is an observation that\\nis supported by a previous study [13] , and this caused difficul-\\nties in discriminating objects of similar height but different\\nCoGs in the height direction. Further, extreme shapes such\\nas 5 were not observed in the data collection session, where\\nthe wide component close to the grip looked like a sword\\nbut did not allow users any inputs during data collection.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,754,747,818],\"text\":\"Otherwise, most of the presented configurations were\\nanswered as the desired target shapes, and this suggests\\nthat our system succeeded in rendering various shapes of\\nhand-held objects in VR.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,833,529,850],\"text\":\"8 LIMITATIONS\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,853,558,869],\"text\":\"Hardware Constraints\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,873,747,954],\"text\":\"First, the hardware mechanism does not allow displaying\\nmass property along three-dimensional space. Since Shifty\\n[31] showed that the 1D movement of weight can provide a\\nthickness of the object, there is a possibility that our device\\ncould also render shapes in 3D, which may be achieved by\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 11\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300241/results/markdown/3290605-3300241_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,46,157,58],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,45,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,37,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[95,84,720,148],\"text\":\"LightBee: A Self-Levitating Light Field Display for\\nHologrammatic Telepresence\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[149,167,664,186],\"text\":\"Xujing Zhang, Sean Braley, Calvin Rubens, Timothy Merritt$^{1}$ and Roel Vertegaal\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[160,186,323,238],\"text\":\"Human Media Lab\\nQueen's University\\nKingston, Ontario, Canada\",\"reading_order\":5,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[483,186,660,238],\"text\":\"$^{\\\\dagger}$ Human Centered Computing\\nAalborg University\\nAalborg, Denmark\",\"reading_order\":6,\"tags\":[\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,267,143,284],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,289,396,574],\"text\":\"LightBee is a novel \\\"hologrammatic\\\" telepresence system\\nfeaturing a self-levitating light field display. It consists of a\\ndrone that flies a projection of a remote user's head through\\n3D space. The movements of the drone are controlled by the\\nremote user's head movements, offering unique support for\\nnon-verbal cues, especially physical proxemics. The light\\nfield display is created by a retro-reflective sheet that is\\nmounted on the cylindrical quadcopter. 45 smart projectors,\\none per 1.3 degrees, are mounted in a ring, each projecting\\na video stream rendered from a unique perspective onto the\\nretroreflector. This creates a light field that naturally\\nprovides motion parallax and stereoscopy without\\nrequiring any headset nor stereo glasses. LightBee allows\\nmultiple local users to experience their own unique and\\ncorrect perspective of the remote user's head. The system is\\ncurrently one-directional: 2 small cameras mounted on the\\ndrone allow the remote user to observe the local scene.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,586,173,603],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,607,388,625],\"text\":\"• Hardware->Emerging Technologies->Emerging interfaces.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,635,151,651],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,655,379,686],\"text\":\"Telepresence; light field; quadcopter; cylindrical display;\\nglasses-free 3D; projector array.\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,699,187,712],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[70,712,395,788],\"text\":\"Xujing Zhang, Sean Braley, Calvin Rubens, Timothy Merritt and Roel\\nVertegiaal. 2019. LightBea: A Self-Levitating Light Field Display for\\nHologrammable Telepresence. In 2019 CHI Conference on Human Factors\\nin Computing Systems Proceedings (CHI 2019), May 4-9, 2019, Glasgow,\\nScotland, UK. ACM, New York, NY, USA, 11 pages.\\nhttps://doi.org/10.1145/3290650.3300242\",\"reading_order\":14,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300242_pdf_shortened_page_0_figure_015.png\",\"bbox\":[426,261,742,463],\"reading_order\":15,\"tags\":[],\"alt_text\":\"Two people stand facing a white wall that displays a man's face on a screen, with technical equipment visible above. An inset in the bottom right shows a full-body view of a man standing in front of a blue backdrop, with computer equipment in the foreground.\"},{\"label\":\"figure_cap\",\"bbox\":[427,464,750,520],\"text\":\"Figure 1. LightBee telepresence system with two local users\\nviewing the drone-based light field display to\\ncommunicate with a person in a remote capture room\\n(inset).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,543,557,560],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,566,747,783],\"text\":\"Over the past decades, research on teleconferencing\\nsystems has enabled the transmission of essential non-\\nverbal communication cues between local and remote\\nparticipants over large distances [4,20,28,30,38,43,46] .\\nPrototypes such as TeleHuman [20] convey body\\norientation cues, facial expressions and eye contact\\nbetween local and remote users, making it easier to, e.g.,\\ntake turns in multiparty remote conversations [45] .\\nDisplays with head-tracking and stereo glasses now allow\\nboth motion parallax and stereography to be conveyed, in life\\nsize [13,20] . However, these prototypes do not allow a\\nremote participant to move around a local space, because\\nthey focus on the use of static projection systems.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,791,747,958],\"text\":\"Spatial movement of remote users serves as an important\\nnon-verbal cue, one that can enhance social presence. Social\\npresence was defined by Short et al. [39] as reflecting the\\nextent to which a person is perceived as salient. Movements\\ncan also convey emotions independently of representation\\n[25] . Interaction distance, specifically, can affect the\\ninterlocutors' relationship positively or negatively [10] .\\nProximity [2] can signal mutual intimacy, and plays a role\\nin the turn taking process [13,38] . Movement also allows\\nparticipants to monitor the progress of a conversation. For\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,823,395,899],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full citation\\non the first page. Copyrights for components of this work owned by others than ACM\\nmust be honored. Abstracting with credit is permitted. To copy otherwise, or republish,\\nto post on servers or to redistribute to lists, requires prior specific permission and/or a\\nfee. Request permissions from Permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,900,252,943],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland,\\n© 2019 Association for Computing Machinery.\\nACM ISBN 978-1-4503-5792-0/19/05. $19.00\\nhttps://doi.org/10.1145/3296065.3300242\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 12\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,81,396,232],\"text\":\"example, by moving away and turning the body,\\nparticipants may signal the end of a conversation. While\\naugmented reality headsets, such as Microsoft's HoloLens,\\ncan create an illusion of movement of participants in their\\nsurroundings, these require head mounted displays that\\nmake it difficult to capture facial features [31] . As such,\\ntelepresence systems that accurately convey physical\\nmovement, specifically of the remote user's head, still\\nrepresent a technical challenge.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[74,243,186,260],\"text\":\"1.1 Contribution\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,264,397,565],\"text\":\"In this paper, we present LightBee, a telepresence drone\\nthat displays a 3D hologrammatic representation of the\\nremote user's head that moves with the actual head\\nmovements of the remote user (see Figure 1 ). LightBee\\nconsists of a self-levitating retroelective cylinder that\\nreflects images projected on it by a ceiling-mounted radial\\narray of 45 smart projectors in a narrow band of\\napproximately 1 degree of angle. Simultaneous projection\\nof the image of the remote person's head from every degree\\nof angle creates a light field display, which we refer to as\\n\\\"hologrammatic\\\" because an actual hologram only refers to\\na light field created through laser interference patterns. 3D\\nsurround video and movements of the head are captured in\\nthe remote user's capture room using an array of\\nstereoscopic ZED video cameras (Figure 1 , inset). These are\\nconveyed across a gigabit Ethernet connection as depth\\nmaps to the projection rig. The smart projectors then act as\\na parallel computer, each calculating its own angular view.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,573,396,774],\"text\":\"The main contribution of this systems paper is a novel self-\\nlevitating light field display for use in telepresence. Our\\ncontributions over and above existing work are as follows:\\nOur system, to our knowledge, 1) is the first\\nteleconferencing system to feature a self-levitating light\\nfield display; 2) the first drone-based display to provide\\nmotion parallax and stereoscopy simultaneously to multiple\\nusers; 3) the first robotic telepresence system to accurately\\nrepresent the physical movement of the remote user's head\\nto local participants; 4) due to the drone-based propulsion\\nsystem, the display moves more quickly than previous\\nwheeled and blimp-based teleconferencing robots.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,797,200,815],\"text\":\"2 BACKGROUND\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,819,396,920],\"text\":\"We will first discuss prior work in the area of light field\\ndisplay technologies. Next, we will provide an overview of\\nlight field displays for use in multiparty video conferencing,\\nand the use of telepresence robots for mobility. Note that\\nthe focus of this review is on embodied multiview group\\ntelepresence systems.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,81,620,99],\"text\":\"2.1 Approaches to Light Fields\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,102,747,435],\"text\":\"Light field displays visualize 3D scenes by recreating the\\nangular rays of light around a scene. A light field display\\nemanates light in many different angles, such that they\\ngenerate many different views. There are three main ways\\nto create light field displays: Using parallax barriers [16] ;\\nusing integral imaging, also known as microlens arrays\\n[23] ; and using multiview retroreflective projection [27] . A\\nparallax barrier display uses an array of pinholes or slits to\\ncontrol what pixels are seen from a particular angle. An\\nintegral imaging display uses microlens array overlays that\\nbend pixels into specific angles. Both methods lower the\\nresolution of a display since a user only sees a subset of\\npixels from any one direction. Multiview projection\\nsystems typically use narrow-band retroreflective materials\\n[32] that reflect the light from a set of angled projectors\\ndirectly back into the eyes of the user. Two key benefits of\\nthis technology are that 1) it supports full resolution for all\\nviews, and 2) it generates a much brighter image. Next, we\\nwill discuss previous use of multiview projection in\\nteleconferencing.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,447,694,466],\"text\":\"2.2 Multiview Projection Teleconferencing\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,469,747,955],\"text\":\"There has been a wealth of approaches to the development\\nof multiview projection displays for teleconferencing.\\nMultiview [29] was one of the first systems to use multi-\\nprojection and a retroreflective screen to provide multiple-\\nviewports. Jones et al. [18] proposed a bi-directional\\nteleconferencing system that featured a spinning\\nanisotropic display surface. This display surface reflected\\nrays of light from a high-speed projector into different\\nviewing positions. The system provided a 180° field of view\\nof the head of a remote user. This solution relied on the use\\nof moving parts, and was not ideal for our drone. Jones et\\nal. [17] provided a solution containing an anisotropic screen\\nand a curved projector array. The screen reflected the light\\nrays from each projector as a vertical strip, and the strips\\nwere blended using a 1° horizontal diffuser. The prototype\\nprovided vertical parallax for multiple participants by\\nmeans of head tracking. Pan et al. [32] designed a display\\nthat applied the full resolution of projectors to a cylindrical\\nretro-reflective screen. The screen reflected each angular\\nprojection back into a narrow viewing zone. However, the\\ndensity of projectors was insufficient to provide a full\\nstereoscopic light field around the cylindrical surface. All of\\nthe above approaches provided corrected eye contact in\\none-to-many teleconferencing scenarios. However, the\\nposition of the screens was fixed, meaning remote users\\ncould not move around the room to communicate physical\\nproxemies to local users. TeleHuman2 [11] is a telepresence\\nsystem that uses a circular array of 45 720p projectors to\\nfront-project a 3D representation of a person into a life-size\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 12\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,81,396,147],\"text\":\"cylinder with a retroreflective screen. We were inspired by\\nits design as it allows the projection technology to be\\nlocated away and around a light weight projection surface.\\nNote that none of the above examples were mobile.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[70,159,231,176],\"text\":\"2.3 Telepresence Robots\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,179,396,414],\"text\":\"ProP [33] was one of the first telepresence robots. It\\nconsisted of a camera at 1.5 meters from the floor, an LCD\\nscreen right below the camera, a backbone and wheels. The\\nbasic construction of subsequent telepresence robots is\\nsimilar, with varying display designs. Some commercial\\n robots [15,8] have a \\\"Head Agnostic\\\" design, where phones\\nand tablets are interchangeably used as the display. Some\\nrobot displays provide depth cues beyond a flat 2D display.\\nAnimatronic Shader Lamps Avatars [22] projected a user's\\nface on a life-size Styrofoam head. TELESAR4 [41] featured\\na retroreflective material as its main display. Local users\\nwore a near-eye projector to project images from different\\nangles on its surface, allowing them to perceive motion\\nparallax.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,421,186,439],\"text\":\"2.3.1 Remote Control\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,447,397,715],\"text\":\"In terms of the control of telepresence robots, approaches\\ninclude joystick, keyboard, tablet control, body tracking and\\nsemi-autonomous control. ProP [33] was driven using a\\njoystick. Double 2 [8] could be moved through keyboard or\\ntouch input. It also allowed remote users to adjust the\\nheight of the screen and the camera. Higuchi et al. [14]\\nproposed an unmanned aerial vehicle (UAV) telepresence\\nrobot that used the user's head input to control the UAV's\\naerial movement. To help users to avoid obstacles, some\\ntelepresence robots apply assisted navigation strategies that\\nare beyond the scope of this paper [42,40,19] . Blimps [44]\\nhave been used for telepresence purposes, allowing remote\\nusers to move unencumbered through the environment.\\nDisplayDrones by Gomes et al. [9] featured a small drone\\nwith a visual representation of a remote Skype user.\\nHowever, this display did not provide 3D depth cues.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[70,723,235,740],\"text\":\"2.3.2 Social Cues and Mobility\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,747,396,949],\"text\":\"Researchers have provided telepresence robots with\\nvarying degrees of mobility which can aid in the\\nestablishment of social presence. Choi et al. [5] made a\\nwheeled robot that could mimic a remote user's body\\norientation and movement. They found that the robot's\\nmovement affected interpersonal judgements. MeBot [1]\\nand Animatronic Shader Lamps Avatars [22] mapped a\\nremote user's head motion to the head display of the robot\\nin order to convey gaze awareness. ScalableBody [24]\\nallowed users to adjust the height of the robot to maintain\\nthe correct eye level, and found this enhanced engagement.\\nRae et al. [37] found that the height of a telepresence robot\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,81,747,147],\"text\":\"influenced the local user's impression of dominance from\\nthe interlocutor. However, conveying lifelike head\\nmovement is still a technical challenge with telepresence\\n robots due to their comparatively slow motor systems.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[419,172,582,190],\"text\":\"3 DESIGN RATIONALE\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,193,747,310],\"text\":\"Our overall goal in the design of LightBee was to achieve a\\nlightweight light field display capable of flight that still\\nfeatured a very dense number of viewports. This allows\\nmultiple interlocutors to perceive the remote participant\\nstereoscopically, with continuous motion parallax, without\\nthe need for glasses or head tracking. The following design\\ncriteria were taken into consideration:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[424,323,659,340],\"text\":\"3.1 Drones and Head Representation\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,344,747,630],\"text\":\"There are good reasons to use a drone for telepresence\\ndisplays. Drones potentially help a display look and behave\\nmore human, by adding smooth physical movement.\\nAlthough this is not a universal requirement, one benefit of\\nusing drones is that they do not require structural support,\\noffering no exposed mechanical parts that impact human\\nlikeness. Drones, if properly powered and tracked, have no\\nlimitations in terms of mobility, particularly in the 3rd\\ndimension. Compared with wheeled robots, the 3D spatial\\nlocation of a drone is readily controllable, allowing drone\\ndisplays to smoothly replicate a remote user's behavior.\\nBlimp-based displays have not been able to match the speed\\nof human head movements [45] , and the size of the\\nenvelope must be very large in order to provide adequate\\nlift. A drone-based solution has the potential to move very\\nquickly to match natural head movements and the display\\nsize can be chosen to match the head size.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,638,747,856],\"text\":\"We chose to represent only the remote user's head, mostly\\nfor practical reasons. Flying a screen large enough for full\\nbody projection is not possible with current payloads of\\nindoor drones. We chose representing the head because it\\ncommunicates facial expressions and gaze, and is a rich\\nsource of non-verbal information. Rather than relying on\\nanimation, we chose to use 3D volumetric video of the head.\\nThis helped avoid the Uncanny Valley effect common in\\navatar-style animations [26] . Accurate eye contact and head\\norientation images are automatically provided by the\\nrendition of 3D volumetric video via the light field\\nprojection, and can be adjusted using calibration of the\\nremote capture system.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[424,867,578,884],\"text\":\"3.2 Using Head Control\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,887,747,955],\"text\":\"Driving a robot requires attention [36] , and this influences\\nthe efficiency of communication [21] . However, using the\\nremote user's head movement as input allows for intuitive\\ncontrol over the local drone [14] as head gestures belong to\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 12\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,82,396,264],\"text\":\"the same schema that are used to control looking behaviour\\n[34] . The synchronization of the drone with the remote\\nuser's head motion also serves as an important nonverbal\\ncue to local participants [25] . In our design, the 3D location\\nof LightBee is controlled directly by the remote 3D head\\nlocation to mimic the proxemics that take place in\\ncollocated conversation. All movements of the head model\\nare mapped to realistically convey both direction and\\nproximity of the remote person, as well as eye contact.\\nWhen the head moves further away it becomes smaller, as\\ndoes the drone surface.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[74,277,370,293],\"text\":\"3.3 Freedom of Movement and Manual Control\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,297,396,447],\"text\":\"An important requirement was that participants are able to\\nmove comfortably within Hall's Social Distance (1.2m-\\n3.6m) [13] without losing stereoscopy or motion parallax.\\nWhen the LightBee is out of range of the projectors, users\\nrely on manual control. Note that the latter method of\\ncontrol is beyond the scope of this paper: when the drone is\\nnot projected on or tracked, users are, however, able to\\nexplore the remote space using two drone-mounted\\ncameras.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[74,460,180,476],\"text\":\"3.4 Form Factor\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,482,396,583],\"text\":\"To provide a potential 360° horizontal viewing area, we\\ndecided to use a cylindrical screen form factor. This has the\\nadditional benefit of allowing the quadcopter to be mounted\\nhidden within the cylinder, while providing space for\\nairflow. The size of the cylinder would need to approximate\\nthat of the average human head.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[75,594,313,611],\"text\":\"3.5 Glasses-Free Projected Light Field\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,615,397,883],\"text\":\"One of our main goals was to free users from wearing any\\nhelmets or glasses in order to increase the users' comfort\\nlevel and their ability to see one another. For this purpose,\\nwe chose to project a light field on the drone's surface using\\nan exterior projector array. Another method would have\\nbeen to generate a light field using spinning LED strips on\\nthe surface of the drone [6] , but aside from negative effects\\non flight dynamics there are other considerable engineering\\ncosts associated with this method. To render a high-quality\\nlight field, a powerful onboard computer is required, with\\nassociated high-bandwidth network boards that are beyond\\nthe current payload of interior drones. Our approach of\\ncombining a self-levitating retro-reflective screen with an\\nexternal light field projector array provided a low weight\\ndisplay solution that removed the need for head tracking,\\nshutter glasses or other complex head-worn apparatus.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[424,81,712,112],\"text\":\"3.6 Simultaneous Stereoscopy and Horizontal\\nMotion Parallax\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,117,747,385],\"text\":\"Although both stereoscopic and motion parallax\\ninformation provide effective depth cues [12] , the\\ncombination of these cues improves the precision of depth\\nperception [3] . We designed a ring of tightly packed\\nexternal projectors such that multiple local interlocutors\\nwould be provided with different stereoscopic views\\nthrough the alignment of their left and right eyes with\\ndifferent projector units. They would be provided with\\nsimultaneous motion parallax as the eyes align to the\\ndifferent images while moving along the projector array.\\nSince most human movement during conversations is\\nhorizontal, and to avoid occlusion of the display by a two-\\ndimensional array of projectors, we decided to limit the\\nlight field to horizontal parallax only. This allows the\\nprojectors to be mounted above the users' heads without\\nimpacting the horizontal 3D views.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[424,396,575,412],\"text\":\"3.7 Angular Resolution\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,416,747,517],\"text\":\"To provide stereoscopy to each local interlocutor, the\\nangular resolution of the cylindrical display had to be\\nsmaller than the average interpupillary distance (6.3 cm for\\nadults [7] ). We designed the projector ring such that the\\ndistance between two viewports would provide stereoscopy\\nat a comfortable social distance (1.2m – 3.6m [13] ).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[424,528,621,545],\"text\":\"3.8 Asymmetrical telepresence\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,549,747,683],\"text\":\"While the system could, in principle, be designed such that\\nit is bi-directional, we focused on the light field experience\\ndelivered by the drone, limiting the experience of the\\nremote person to two displays showing images from two\\non-board drone cameras. As such, we delivered a one-way\\nillusion of telepresence while maintaining the ability of the\\nremote user to fly through the space independently of the\\nlight field representation or local positioning trackers.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[424,695,626,712],\"text\":\"3.9 Surround 3D Video Capture\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,716,747,833],\"text\":\"Interference is an issue when capturing volumetric 3D\\nvideo using infrared structured light depth cameras. To\\navoid this, we chose to apply stereo cameras that operate in\\nvisible light. To reduce computational complexity and\\nnetwork load, images would need to be sent from each\\ncamera to a cluster of projectors, each augmented with\\ncomputational ability to render its own custom view.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1013],\"text\":\"Paper 12\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300242_pdf_shortened_page_4_figure_002.png\",\"bbox\":[76,82,396,263],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A quadcopter drone with four red propellers and a black frame is centered within a white, circular chamber. Thin wires are strung across the top of the chamber, and two small, spherical objects are visible near the chamber's outer edge.\"},{\"label\":\"figure_cap\",\"bbox\":[76,269,405,298],\"text\":\"Figure 2. The LightBee prototype viewed from above. Special\\nrotor blades direct airflow through the cylinder.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,318,224,335],\"text\":\"4 IMPLEMENTATION\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,340,396,440],\"text\":\"Next, we discuss the implementation of the self-levitating\\ncylindrical display, which includes the quadcopter\\nhardware, the cylindrical retroreflective screen, and the\\nflight control system. After that, we discuss the light field\\nrendering approach, the remote capture system, and how\\nthe quadcopter-captured video is transmitted.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[75,452,306,469],\"text\":\"4.1 Flying Cylindrical Retroreflector\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,473,397,657],\"text\":\"Figures 2 and 3 show the LightBee prototype, a quadcopter\\nof our own design with a hollow retroreflective cylindrical\\nsurface. The quadcopter is outfitted with 4 brushless motors,\\na Micro MultiWii flight controller board and an ESP-8266\\nWiFi breakout board. The flight controller is a customized\\nversion of the MultiWii software modified to work with the\\nbrushless motors, and with our custom communications\\nprotocol. Power is provided by a 1300 mAh battery that\\nsustains approximately 4 minutes of flight time at present.\\nThere are two small cameras mounted on the top of the\\nscreen to provide visual feedback to the remote user.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[75,677,248,694],\"text\":\"4.2 Size and Aerodynamics\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,697,397,933],\"text\":\"The drone is 38 cm in diameter and 22 cm in height. We\\nmade the diameter larger than that of an average human\\nhead for aerodynamic purposes. This is because the walls of\\nthe cylindrical screen act as a drag surface for the air moved\\nby the propellers, decreasing the effective thrust output. As\\nthe height of the screen increases, the air pressure above\\nthe quadcopter decreases. The resulting design was a\\ncompromise between average head size and optimal thrust\\ncapacity. Four angled 9 cm propellers power the flight\\n(Figure 2 ). The screen materials consist of a microbead\\nretroreflective cloth wrapped around a cylindrical film, with\\na one-dimensional diffuser layer. The diffuser (RPC\\nPhotonics TM EDF-L1) features a 56° vertical scatter angle,\\nwhich allows for retroreflective projection without a\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,315,745,347],\"text\":\"significant drop in brightness when the quadcopter moves\\nup or down.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300242_pdf_shortened_page_4_figure_011.png\",\"bbox\":[425,82,738,263],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A translucent cylindrical object with distinct vertical streaky patterns inside is shown against a plain light background. Two small, dark, rectangular components are attached to the top rim of the cylinder, with faint internal elements visible beneath them.\"},{\"label\":\"figure_cap\",\"bbox\":[425,268,738,297],\"text\":\"Figure 3. LightBee prototype with two cameras and\\nretroreflective surface.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[425,367,544,384],\"text\":\"4.3 Flight Control\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,389,747,622],\"text\":\"On top of the quadcopter, reflective motion capture markers\\nallow tracking of position and rotation by a Vicon MX\\nMotion Capture System. Coordinates are provided to the\\nflight controller at 100 Hz via the Vicon Tracker 3.4\\nsoftware. We designed a control system to calculate the\\nwaypoints of the quadcopter, as well as to go over its\\nbehavior as it flies between waypoints. The waypoints are\\nset based on the remote user's head movements. These head\\nmovements are tracked at 60Hz by a Kinect v2.0 through\\nthe Kinect for Windows SDK 2.0 and transmitted through a\\nnetwork to the flight control system. The quadcopter can\\nautomatically fly to these waypoints, through Proportional,\\nIntegral and Differential (PID) control loops, which adjust\\nthe quadcopter's thrust along the x, y and z axes.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[425,634,552,651],\"text\":\"4.4 Projector Array\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,655,748,956],\"text\":\"To hold the projector array, a circular rail of 180 cm radius\\nwas suspended from the ceiling at a height of\\napproximately 195 cm. Mounted underneath this rail are 45\\nPicoPro 720p focus-free laser projectors that each project a\\ndifferent angular image (see Figure 4 ). Each projector image\\nis retro-reflected back into the eyes of users by the drone\\nsurface, producing both stereoscopy (left and right eye\\ncatching a different projector image) and motion parallax\\n(eyes moving between projector images) to local users.\\nSince all the light from each projector is retro-reflected back\\ninto a very narrow angle, the 32 Lumens of each projector\\nproduces a sufficiently bright image even in broad daylight.\\nTo provide stereoscopy for users standing directly below\\nthe projector rail as indicated in Figure 4 , projectors are\\nspaced approximately 4.5 cm apart horizontally, slightly\\ncloser than the average inter-pupillary distance [7] . The\\nprojector array provides nearly 59 $^{\\\\circ}$ of motion parallax,\\nwhich can be extended by adding more projectors.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 12\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300242_pdf_shortened_page_5_figure_002.png\",\"bbox\":[77,81,386,357],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A close-up, angled view shows a curved, dark-colored structure made of numerous rectangular segments. Many black wires and cables are connected to the top side of this structure, forming loops. Small, illuminated points, possibly indicator lights, are visible among the cluster of cables.\"},{\"label\":\"figure_cap\",\"bbox\":[75,356,388,385],\"text\":\"Figure 4. Projector rail with 45 projectors, each with an\\nOdroid rendering board.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[75,403,240,421],\"text\":\"4.5 Light Field Rendering\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,424,396,678],\"text\":\"We distributed the rendering for each viewport to 45\\nOdroid C1+ boards, one connected to each projector. Depth\\nimages are captured by stereo cameras and broadcast by the\\ncapture system over UDP. The software running on each\\nOdroid receives the color and depth images from the remote\\nsystem to produce a relief map. The rendering software then\\nrenders a viewport at 720p for each projector by calculating\\nthe offset of its projector in this relief map [35] , at ~ 10 FPS.\\nThis image is subsequently mapped and projected onto the\\ndrone surface. One nice benefit of this method is that the\\nhologram appears rendered in the correct location\\nregardless of the exact location of the projection surface.\\nColour and depth data of the remote head are applied to an\\nOpenGL rectangle which is rendered in 3D using a relief\\nmapping shader, in a method similar to Polcarpo et al. [35] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[75,697,253,714],\"text\":\"4.6 Remote Capture System\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,718,396,953],\"text\":\"Figure 5 shows the remote capture room. Here, the user is\\nable to move within a circle of 3 ZED cameras, 1 ZED\\ncamera per 20 degrees, each capturing a 3D volumetric\\nvideo of the head. The resolution of a ZED camera is 2 x 2K,\\nand the frame rate of stereo images is 15 frames per second.\\nUnlike the Kinect, ZED cameras do not suffer from\\ninterference when multiple cameras are used and can be\\nused in bright daylight. Each ZED camera is connected to a\\nhigh-end NVidia GTX 1080 graphics card on an Intel i5\\ncomputer. Our software is implemented on Ubuntu 16.04 to\\ncapture the user's color and depth images, with background\\nsubtraction. Each ZED camera is in charge of producing a\\nrelief map for a cluster of 15 projectors. The 3 ZED cameras\\nin the remote location provide approximately 59 degrees of\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,391,746,423],\"text\":\"motion parallax. Extending motion parallax only requires\\nadding more ZED cameras and processing power.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300242_pdf_shortened_page_5_figure_009.png\",\"bbox\":[425,83,745,356],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A man stands with his hands in his pockets against a blue fabric backdrop. In the foreground, two Apple iMac computers are positioned with their screens facing away from the viewer, framing the man's lower body. The man wears a striped button-down shirt and dark pants.\"},{\"label\":\"figure_cap\",\"bbox\":[426,355,738,384],\"text\":\"Figure 5. The capture room with 3 2ED cameras, and two\\ndisplays showing images from the drone cameras.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,435,567,453],\"text\":\"4.7 Quadcopter Video\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,457,747,624],\"text\":\"Two small 26/26 mm cameras are mounted 60° apart on top\\nof the quadcopter (see Figure 3 ). Video from these cameras\\nis sent via two on-board video transmitters to a local\\ncomputer. The video streams are encoded and sent across\\nthe network to the remote capture room, where they are\\ndisplayed on two monitors spaced approximately 60° apart.\\nSince the setup is not symmetrical, the remote user can only\\nsee images from each drone camera on these monitors.\\nAlthough the images move around with the drone camera,\\nthe monitors themselves are in a static location.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,648,551,664],\"text\":\"5 INTERACTIONS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,669,746,720],\"text\":\"We designed for a limited number of interactions with the\\nLightBee. Most of these center around the correct\\nconveyance of head-related cues:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,728,746,795],\"text\":\"Head Proximity – By moving the head forward or\\nbackwards, proximity cues can be conveyed. Because the\\ndrone is a physical object, when it moves closer towards\\nyou it provides a more powerful cue than does video.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,802,746,854],\"text\":\"Head Orientation - Head orientation is mostly conveyed\\nthrough the light field, by rendering the head from an angle.\\nIt can convey interest in a person.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,860,746,927],\"text\":\"Eye Contact – Eye contact is conveyed and corrected for by\\nrotating the head model and positioning the drone such that\\nit is in line with eye gaze by the onlookers. The use of a\\nstereo camera means there is no noticeable parallax.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 12\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,62],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[69,81,395,115],\"text\":\"Speech – Speech is conveyed using a Dolly surround sound\\nspeaker system in the ceiling.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,138,270,156],\"text\":\"6 APPLICATION SCENARIOS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,160,396,276],\"text\":\"The LightBee system can be used in a variety of\\napplications, including entertainment, remote education\\nand telepresence. In this paper, we focused on its use as a\\ntelepresence robot. We further examine its utility using the\\nfollowing two user scenarios, future environments that\\nhighlight key features and benefits of LightBee's unique\\nmethod of remote telepresence.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[74,288,263,306],\"text\":\"6.1 Telepresence for Business\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,310,395,393],\"text\":\"A majority of business meetings are still conducted inside\\nspecific meeting rooms that are equipped with video\\nconferencing platforms. It is not inconceivable that, in the\\nfuture, such platforms would include light field projection,\\nas per the following scenario:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,400,396,603],\"text\":\"When business people collaborate from different locations\\nwhile working on projects, there is often a need for sharing\\ninformation about the space, or to demonstrate an artifact\\nor experience that takes place in the built environment.\\nWhen collocation is not possible, or when users need to\\nvisit multiple sites, LightBee can be used to set up a\\ntelepresence session, which enables a person to be invited\\nin to explore the physical room remotely. This is especially\\nuseful in situations where buildings need to be\\nsimultaneously inspected and discussed, for example, in\\nreal estate, architectural design or construction (where\\ndrones are already widely applied for this purpose).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,610,396,946],\"text\":\"Hologrammatic telepresence via drones reduces the need to\\ntravel, while still providing many of the benefits of non-\\nverbal communication, making it easier to hop between job\\nsites. With the front facing cameras and ability to fly over\\nobstacles, the remote participant is able to inspect and\\nnavigate within a remote job space, even when it is not\\noutfitted with a tracking system. This emphasizes the\\nfluidity of drone applications as compared to traditional\\nconferencing systems. In this scenario, a remote architect is\\nvisiting a job site to discuss details of the build quality with\\nhis clients. When ready to remotely join a face-to-face\\nmeeting, the remote user navigates his LightGee to a\\nmeeting room in a building next to the job site, which is\\noutfitted with a projection ring and tracking system. As the\\nmeeting starts, the projector array begins projecting on the\\nLightGee's retroreflector to provide local users with a\\nsynchronized three-dimensional view of the remote\\nparticipant's face. The local participants engage in a\\nconversation about the building project. The head\\nmovements of the remote participant and eye contact\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,82,746,350],\"text\":\"convey non-verbal cues, which help the local participants\\nunderstand to whom the remote person is talking,\\nfacilitating turn taking. In collocated conversation,\\ninterlocutors often use such pronouns as \\\"you\\\" or \\\"that\\\",\\nwhich require disambiguation. The remote participant\\nsimply orients his head to refer to the architectural model\\nunder discussion. Such head pointing is naturally supported\\nby the LightBee's light field imaging, facilitating deixis\\ntowards the model without requiring verbal\\ndisambiguation. The remote participant moves closer to one\\nof the clients in an attempt to emphasize that the design\\nneeds alterations. The client responds to the physical\\nproxemics of the LightBee, and agrees to the request. The\\nco-workers finalize the decision on the action plan and\\nschedule, and wave while the remote user turns around and\\nflies off to inspect another part of the building site.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[424,359,650,377],\"text\":\"6.2 TelePresence for Entertainment\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,381,746,498],\"text\":\"Large performance venues are now routinely equipped with\\npowerful projection technologies as a main entertainment\\nfeature (see, e.g., Olympic opening ceremonies). The\\naddition of large and high-powered projector arrays would\\nallow floating holograms to be rendered across a wide range\\nof drone movement and across large distances inside a\\nstadium, as per the following scenario:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,506,747,690],\"text\":\"A DJ is playing a set in an indoor stadium with 10,000\\npeople. Specific areas in the upper levels of the stadium\\nhave been outfitted with 360 degree projector arrays, and\\nthe stage has been outfitted with a volumetric video capture\\narray. Normally, the DJ is confined to the stage, standing\\nbehind her console from which she spins her tunes. With\\nmultiple copies of herself on LightBees hovering\\nthroughout the stadium, her audience feels much more\\nconnected. As the DJ dances, the LightBees hop up and\\ndown to the beat, whipping the crowd up to take selfies\\nwith the drones.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,698,746,815],\"text\":\"The LightBee replicas are not limited to one stadium, and\\nthe DJ is able to sell out several more venues that night\\nin different cities where she is only represented by the\\ntelepresence drones. Not only does this allow her to be\\nin multiple places at once, her revenue is significantly\\nincreased due to the ability to perform in multiple\\nsimultaneous shows, at a significantly reduced travel cost.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,121,1013],\"text\":\"Paper 12\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300242", "source_image_path": "test_data/3290605-3300242/3290605-3300242_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300242/results/output_json/3290605-3300242_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300242_pdf_shortened_page_7_figure_002.png\",\"bbox\":[73,85,400,427],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A top-down technical diagram depicts a fan-shaped space with a 360cm radius and a 59-degree angle. Within this, a shaded \\\"optimum viewing area\\\" is defined by a 180cm depth, a \\\"projector rail\\\" (dotted arc), two seated figures at its base, and a central circle labeled \\\"LB\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[75,429,389,473],\"text\":\"Figure 6. Overview of active area with LightBee (LB) and\\nprojector rail. Optimum viewing area is indicated in grey,\\nwhile optimal flight area is hatched.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,504,280,521],\"text\":\"7 INITIAL USER EXPERIENCES\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,526,396,910],\"text\":\"In order to gain some initial insight into how users might\\nexperience interactions via the LightBee system, we\\nperformed a preliminary evaluation in which we asked 6\\nparticipants (2 female and 4 male) between 25 and 30 years\\nof age to engage in a triadic conversation for 3 minutes. In\\neach conversation two local participants conversed with\\none remote person represented on a LightBee. The remote\\nperson was an actor who made sure to turn his head toward\\neach local interlocutor while speaking to him or her. The\\nactor also moved toward each local user when speaking,\\nand away when not speaking. In Figure 6 , a plan view\\ndiagram illustrates the area in which participants (gray) and\\nthe LightBee (hatched) were allowed to move. To begin\\neach session, participants were briefed about the system\\nand the confines of the active space, which was between 180\\nand 360 cm from the center of the projection ring. After\\neach session, the participants were asked to reflect upon\\ntheir experience, after which they were interviewed by the\\nexperimenter. All participants were successfully able to\\ninteract with the remote person and overall responses were\\npositive. We now provide details about the initial\\nimpressions of the system and comment on aspects that\\nappeared to affect user experience.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,81,502,97],\"text\":\"7.1 Results\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,102,747,202],\"text\":\"Most participants noted that the movements of LightBee\\nhelped them facilitate turn taking and management of the\\nconversation. P4 claimed that \\\"The movement (of the\\nLightBee) gave me a better idea of what the remote person was\\ndoing.\\\" P6 claimed that the LightBee's movement was \\\"easy\\nto understand and smooth.\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,209,747,411],\"text\":\"Three participants commented on their experience of\\nproxemic movements by the LightBee. P1 claimed that he\\n\\\"felt a kind of pressure when it approached me\\\" that helped\\nhim to know that the remote person was engaging with\\nhim. P6 also noted, \\\"the eye contact was really helpful, like in\\na class or meeting.\\\" P3 claimed that he wanted the remote\\nperson to always face him when talking. P2 noted that it\\nwas convenient to \\\"show the person around\\\" by moving\\nherself and P3 claimed that it was \\\"cool to look around the\\nperson by moving around (the LightBee).\\\" P1 stated that he\\n\\\"did not move around when talking to the other person\\\", yet\\nseemed to appreciate LightBee's movements towards him.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,417,748,602],\"text\":\"Some participants commented on the 'missing body' of the\\nremote person, yet after further enquiry suggested this did\\nnot necessarily negatively impact their conversation.\\nPerhaps the relatively high resolution of the head\\nprojection and corresponding head movements of the\\nremote person led to an Uncanny Valley effect, with\\nparticipants expecting there to also be hand movements and\\nbody cues [26] . Two participants complained about the\\nnoise of the drone. P2 did not like \\\"how loud the propellers\\nare\\\" . of the participants commented on the lack of\\nvertical parallax.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[419,628,707,645],\"text\":\"8 DISCUSSION AND FUTURE DIRECTIONS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,649,748,950],\"text\":\"There are, of course, numerous issues with the use of a\\ndrone for telepresence. The system is, at present,\\nasymmetrical, i.e. the remote user does not obtain a similar\\nsense of the proximity or direction of the local users. This\\ncan complicate a correct mapping of eye gaze direction if\\nthe remotely perceived location of local users does not\\ncorrespond to their correct local angle. This can easily be\\nsolved by making the system bi-directional (i.e., drones in\\nboth locations). Lightfree currently supports only indoor\\nconversations due to limitations in the tracking system and\\nprojector array. The light field and cameras mounted on the\\ndrone are currently limited to a < 60-degree field of view.\\nThis is, however, only due to budget constraints and can be\\naddressed by adding more cameras and projectors. In the\\ncurrent implementation, the propellers of the drone create\\na clearly audible noise. We expect to address this in future\\nversions using anti-sound noise-cancelling speakers, or by\\nasking users to wear Bluetooth earbuds. Additionally,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 12\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300242/results/markdown/3290605-3300242_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[82,118,731,184],\"text\":\"TabletInVR: Exploring the Design Space for Using a\\nMulti-Touch Tablet in Virtual Reality\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[87,201,235,295],\"text\":\"Hemant Bhaskar Surale\\n\\nCheriton School of\\nComputer Science\\nUniversity of Waterloo\\nWaterloo, Canada\\nhsurale@waterloo.ca\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[249,201,399,295],\"text\":\"Aakar Gupta\\n\\nCheriton School of\\nComputer Science\\nUniversity of Waterloo\\nWaterloo, Canada\\n\\naakar.gupta@waterloo.ca\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[415,203,565,277],\"text\":\"Mark Hancock\\n\\nUniversity of Waterloo\\nWaterloo, Canada\\n\\nmark.hancock@uwaterloo.\\n\\nca\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[596,201,717,295],\"text\":\"Daniel Vogel\\n\\nCheriton School of\\nComputer Science\\nUniversity of Waterloo\\nWaterloo, Canada\\ndvogel@uwaterloo.ca\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,307,141,324],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,328,395,600],\"text\":\"Complex virtual reality (VR) tasks, like 3D solid modelling,\\nare challenging with standard input controllers. We propose\\nexploiting the affordances and input capabilities when us-\\ning a 3D-tracked multi-touch tablet in an immersive VR\\nenvironment. Observations gained during semi-structured\\ninterviews with general users, and those experienced with\\n3D software, are used to define a set of design dimensions\\nand guidelines. These are used to develop a vocabulary of\\ninteraction techniques to demonstrate how a tablet's precise\\ntouch input capability, physical shape, metaphorical associa-\\ntions, and natural compatibility with barehand mid-air input\\ncan be used in VR. For example, transforming objects with\\ntouch input, \\\"cutting\\\" objects by using the tablet as a physical\\n\\\"knife\\\", navigating in 3D by using the tablet as a viewport,\\nand triggering commands by interleaving bare-hand input\\naround the tablet. Key aspects of the vocabulary are evalu-\\nated with users, with results validating the approach.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,610,150,627],\"text\":\"KEYWORDS\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,631,373,648],\"text\":\"interaction techniques, virtual reality, touch interaction\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,652,202,666],\"text\":\"ACM Reference Format:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,667,394,754],\"text\":\"Hemant Bhaskar Suraie, Aakar Gupta, Mark Hancock, and Daniel\\nVogel. 1919. TabletInVR: Exploring the Design Space for Using a\\nMulti-Touch Tablet in Virtual Reality. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019) , May 4–9, 2019,\\nGlasgow, Scotland USA . ACM, New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3290605.330243\",\"reading_order\":13,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"sec_1\",\"bbox\":[422,308,549,325],\"text\":\"1 INTRODUCTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,328,747,534],\"text\":\"While virtual reality (VR) has been around in various forms\\nsince at least the 1960s (e.g., [54] ), advances in display tech-\\nnology have sparked a new interest from both researchers\\nand the public. There are clear advantages to virtual reality,\\nlike the ability to look and move around in an immersive 3D\\nenvironment. Yet, VR interaction is challenging due to lim-\\nited tactile feedback, poor input precision when drawing [2] ,\\nand lack of a consistent interaction vocabulary. Past research\\nhas introduced methods for haptic feedback [5, 16, 37, 52, 60] ,\\ntechniques to increase precision [43] , and more standardized\\ncontrol schemes [49] . In our work, we leverage the familiarity\\nand ubiquity of multi-touch tablets as a means of interacting\\nwith 3D content in a VR world.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,535,746,599],\"text\":\"We introduce a \\\"TabletInVR\\\" design space combining a\\n3D-tracked tablet with mid-air barehand gestures, which we\\ndemonstrate in an example interaction vocabulary for 3D\\nmodelling.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,599,746,742],\"text\":\"Exploring VR interaction in the context of 3D modelling is\\nparticularly compelling because the task should be a good fit\\nfor VR, but in practice, supporting the many required opera-\\ntions is challenging (e.g. object creation, selection, transfor-\\nmation; world navigation; copy, paste, undo, etc.). Although\\npast research has considered the use of 2D surfaces in VR, this\\nhas focused on 3D-tracked props without real multi-touch in-\\nput [34, 35, 44] , or using multi-touch tablets for transforming\\n3D objects without exploiting 3D tablet tracking [15, 46] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,742,746,934],\"text\":\"Our work combines the affordances of a 3D-tracked tablet\\nwith the input capabilities of its multi-touch surface. We ad-\\nvocate that the tablet's precise touch input capability, physi-\\ncal shape, metaphorical associations, and natural compatibil-\\nity with barehand, mid-air input can be effectively used in\\nVR. Interactions involving precise multi-touch input could\\nbegin on the tablet followed by coarse hand gestures in VR,\\nor tablet input could be used to transform objects or navi-\\ngate the world in a familiar multi-touch way. This suggests\\ninteresting aspects when combining these two modalities.\\nInteractions can leverage physical qualities like the 2D tablet\\ninput providing a continuous tactile sensation and a mid-air\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,762,395,869],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,870,273,883],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"fnote\",\"bbox\":[69,886,273,925],\"text\":\"© 2019 Association for Computing Machinery\\n.\\n\\nhttps://doi.org/10.1145/3296055.330243\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 13\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,204],\"text\":\"gesture enabling free movement in space. Interactions span-\\nning the tablet and mid-air gestures could more effectively\\nexploit bimanual input, since bimanual multi-touch input\\nis known to work well [21, 58] , but pure bimanual mid-air\\ngestures are less reliable in VR [28, 50] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,204,394,236],\"text\":\"Our primary contribution is the definition and exploration\\nof a design space of using a multi-touch tablet in VR.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,237,394,283],\"text\":\"In a formative study, we asked participants familiar with\\n3D software to envision how they would perform standard\\n3D modelling tasks using a tablet in VR.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,427],\"text\":\"Based on observations of behavioural patterns and pro-\\nposed features, we mapped out a design space with eleven\\ndimensions (e.g., `physical vs. non-physical', `direct vs. indi-\\nrect', and `discrete vs. continuous') and developed a vocab-\\nulary of interactions (e.g., `two-finger drag to translate an\\nobject', `five-finger drag to navigate', and `swipe-in to delete\\nthe object'). Lastly, we validated our system similar to Arora\\net al. [1] , where participants created 3D models to test the\\ndesign space.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,439,331,455],\"text\":\"2 BACKGROUND AND RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,459,394,523],\"text\":\"In this section, we summarize prior investigations in the\\ndomain of mixed reality environments, using props as tablet,\\ntouch input, tablet and pen, and hand gesture input, while\\nfocusing on 3D solid modeling.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,529,395,947],\"text\":\"Tablet and Pen in Mixed Reality. One common approach\\nfound in past work is to use a tablet with a pen as an input\\ndevice in VR. Aspin et al. [4] explored the use of a 3D tracked\\ntable and stylus in a CAVE-like system for navigation and\\nexploration of small, complex 3D structures. Bowman et al.\\n[11] explored using a tablet and stylus in VR for the assess-\\nment of building structures. Billinghurst et al. [8] used a pen\\noperated pressure sensitive pad to support content creation\\nin a virtual environment. Similarly, Bonnik et al. [10] used\\na 6-DOF tracked pen with a tablet to view and manipulate\\nmedical data. Reftmayr and Schmalstieg [45] explored the\\nuse of a pen and a tablet-like pad (both are props tracked\\nusing markers) for a collaboration task, and Sareika et al.\\n[48] investigated bimanual interactions for urban planning\\nusing a pen and tablet. Keefe et al. [32] explored precise\\nmid-air strokes using a haptic-aided input technique for 3D\\nsketching, and Arora et al. [1, 2] investigated the impact of\\nthe lack of a physical surface on drawing inaccuracies. Their\\nwork explored both 3D sketching in augmented reality (AR)\\nusing a mid-air pen-based drawing and 2D surface sketching.\\nMore recently, Aslan et al. [3] conducted a series of studies to\\ngauge the potential of pen and mid-air input and noted that\\nmid-air input should complement pen and touch-enabled\\ntablets. However, compared to modern high-fidelity multi-\\ntouch tablets, pen input is essentially limited. It does not take\\nthe full advantages of direct multi-touch finger input.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,221],\"text\":\"Albeit sketching using a pen is not our focus, we look at\\nthese results through the lens of interaction design. A few\\nlessons to learn before we address 3D modeling. For instance,\\ntablet's continuous input on tablet surface; drawing in mid-\\nair with the help of the tablet, orientating tablet surface in\\narbitrary plane, and so forth.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,228,747,420],\"text\":\"Tabletop and Hand Gestures in Mixed Reality. Benko et al.\\n[6, 7] explored the interaction space combining a tabletop\\nand hand gestures in a partially immersive environment. Mar-\\nquardt et al.'s continuous interaction space [36] and Mockup-\\nBuilder [17] both demonstrated these sorts of 2.5D interac-\\ntions. They start on a planar surface and continue in mid-air,\\nsomething highly promising for 3D modeling applications.\\nHowever, a tabletop surface does not have the same flex-\\nibility as a hand-held tablet, such as orientation tracking,\\nmobility, a mid-sized display, and so forth. Being able to\\ncarry the tablet around facilitates interactions without being\\nphysically constrained to a certain position.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,426,747,587],\"text\":\"Tablet as a Prop in Mixed Reality. Another way to provide\\n2D input in VR is to use a prop like a tablet, without a touch\\nsensor. For instance, Linderman et al. [35] demonstrated the\\nuse of a passive-haptic paddle as a 2D input device for widget\\nselection in VR. Poupyrev et al. [44] used it for text-based\\napplications (note-taking, text input, and annotation using\\nphysical pen as a prop), and Szalavari et al. [55] used it for\\n3D modeling application. However, none of the past efforts\\nhave explored the simultaneous use of multi-touch tablets\\nwith hand gestures like in our work.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,593,747,867],\"text\":\"Tablet touch in Mixed Reality . Wang and Lindeman [59] pre-\\nsented an AR environment consisting of a semi-transparent\\nHMD (Head Mounted Display), a wand in the right hand,\\nand a multi-touch tablet mounted on the left forearm. The\\ninterface enabled looking at the virtual environment, as well\\nas seeing the tablet mounted on the non-dominant hand of\\nthe user. However, tablet touch interaction was cumbersome\\nsince the wand had to be held somewhere other than the\\nright hand temporarily (in the left hand, or between the legs).\\nKim et al. [33] explored a scaled-down locomotion that al-\\nlows a user to travel in a virtual world as their fingers slide on\\na multi-touch surface. However, finger motions were not pre-\\ncisely detected and only two finger touch was investigated.\\nIn contrast, our system adds more expressivity by tracking\\ntwo or more touch points [61] , utilizing device orientation\\n[47] to navigate in arbitrary plane and using mid-air hand\\ngestures [14, 42] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,883,568,900],\"text\":\"3 FORMATIVE STUDY\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,904,747,936],\"text\":\"The goal of this formative study is to gain insights into how\\npeople envision using a physical tablet in a VR environment,\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 13\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,268],\"text\":\"using the context of a 3D modelling application. Our ap-\\nproach is similar to work by Hinckley et al., who observed\\nhow people used physical paper and notebooks to inform\\nnew design spaces for combining touch and stylus input [29]\\nand stylus grip sensing [27] . Like those works, the obser-\\nvations from this formative study are later used to build a\\ndesign space and an example interaction vocabulary, and we\\nalso conduct a preliminary user study to validate our design\\nspace through the example interaction vocabulary.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,274,394,388],\"text\":\"Participants. Ten people (7 male, 3 female, ages 22-26) partici-\\npated. Three were architecture students experienced with Re-\\nvit, Fusion360, Sketchup, and SolidWorks software; two were\\nmechanical engineering students experienced with Solid-\\nWorks and Fusion360; and two were amateur users with some\\nexperience using software like 123D, Blender, and Sketchup.\\nFive participants had experience with VR.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,396,394,427],\"text\":\"Table 1: List of the tasks and corresponding actions sug-\\ngested by formitive study participants.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[71,431,382,699],\"text\":\"
TaskSubtaskSuggested Actions
CreatePrimitiveDraw on tablet and extrude or push away, menu buttons
CloneGrab longer and drag
SelectObjectGrab, tap on tablet
FaceTap on object
GroupNon dominant grab, two finger, lasso on tablet
TransformRotateRotate hand
TranslateMove hand
ScalePinch to zoom, distance between two hands
Modify shapeSliceMenu buttons, slice with a hand, tablet to slice
ExtrudeDraw 3D path, pinch face
Modify textureColouringMenu buttons
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"A three-column table outlines various tasks, subtasks, and suggested actions for a 3D modeling interface. Tasks are categorized as Create, Select, Transform, Modify shape, and Modify texture. Suggested actions often involve drawing, grabbing, tapping, hand movements, pinching, or using menu buttons and tablets.\",\"figure_path\":\"tables/3290605-3300243_pdf_shortened_page_2_tab_5.png\"},{\"label\":\"para\",\"bbox\":[68,725,395,918],\"text\":\"Procedure. Participants were told to imagine how they would\\nuse a multi-touch tablet together with mid-air barehand\\ngestures in a fully immersive 3D environment containing 3D\\nobjects. Like past work [27, 29] , participants were asked to act\\nout specific tasks. In our case, these were basic 3D modelling\\noperations (see Table 1 ). Each participant used a multi-touch\\ntablet (which was not turned on). A chair was provided, but\\nthe decision to sit or stand was left to the participant. Two\\nsmall and one medium sized cardboard cubes were placed\\naround the user, some within arm's reach, and some beyond.\\nThese cubes helped them visualize an object to create or\\nmanipulate without wearing an HMD.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,918,394,951],\"text\":\"We asked each participant to imagine and act out 3D ob-\\nject creation, selection, manipulation, and annotation. While\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"performing the tasks, they simultaneously explained their\\nenvisioned system using a think-aloud protocol. This in-\\ncluded the steps they took, and their opinions about impor-\\ntant considerations and choices they made. Observations\\nwere recorded by the experimenter as written notes.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,215,506,232],\"text\":\"Observations\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,746,299],\"text\":\"We observed participants' behaviour and analyzed notes\\nusing affinity diagramming to reason about the role of a tablet\\nin VR. Our design space is a manifestation of the following\\nseven core observations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,304,530,322],\"text\":\"Delegation of Tasks:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,330,747,393],\"text\":\"O1. Granular and coarse actions: participants preferred using\\nmid-air hand gestures for coarse actions, followed by input\\non the tablet for finer control. \\\"I'd grab an object and then\\nuse the tablet to rotate it.\\\" [P3]\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,400,747,529],\"text\":\"O2. Near and far actions : instead of navigating to a distant\\nobject, beyond arm's reach, participants preferred indirect\\nobject selection using the tablet. For instance, the tablet's\\nscreen could depict a birds-eye view [51, 59] , where a tap\\non the tablet selects an object. Participants also suggested\\ntreating the tablet as a remote control, so they could raycast\\nto select. However, to select objects within arm's reach, they\\npreferred to reach out and grab with their hands.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,535,517,553],\"text\":\"Tablet Properties:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,559,747,719],\"text\":\"O3. Tablet as interface: participants suggested using menu\\nbuttons (2D) on the tablet to create objects, invoke com-\\nmands, and select modes. Although they utilized a mixture of\\nmid-air hand and touch-based gestures, most tasks were ini-\\ntiated on the tablet with a tap of a button. Tracking the tablet\\norientation and position creates novel precision-focused in-\\nteractions. For example, to translate an object, a user can tap\\non the tablet to select it, and then drag with their fingers\\nto translate while adjusting the translation axis through the\\ntablet's orientation.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,726,746,840],\"text\":\"O4. Tablet as a tool: Despite not being common, a few partici-\\npants used the tablet to define a slicing plane, and some used\\ntheir dominant hand for slicing an object (like a knife). This\\nbehaviour was from a fruit ninja game, where players use\\na sword to cut through fruits. Other participants used bare\\nhands to slice an object, but were skeptical about accuracy\\nand unsure it was a suitable operation.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,840,746,951],\"text\":\"The physical form of the tablet affords a variety of opera-\\ntions when tracked and rendered virtually in VR. It can be\\nmade to resemble a knife, a tray, a rectangular block, a ruler,\\na storage unit, among other physical forms. The plane of a\\ntablet can be aligned with the face of an arbitrary 3D object\\nto extrude, color, or even delete it. A corner of a tablet can\\nbe used as a pointer, which can be used to select objects.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 13\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,394,267],\"text\":\"O5. Haptic feedback : mid-air hand gestures seemed suitable\\nfor discrete interaction and touch-based interactions were\\nfavoured for continuous manipulation. This behaviour ap-\\npeared to be linked with the demand for haptic feedback\\nand the perceived precision requirements of the task. For\\ninstance, participants suggested hand gestures to grab an\\nobject and a pinch-to-zoom gesture on the tablet to scale it.\\nMoreover, prior research has shown that haptic sensations\\nin VR can greatly improve the user experience [16, 30, 60] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,267,394,365],\"text\":\"Symbolic input and UI interactions (e.g., buttons, menus,\\netc.) can also benefit from having a physical, tactile surface.\\nThe tablet can act as an arbitrary UI (e.g., to annotate objects\\nor select modelling operations), and the tactile feedback can\\nimprove typing speed when compared to mid-air typing\\nwithout haptic feedback [22] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,368,189,385],\"text\":\"General Observations:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,390,395,471],\"text\":\"O6. Occlusion avoidance : participants felt that using a tablet\\nfor continuous manipulation tasks made more sense than\\nusing hand gestures, as it avoids occluding the object of\\ninterest and requires minimal efforts, “ [...] and my hands will\\nnot even occlude the object.\\\" [P1].\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,475,394,539],\"text\":\"O7. Sir vs. Stand : all participants preferred sitting, except\\none who demonstrated a willingness to stand. \\\"I can stand if\\nI have to look at the cube from the top side.\\\" [P2], but still\\nopted to sit throughout the exercise.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,549,186,567],\"text\":\"4 DESIGN SPACE\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,570,394,747],\"text\":\"Following a systematic approach, we consider these obser-\\nvations ( O1 - O7 ), depicting user behaviour, to build the\\ndesign space, followed by designing the interaction vocab-\\nulary. For each candidate dimension, in design space, we\\npose intriguing questions that instigate design considera-\\ntions. Such considerations would help interaction designers\\nassign different roles to the tablet. Note that our focus is on\\nbuilding a design space and interactions for using a tablet\\nin VR. We do not contest to investigate 2D input or hand\\ngesture input in isolation [9, 31, 61] or passive 2D input in\\nVR, as it has been studied elsewhere [18, 35] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,747,394,874],\"text\":\"Informed by our set of high-level observations from the\\nformative study along with past research, we shape a design\\nspace. Recall that we asked participants to envision interac-\\ntions for three settings, so, we assemble these interactions\\ntogether with corresponding dimensions in each setting to\\nbring out novel and rational interactions. These dimensions\\nare essentially the lenses thorough which we can envision\\nthe possibilities of the TabletVR concept.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,885,189,902],\"text\":\"Design Dimensions\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,905,394,954],\"text\":\"Design dimensions are the core components of interaction\\nspace, where each interaction we envision is composed of\\none or more of the following design dimensions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[481,118,685,133],\"text\":\"Table 2: Tablet vs. Mid-air properties.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[431,137,737,227],\"text\":\"
PropertiesIn VRTablet touchscreenMid-air tabletMid-air hand
Precision-HighLowLow
Input space-2D (3DOF)3D (6DOF)3D (high DOF)
Tactile feedback-NoNoNo
Audio-Familiar (WIMP)No (tait)No (structure)
Midas touch-NoYesYes
\",\"reading_order\":13,\"tags\":[],\"alt_text\":\"This is a comparison table outlining properties of three different interaction methods in VR: Tablet touchscreen, Mid-air tablet, and Mid-air hand. The table compares these methods across five properties: Precision, Input space, Tactile feedback, UI, and Midas touch.\",\"figure_path\":\"tables/3290605-3300243_pdf_shortened_page_3_tab_13.png\"},{\"label\":\"para\",\"bbox\":[420,249,746,345],\"text\":\"D1. Tablet vs. mid-air properties: Table 2 describes different\\nproperties of tablet and mid-air interactions in VR. Tablet in\\nVR could be mutually beneficial given high precision input\\nspace on 2D surface. However, when does high precision\\ninput is essential? Is 3DOF input adequate? In VR, which\\ninteractions need tactile feedback or UI?\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,351,747,416],\"text\":\"D2. Non-dominant (ND) vs. dominant (D) hand assignment:\\nParticipants used their dominant hand while using the tablet\\nas a tool (O4). How the ND and D hand roles are defined\\nbased on the use of the tablet in VR?\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,423,747,521],\"text\":\"D3. Sit vs. stand: Body posture can have an impact on fatigue\\nand on the interaction experience in general. As pointed out\\nin O7, only one participant was willing to stand, and this\\ndepended on the task. What tasks are suited to sitting vs.\\nstanding? Can VR provide the flexibility to either stand or\\nsit irrespective of the task?\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,528,747,641],\"text\":\"D4. Attention to device vs. scene: Recently, Yan et al. [63]\\nfound that, compared to eyes-engaged, the eyes-free ap-\\nproach is significantly faster, provides satisfying accuracy,\\nand introduces less fatigue and sickness. Can interaction\\nspaces be divided into different regions, either on the tablet\\nor around the user, to guide attention and leverage the bene-\\nfits of eyes-free interaction?\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,647,747,760],\"text\":\"D5. Unimodal vs. multimodal : There are many modes of\\ninteraction for a tablet in VR. For instance, combined mid-air\\nhand and touch gestures, touch-only, unimanual or biman-\\nual hand gestures, tablet orientation and touch, and so forth.\\nHow and when can these modes be applied to reduce fa-\\ntigue or to improve accuracy, and in general, reduce user\\nfrustration?\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,766,748,943],\"text\":\"D6. Unimanual vs. bimanual : Past research has explored\\nthe benefits of bimanual interaction [13, 23, 56] ; however,\\nbimanual interaction may not be suitable for every task. For\\nexample, grabbing a virtual object using only the dominant\\nhand. Should a task be performed using either one or both\\nhands? Does it improve the task completion time? Modern\\nVR devices are equipped with reasonably accurate hand-\\ngesture recognizers. Mid-air barehand gestures along with\\ntouch gestures enable unique workflows. For instance, a\\npinch gesture could be used to select an object, followed by\\na pinch-to-zoom on the tablet. A long pinch could be used\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 13\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"to create a ghost copy of an object, followed by a two-finger\\nrotation gesture on the tablet.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,163,394,484],\"text\":\"D7. Environment reality vs. virtuality: There exist multiple\\nways to provide different levels of visual feedback. For in-\\nstance, with a standard tablet, the 3D world can exist only\\nin the confined window of a tablet screen. Similarly, when\\nthe tablet is tracked to create a viewport, the world can be\\nseen through a tablet screen; however, the virtual objects are\\nphysically stuck to the real environment, like in augmented\\nreality. The tablet acts as a portal to the virtual world around\\nthe user [24] . Furthermore, when a tablet is used in VR, a\\nportal could let a user view the real world while being in VR\\n[38] , creating a \\\"portal to reality\\\". While wearing an HMD,\\nthe ability to be aware of one's surroundings is essential.\\nWith the tablet in hand, a user can peek into reality when-\\never desired. Prior research has explored using a flat surface\\nto create a viewport [55] ; however, interacting through a\\nviewport is an unexplored area of research. Further, When\\ntransitioning between modes of operation, how and when\\ncan an awareness of the real world be provided in the virtual\\nworld and vice versa? Can the tablet's screen used as a portal\\nto and from reality? Does it break the immersion?\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,394,587],\"text\":\"D8. Interleaved vs. simultaneous: Does an interaction require\\nsimultaneous use of both input techniques, such as touch\\nand mid-air hand gestures, or given a task would only one\\nof them would suffice? Is it preferable to use both input\\ntechniques in an interleaved fashion, or to solely rely on one\\nof them?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,594,394,755],\"text\":\"D9. Discrete vs. continuous input : While tapping on a virtual\\nobject to select it is an example of discrete input, changing\\nthe scale of an object is an example of continuous input.\\nHowever, the mapping from task to input type is not always\\nclear. For instance, consider a relatively complex task of\\nselecting an object from a stack of objects, which is placed\\nbeyond arms reach, would we still resort to discrete input or\\nwould mixed input be more efficient? What scenarios drive\\nsuch a mapping? When should a designer opt for discrete\\ninput and when should they opt for continuous input?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,754,394,882],\"text\":\"Furthermore, tablets provide a high-fidelity input space in\\na low-fidelity virtual environment. We can go beyond taps\\nand clicks to recognize hand-drawn gestures in VR. This\\nwould allow users to provide a more advanced form of input.\\nFor instance, gesture-based menu invocation [64] and hand-\\ndrawn shape recognition could be used to invoke commands,\\nor more traditional forms of input such as pinch-to-zoom\\nand two-finger swipe could be used.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,394,938],\"text\":\"D10. Direct vs indirect: As pointed out in O6, to avoid occlu-\\nsion, participants used the tablet screen instead of mid-air\\nhand gestures. Similarly, in O2, participants used the tablet\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,188],\"text\":\"screen to select distant objects. These observations hint to-\\nward the need for an indirect manipulation technique. Does\\nthe interface leverage the full potential of available input\\nmethods for direct and indirect tasks?\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,195,747,420],\"text\":\"D11. Physical vs. non-physical: O4 highlighted the use of the\\ntablet as an entity which does not necessarily follow physical\\nlaws from the real world. We identify this being a crucial\\nfactor while assigning roles to the tablet and the user's hands\\nin VR. We try to reason about the possibility of assigning\\ndirect interaction with the hands to abide by physical laws of\\nthe real world and non-physical interactions using the tablet.\\nFor instance, direct tap using a finger might displace a virtual\\nobject, while the tablet could pierce through a virtual object\\nto select it. Moreover, could such physical and non-physical\\ninteractions lead to a better experience of using tools in VR?\\nWould switching such roles make interactions difficult and\\nunusable? In what cases should direct interactions using\\nhands not follow physical laws?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,430,695,447],\"text\":\"5 EXAMPLE INTERACTION VOCABULARY\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,452,747,642],\"text\":\"We describe an example interaction vocabulary for using\\na tablet in VR for the purpose of 3D solid modelling. The\\ninteraction techniques are informed by the formative study\\nobservations and are constructed to span and illustrate the\\ndesign space dimensions. Table 3 shows how the design di-\\nmensions informed the interactions. For instance, the Create\\ninteraction is a result of flipping the tablet using the non-\\ndominant hand (D2) and discrete taps (D1, D6, D9) on the\\nback of the tablet using the dominant hand. Each family\\nof interaction techniques are described generally, with spe-\\ncific implementation details from our application provided\\nto make the ideas more concrete.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,747,921],\"text\":\"TabletInVR Prototyping System. How the interaction tech-\\nniques were implemented was partially influenced by the\\ncapabilities of our prototyping system. The application runs\\nin Unity 5.6.1, on a high-end Windows 10 machine (3.6GHz\\nIntel i7 CPU, 1.6GHz GeForce GTX 1080 GPU). The VR HMD\\nis an HTC Vive (1080 × 1200 px per eye, 90Hz refresh, 110°\\nfov). Hand tracking uses a LEAP motion device mounted on\\nthe front of the HMD with the interaction engine v1.1. The\\nmounting angle and 135° field-of-view of the LEAP camera\\nenables the hand using the tablet to be tracked when the user\\nlooks at the tablet. The interaction engine Unity LEAP plug-\\nin displays 3D models of the users hands in VR. It should be\\nnoted that LEAP hand tracking is not robust to IR reflection,\\nespecially when the tablet is near and when the finger po-\\nsitions are pointing away from the LEAP. As a result, our\\nimplementation avoids these kinds of in-air gestures with\\ntouch interaction available on the tablet.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,746,955],\"text\":\"The tablet is a 9.7\\\" Samsung Galaxy Tablet S3 (1536 × 2048\\npx display, 264 ppm), weighing 429g. The 3D position and\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 13\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[153,118,659,134],\"text\":\"Table 3: Interactions used in vocabulary with mappings from TabletInVR design dimensions.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[76,137,736,384],\"text\":\"
InteractionsCreateSelectDeleteTransformModifyAnnotateNavigationHelpSystem Menu
D1 Tablet vs. mid-air propertiesTap on tablet-Mid-air gestureDrag on tablet-----
D2 Hand assignmentDominant---Dominant---Non-dominant
D3 Sit vs. stand------Both--
D4 Attention to device vs. scene-----On the deviceOn the deviceOn the scene-
D5 Unimodal vs. multimodal----Tablet orientation and touchTouchTablet orientation and touch--
D6 Unimanual vs. bimanualBimanualBothUnimanualBimanual--BimanualBimanual-
D7 Environmental reality vs. virtuality------Tablet viewport--
D8 Interleaved vs. simultaneous-InterleavedInterleaved------
D9 Discrete vs. continuousDiscrete--Continuous-DiscreteContinuous--
D10 Direct vs. indirect-Both-------
D11 Physical vs. non-physical-Both--Non-physical----
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A table presents eleven interaction dimensions (D1-D11), such as \\\"Tablet vs. mid-air properties\\\" and \\\"Hand assignment,\\\" cross-referenced with nine interaction categories like \\\"Create,\\\" \\\"Delete,\\\" and \\\"Navigation.\\\" The cells describe specific attributes or methods for each interaction-dimension pairing, including terms like \\\"Tap on tablet,\\\" \\\"Mid-air gesture,\\\" and \\\"Dominant.\\\"\",\"figure_path\":\"tables/3290605-3300243_pdf_shortened_page_5_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,404,395,676],\"text\":\"orientation of the tablet is tracked using an HTC Lighthouse\\ntracker. Tracking of this tracker is glitchy when the docking\\narea is facing the Lighthouse [57] , however, it did not hinder\\nthe usability. The 9.9cm $\\\\times$ 4.2cm tracker is screwed into a\\nlightweight aluminum bar, which is attached to the back of\\nthe tablet using high-strength hook-and-loop fasteners. The\\nbar is attached such that the tracker extends approximately\\n4.5cm out beyond one corner. This mounting position enables\\nportrait and landscape orientation when held in one or two\\nhands, and the tablet can be flipped to use the back as a haptic\\nsurface. We perform calibration of the virtual tablet model\\nand the physical tablet manually, by adjusting the rotation\\nand translation offsets until they align. Since the tracker is\\nsecurely fixed to the tablet, this one-time manual calibration\\nis acceptable. Multitouch events registered by the tablet (x\\nand y coordinates of each touch point) are sent in real-time\\nto the server over a high speed WiFi network.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,683,395,877],\"text\":\"3D Modelling Tasks. Foley et al. [20] provide a fundamental\\ninteraction task set, independent of application and hard-\\nware, for 3D environments — select, position, orient, path,\\nquantify, and text. Our interaction vocabulary includes these\\ntasks and builds upon them with more advanced interactions:\\nselection, deselection, manipulation (rotate, scale, translate),\\nmodify (slice and extrude), creation, deletion, annotation,\\nand so on. In our interaction vocabulary that follows, we\\ndemonstrate how a tablet's precise touch input capability,\\nphysical shape, metaphorical associations, and compatibility\\nwith barehand mid-air input can be used in VR to perform\\nthese 3D modelling tasks.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,404,521,422],\"text\":\"Tablet Viewport\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,424,746,536],\"text\":\"We design several interactions to use the affordance and\\nphysical properties enabled by a view of the 3D scene ren-\\ndered in the HMD's view of the tablet display. In addition,\\nwe add a 3D ray emanating out from the centre of the back\\nof the tablet. The combination of the viewport rendering, the\\nray, and available multi-touch input of the tablet creates a\\nuseful direct and indirect interface.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,536,746,697],\"text\":\"Note that the viewport rendering is only on the front\\ndisplay side of the tablet, and it is hidden when the tablet is\\nbeing used for other purposes, like rotating, translating or\\nscaling an object, or when using the tablet to slice objects.\\nThis helps the user maintain focus on the object(s) being\\ntransformed (D4). During navigation, only this viewport\\nrendering is visible with the virtual world made uniformly\\nblack. This enables the viewport rendering to function as a\\nsmall view of the 3D scene during navigation, which is less\\nlikely to induce motion sickness [19, 41] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,708,477,724],\"text\":\"Creation\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,728,746,761],\"text\":\"To select an object for creation, a user flips the tablet over\\nwith their non-dominant hand, browses a list of objects using\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300243_pdf_shortened_page_5_figure_011.png\",\"bbox\":[420,781,739,902],\"reading_order\":11,\"tags\":[],\"alt_text\":\"The image illustrates two distinct interactions with a tablet device. In the first scenario, a hand's finger directly presses a button displayed on the tablet screen. In the second scenario, a finger points from the tablet screen towards an external virtual object, with a dotted line indicating the connection, while another virtual object floats above the tablet.\"},{\"label\":\"figure_cap\",\"bbox\":[420,911,745,942],\"text\":\"Figure 1: Creation. (a) Flip the tablet, select the object for\\ncreation, (b) Tap on table viewport to create.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 13\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300243_pdf_shortened_page_6_figure_002.png\",\"bbox\":[63,115,396,242],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays three different user interactions with a tablet and cube-shaped objects, illustrating augmented reality scenarios. In the first panel, a user points a virtual line from a tablet to a small cube. The second panel shows a user viewing a larger cube through a tablet while making a pinching gesture. The third panel depicts a hand directly touching a large cube.\"},{\"label\":\"figure_cap\",\"bbox\":[68,241,395,286],\"text\":\"Figure 2: Object selection. (a) Tap on tablet viewport, (b)\\nPierce tablet corner in the object and pinch, (c) Tap on the\\nface of the object.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,303,395,367],\"text\":\"a scrolling list, and taps on one to select it (O3, D6, D9). The\\nselected object appears as a 3D icon near the top of the tablet,\\nindicating creation mode is active and what object has been\\nselected for creation (see Figure 1).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,367,395,495],\"text\":\"When an object is selected, there are two ways to create\\nit in the scene. First, the user can remotely create objects\\nby pointing the ray from the back of the tablet at the grid\\non the ground plane. A tap on the tablet screen creates an\\nobject at that point on the grid (O5). Second, the user can\\ncreate objects in mid-air (50cm in front of them) by pinching\\nthe thumb and index finger of their dominant hand while\\nholding the tablet in their non-dominant hand (D1, D2).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,496,395,622],\"text\":\"Multiple objects can be created by repeating either a re-\\nmote tap or mid-air pinch, and a different object can be\\ncreated by flipping the menu and selecting a different object.\\nTo exit creation mode, a \\\"swipe-in\\\" movement is performed\\nusing the dominant hand just over the surface of the tablet.\\nThis follows the affordance of brushing off the icon of the\\ncreation object (O1, D9). We use the same gesture for deleting\\na selected object, explained later.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,623,394,656],\"text\":\"Our application supports primitive-space creation (cube,\\ncylinder, sphere, capsule) and Minecraft-style [40] blocks.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,664,238,682],\"text\":\"Selection (and Deselection)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,685,395,750],\"text\":\"In VR, selection methods differ based on how far away the\\nobject of interest is (O2, O4). So, we employ three different\\nselection methods that take advantage of the tablet's form\\nin conjunction with hand-tracking (Figure 2 ).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,751,395,784],\"text\":\"First, we use the tablet viewport for selecting a distant\\nobject, usually beyond arm's reach and within sight (O2). The\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,252],\"text\":\"user points the tablet's ray at a distant object and taps on the\\ntablet screen to select it (O3, D10). Second, a corner pointer\\nwith a bright yellow highlight at the top right corner of the\\ntablet can be used to select an object by first piercing through\\nthe object with the corner, and then using a dominant-hand\\n'pinch' gesture (O2, O4, D6, D8, D11). Third, a user can also\\nselect an object by tapping with their dominant hand on the\\nface of the object (O2, D6, D10).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300243_pdf_shortened_page_6_figure_012.png\",\"bbox\":[65,789,396,916],\"reading_order\":12,\"tags\":[],\"alt_text\":\"Three illustrations depict hands interacting with a tablet computer, consistently marked with an orange triangle on the top right. In panel (a), one hand holds the tablet at an angle while the other pinches an object on the screen, seemingly interacting with a virtual object and a stack of physical cubes. Panel (b) shows a hand holding the tablet horizontally with another hand poised to the side, and panel (c) displays a hand holding the tablet at an angle while another hand's finger touches the screen.\"},{\"label\":\"figure_cap\",\"bbox\":[68,917,394,948],\"text\":\"Figure 3: (a) Knuckle for multiple object selection, (b) Pinch\\nto deselect, (c) Tap on viewport to deselect.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,747,477],\"text\":\"In order to select multiple objects, a knuckle hand posture\\n(see Figure 3 , described in TapSense [25] and in the mode-\\nswitching study by Surale et al. [53] ) is used along with one of\\nthe selection methods. Selected objects are highlighted using\\ncustom shaders (orange color). When the tablet is piercing\\ntwo adjacently placed objects, only the object enclosing the\\ncorner pointer will be highlighted yellow (O6). Highlighting\\nis used to indicate the hover state (O2, O4, D10, D11). This\\nmakes the corner pointer a precise object selection method,\\nespecially in case of a cluttered scene. Objects can be in-\\ndividually deselected by selecting them again using any of\\nthe techniques, and all objects are deselected when select-\\ning `nowhere' with the corner pointer or tablet viewport, or\\nselecting another object (Figure 3 (b-c)).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,485,477,503],\"text\":\"Deletion\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,506,746,555],\"text\":\"Deletion follows selection. To delete an existing object, select\\nit and perform a \\\"swipe-in\\\" movement using the dominant\\nhand just over the surface of the tablet (see Figure 4 (a)).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300243_pdf_shortened_page_6_figure_017.png\",\"bbox\":[419,560,748,677],\"reading_order\":17,\"tags\":[],\"alt_text\":\"This image illustrates different interactions with a tablet-like device and an object. Panel (a) shows two hands pushing and pulling vertically on the device. Panel (b) depicts a two-finger gesture on the tablet screen, with an inset showing a cube being compressed. Panel (c) shows a three-finger pinch gesture on the tablet screen.\"},{\"label\":\"figure_cap\",\"bbox\":[420,677,746,707],\"text\":\"Figure 4: (a) Swipe-in to delete the object, (b) Two finger scale,\\n(c) Two finger drag to translate.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,725,590,742],\"text\":\"Rotate, Scale, and Translate\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,746,747,874],\"text\":\"Rotate, scale, and translate transformations (Figure 4(b-c))\\nfollow selection, and can be performed simultaneously. Once\\nan object is selected, orienting the tablet fixes an axis and\\nplane of transformation (Figure 5) (O1, O3, O5, O6, D9). The\\ntablet orientation has to be maintained until the end of the\\ntransformation. Two-finger touch on the tablet starts trans-\\nformation, releasing the contact disengages. Users can per-\\nform transformations with 9DOF .\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,884,469,903],\"text\":\"$$\\n Modify \\n$$\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,747,954],\"text\":\"The shape of an object can be modified by either slicing the\\nobject in an arbitrary plane or selecting a face for extru-\\nsion. Both operations follow selection. A user can slice an\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 13\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300243", "source_image_path": "test_data/3290605-3300243/3290605-3300243_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300243/results/output_json/3290605-3300243_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,283],\"text\":\"object by placing the tablet through the object with their\\nnon-dominant hand to determine a slicing plane and then\\nusing a dominant-hand pinch gesture to trigger the slice (D2,\\nD5, D11). The half of the object above the tablet's screen will\\nbe removed, and the remaining portion of the object will be\\nkept (Figure 6 (a)). To extrude, choose a face of an object by\\norienting the tablet in one of the three orientations (similar\\nto Figure 5 ). Once the desired face is selected, two finger\\nhorizontal drag on the tablet extrudes the face (inward or\\noutward). Our application supports extrusion with cube(s).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,294,168,310],\"text\":\"Text Annotation\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,316,395,507],\"text\":\"Having a physical tablet has the major benefit of provid-\\ning a means for text input (O5). To create an annotation,\\nwe leverage the creation techniques and add 'text' to the\\nscrolling list of available objects. Thus a user can place it\\nin the scene remotely or in mid-air, similar to the Virtual\\nNotepad system [44] . Annotations are interactive objects and\\ncan be selected or repositioned. When selected, a keyboard\\nwill appear on the tablet for typing and 'Enter' is used to\\ncommit the changes (O3, O5). While editing, a textbox will\\nappear just above the keyboard showing the current annota-\\ntion text. This helps maintain the focus on typing without\\nneeding to look at the annotation object directly.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,518,139,534],\"text\":\"Navigation\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,395,587],\"text\":\"Simulator sickness or motion sickness is a well-known issue\\nin virtual reality, and navigation without physical movement\\ncan exacerbate the problem. One effective way to mitigate\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,204],\"text\":\"this issue is to limit the user view. For instance, Fernandes\\net al. [19] used varying sized vignettes to limit the visual\\ninput to the user resulting in reduced motion sickness. An\\nextreme version of this is recommended by Oculus [41] , by\\nfading the scene entirely to black.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300243_pdf_shortened_page_7_figure_008.png\",\"bbox\":[67,602,393,725],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A three-panel illustration depicts a hand holding a rectangular device, such as a tablet, as it rotates through different orientations. Each view shows colored arrows originating from two corners of the device and an orange marker on a third, with a small 3D cube indicating an external frame of reference positioned near the top right.\"},{\"label\":\"figure_cap\",\"bbox\":[68,729,394,787],\"text\":\"Figure 5: Select axis of transformation using the orientation\\nof the tablet. (a) Facing up to select the x-axis, (c) Portrait\\nvertical to select the y-axis, and (c) Landscape left to select\\nthe z-axis.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300243_pdf_shortened_page_7_figure_010.png\",\"bbox\":[65,793,395,913],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A three-panel illustration shows human hands interacting with a rectangular tablet-like device in different ways. Panel (a) depicts hands removing the device from a box, panel (b) shows hands holding the device while one hand wipes its screen, and panel (c) displays hands holding the device being viewed by a person whose mouth and nose are visible.\"},{\"label\":\"figure_cap\",\"bbox\":[68,913,393,944],\"text\":\"Figure 6: (a) Slicing an object, (b) Five-finger touch to navi-\\ngate, (c) Speak to tablet and ask for help.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,204,746,315],\"text\":\"We employ a similar approach. Five-finger touch on the\\ntablet initiates navigation (see Figure 6 (b)), and while navi-\\ngating, the scene quickly fades to black, except for the tablet\\nand viewport. As a result, it is possible to see through the\\ntablet screen to view the scene. The moment navigation stops,\\nby lifting one's fingers off the tablet, the scene is brought\\nback to full visibility with a 3-second fade (D3, D4).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,316,747,570],\"text\":\"Zoom-in/out, rotate, and drag gestures are used for naviga-\\ntion. To rotate the view, touch the tablet with five fingers and\\nrotate the wrist either to the left or to the right. Finger-finger\\ndrag will initiate a move along the tablet plane (orientation),\\nwhich can be adjusted with the non-dominant hand (O5, O6,\\nD6, D7). Like transformation, navigation uses two points, the\\nmid-point of the five-finger touch and the first point of con-\\ntact to enable navigation. Note that five-finger drag moves\\nthe person in the opposite direction of the drag, which has the\\neffect of the view rendered on the tablet moving in the same\\ndirection as the fingers. The five-finger zoom in/out gesture\\nnavigates from the initial position to the forward/backward\\ndirection pointed by the tablet, respectively (D5). In our ap-\\nplication, rotation rotates the user view around the up axis\\npointing toward the sky. Note tablet orientation makes no\\ndifference for scene rotation.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,582,506,599],\"text\":\"Seeking Help\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,747,730],\"text\":\"To request help, the user can old the tablet with two hands\\n(D6) up to their chin (see Figure 6 (c)) and query into the\\nmic (O4). Voice recognition on the tablet responds to the\\nquery. Here, a metaphor of a person thinking while holding\\na writing pad against the chin is used. A quick help video is\\nplayed a meter in front when the distance between the HMD\\n(D4) and the tablet is within range (≈ 10cm). The video stays\\nin the view as long as the gesture is maintained.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,742,506,759],\"text\":\"System Menu\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,746,842],\"text\":\"Butterworth et al. [12] demonstrated the use of system menu\\nin early work on VR 3D modelling for operations such as\\nundo, redo, cut, copy, and paste. In our system, hold the\\ntablet in the dominant hand to access the system menu (D2).\\nMultiple options are available: For instance, share, clear, exit.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,853,565,870],\"text\":\"6 USER EVALUATION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,873,747,954],\"text\":\"Our evaluation protocol and the goals of the user evaluation\\nare similar to Arora et al.'s investigation [1] . We focus on\\noverall usability of the system to replicate a predefined target\\nmodel, understand user workflow, and analyze user feedback\\nto spot shortcomings. We also ask participants to use our\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 13\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300243/results/markdown/3290605-3300243_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[109,118,705,151],\"text\":\"RotoSwipe: Word-Gesture Typing using a Ring\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[84,168,291,250],\"text\":\"Aakar Gupta\\n\\nCheriton School of Computer Science\\nUniversity of Waterloo\\nWaterloo, Canada\\naakar.gupta@uwaterloo.ca\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[303,168,510,250],\"text\":\"Cheng Ji\\n\\nCheriton School of Computer Science\\nUniversity of Waterloo\\nWaterloo, Canada\\nc7ji@uwaterloo.ca\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[546,168,705,250],\"text\":\"Hui-Shyong Yeo\\nSchool of Computer Science\\nUniversity of St. Andrews\\nSt. Andrews, UK\\nhsy@st-andrews.ac.uk\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[220,261,375,343],\"text\":\"Aaron Quigley\\n\\nSchool of Computer Science\\n\\nUniversity of St. Andrews\\n\\nSt. Andrews, UK\\naquigley@st-andrews.ac.uk\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[413,261,619,343],\"text\":\"Daniel Vogel\\n\\nCheriton School of Computer Science\\n\\nUniversity of Waterloo\\nWaterloo, Canada\\ndvogel@watertloo.ca\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300244_pdf_shortened_page_0_figure_009.png\",\"bbox\":[72,361,750,528],\"reading_order\":9,\"tags\":[],\"alt_text\":\"Three diagrams illustrate various hand and wrist orientations for interacting with a virtual object labeled \\\"TAS\\\". Each diagram shows a person, either seated or standing, with a blue ring-like device on their finger, alongside multiple detailed views of the hand demonstrating specific angular rotations (e.g., +30°, -50°) for \\\"Palm-to-the-ground,\\\" \\\"Palm-to-the-side,\\\" and \\\"Hand-down\\\" positions.\"},{\"label\":\"figure_cap\",\"bbox\":[116,528,697,545],\"text\":\"Figure 1: RotoSwype ring-based word-gesture typing for AR: candidate hand postures with rotation ranges.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,546,142,563],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,568,395,744],\"text\":\"We propose RotoSwipe, a technique for word-gesture typing\\nusing the orientation of a ring worn on the index finger. Roto-\\nSwipe enables one-handed text-input without encumbering\\nthe hand with a device, a desirable quality in many scenar-\\nios, including virtual or augmented reality. The method is\\nevaluated using two arm positions: with the hand raised\\nup with the palm parallel to the ground, and with the hand\\nresting at the side with the palm facing the body. A five-day\\nstudy finds both hand positions achieved speeds of at least\\n14 words-per-minute (WPM) with uncorrected error rates\\nnear 1 % , outperforming previous comparable techniques.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,546,525,563],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[422,566,724,584],\"text\":\"• Human-centered computing → Interaction tech.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,595,502,611],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,615,681,632],\"text\":\"interaction techniques, controlled experiments;\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,636,554,652],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,653,747,724],\"text\":\"Aakar Gupta, Cheng Ji, Hui-Shyong Yeo, Aaron Oquleg, and Daniel\\nVogel. 2019. RotoSwepe: Word-Gesture Typing using a Ring. In CHI\\nConference on Human Factors in Computing Systems Proceedings\\n(CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK . ACM, New York,\\nNY, USA, 12 pages. https://doi.org/10.1145/3290605.3300244\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,734,550,751],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,755,747,948],\"text\":\"Text-entry for head-mounted devices (HMDs) for augmented\\nreality (AR), virtual reality (VR) remains an open problem.\\nExisting approaches introduce solutions that use hand-held\\ncontrollers [22, 63] or swiping on smartglasses [1, 25, 82] .\\nHowever, hand-held controllers are not feasible for AR, es-\\npecially in mobile scenarios. Swiping on smartglasses solves\\nthat problem, but current techniques report up to 10 WPM for\\nexpert use, which requires improvement. A second problem\\nwith these approaches is that the techniques are optimized\\nfor a dedicated device and do not allow for cross-device text-\\ninput. Controllers work best with VR, swiping on the edge\\nof smartglasses is specific to touch-sensitive AR HMDs, and\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,751,394,858],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,858,273,871],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,873,394,898],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,266,926],\"text\":\"ACM ISBN 978-1-4503-5970-2/19.05...$15.00!\\nhttps://doi.org/10.1145/3296605.3300244\",\"reading_order\":24,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 14\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,220],\"text\":\"none of these techniques can work with other smart devices\\nsuch as a distant screen or a smart-watch or an IOT (Internet-\\nof-Things) device. An ideal technique would be one which\\ncan be useful across these device scenarios. While speech is\\nan obvious solution, it can be error-prone for certain users\\nand situations, and can be socially awkward.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,395,681],\"text\":\"We propose RotoSwoype, a technique that inputs text us-\\ning a ring in mid-air. RotoSwoype uses ring-motion, and\\nconsequently wrist-motion, to draw a motion trace over\\nthe keyboard, which types a word. Shape-writing or word-\\ngesture typing (WGT) was introduced by Kristensson and\\nZhai [40, 41, 83] wherein users write a word by tracing a\\npath traversing the letters on the keyboard using a stylus or\\na finger. Instead of a finger, RotoSwoype uses the ring's tilt-\\nmotion to trace a path over the keyboard. RotoSwoype is the\\nfirst ring-based technique that enables word-gesture typing.\\nRotoSwoype has the following characteristics: a) Unencum-\\nbered : RotoSwoype does not require a hand-held device, but a\\nfinger-worn ring with a simple motion sensor that allows a\\nminiature design. However, it is not completely freehand [7] ,\\ngiven the ring, and therefore we term its use as unencum-\\nbered . b) One-handed : While typing, the input is completely\\none-handed, thus allowing greater flexibility in on-the-go\\nscenarios or when the second hand is encumbered. c) Self-\\ncontained : RotoSwoype is self-contained and does not need a\\nsurface to provide input, enabling the user to type in mid-air,\\nin any posture, sitting or standing. d) Eyes-away : RotoSwoype\\ndoes not need the user to pay attention to the text-input\\ndevice, freeing them to look at the keyboard, wherever it\\nmay be. e) Any-qwerty input : Using word-gesture typing\\nalong with a qwerty keyboard means that RotoSwoype can\\nwork with any existing qwerty keyboard on any device in-\\ncluding HMDs for AR/VR. Given the lock-in effect of qwerty\\ntoday [8] , it is essential for a text-entry technique to support\\nqwerty-based typing.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,395,936],\"text\":\"In this work, we design and implement RotoSwipe to\\nwork with a standard Android keyboard. We support two\\nhand postures: when the hand is above the waist; and when\\nit is below the waist, relaxed. Since ring orientation changes\\ncompletely for these two postures, we design two slightly\\ndifferent styles of text-entry for the two postures, which\\nwe refer to as - Hand-Up and Hand-Down . For Hand-Up ,\\nwe further compare for performance between two different\\nmappings of ring orientation to the keyboard plane. Finally,\\nwe conduct a five-day study for both Hand-Up and Hand-\\nDown postures with a HMD. The results show that with <60\\nmins of typing, both postures result in a speed of ~ 14 WPM,\\nwith a near 1 % uncorrected error rate, outperforming current\\ntechniques that do not use a hand-held controller. The results\\nfurther showed no signs of plateauing indicating the scope\\nfor further improvement.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,205],\"text\":\"We make the following contributions: 1) Propose and im-\\nplement a ring-tilt-based word-gesture typing technique that\\nenables unencumbered, one-handed qwerty typing for HMDs\\n(and other devices). 2) Demonstrate using a 5-day study that\\nRotoSwype is fast, accurate, and easy to learn.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,215,682,231],\"text\":\"2 BACKGROUND AND RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,235,686,252],\"text\":\"Tilt-based Text-entry for Handheld Devices\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,256,747,719],\"text\":\"A subset of text-entry techniques proposed for handheld\\ndevices (feature phones, smartphones, controllers) can po-\\ntentially be useful for AR/VR scenarios. While there are\\neyes-free techniques that rely on touch gestures or tapping\\ninput on custom layouts [6, 9, 46] , many potentially useful\\ntechniques incorporate tilt. Tilt-based text-entry has been ex-\\nplored with the following characteristics: discrete/continuous\\ntilting, custom/standard (12-key, qwerty) layouts, and letter-\\nentry/word prediction. Tilt-type [57] uses multi-step discrete\\n8-directional tilting to enter letters on small screens. Tilttext\\n[74] uses discrete 4-directional tilting to disambiguate the\\nletter after keypress on the standard 12-key keypad. Ges-\\nText [35] uses discrete 8-directional tilting with a Winnote\\ncontroller on a custom layout for letter-entry. Castellucci\\net al. [12] investigate H4Writer, a Huffman code-based lay-\\nout which uses 4-directional Winnote tilting for text entry.\\nUngesture [60] and Hex [75] use a sequence of discrete tilt-\\ning gestures on a custom layout with word groupings and\\nthen infer the desired word. While WGT using touchscreens\\nhas been heavily investigated, WGT or similar approaches\\nusing continuous tilt to control a path over the letters have\\nbeen rarer. RoText [71] maps a smartphone's 1D tilt range\\nto a 1D letter layout and predicts words based on the user's\\ntill motion along the range. Technically, the closest work to\\nRotoSwipe is Yeo et al.'s SWiM [78] , that uses 2D continuous\\ntill movements of the smartphone to generate a WGT trace\\non the smartphone's qwerty keyboard. Participants achieved\\nspeeds of 15.5 WPM after 3 blocks. However, SWiM requires\\na hand-held device and hence encumbers the hand.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,730,693,747],\"text\":\"Mid-air text-entry without handheld devices\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,750,747,925],\"text\":\"Techniques that support typing while the hand is in air, but\\ndo not require a handheld device can be divided into three\\nparts: a) using wrist wearables, b) using freehand gestures,\\nand c) using finger-wearables. Multiple wrist wearables ex-\\nplore text-entry on the smartwatch using the second hand\\n[2, 23, 27, 33, 50, 79] , and recognition of wrist-tilt & same-\\nhand finger gestures [18, 21, 84] . However, none of these\\ntechniques investigate single-handed text-entry. Within free-\\nhand gestural text-entry, prior work propose hand track-\\ning for recognizing handwritten letters or Graffiti strokes\\n[53, 61] in air. ATK [80] demonstrates bimanual 10-finger\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 14\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 2\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"typing in air using Leap Motion. Vulture [48] tracks a single-\\nhand using fiducial markers and performs mid-air WGT on\\na distant, large screen keyboard, achieving 20.6 WPM by the\\n$10^{th}$ session ( 4.5hrs). However, Vulture depends on high-\\nprecision position tracking of the hand and fingers in space.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,395,602],\"text\":\"Among finger-wearables, there has been recent work on\\nglove-typical [5, 73, 76] wherein the hand's four fingers are\\ninstrumented with touch sensors and letters or letter groups\\nare assigned to different finger areas which are tapped by the\\nthumb of the same hand. The best performance was recorded\\nby DigiTouch [73] with 16 WPM after 200mins of practice.\\nWristText [20] detects joystick-like wrist motion using a wide\\narray of infrared and piezo sensors on the wrist to move a\\ncursor on a circular keyboard on a smartwatch. The motion is\\nconverted into text using word prediction. WristText reports\\nspeeds of 15.9 WPM after 5 days. There are other text-entry\\ntechniques that just require single-finger instrumentation\\nusing a ring [54, 65] but are applicable for typing on surfaces\\nand not in mid-air. Other finger-worn wearables that use\\nvision [13, 51] , magnets [3, 15, 29] , infrared reflectors [26, 55] ,\\nmotion [28, 36, 52] , and touch [67, 69] do not explore text-\\nentry. The only current single-handed ring-based typing\\ntechnique in mid-air is Kim et al.'s ThumbText [38] , that\\nperforms a two-step letter-entry by selecting a zone and then\\nthe letter within that zone using a miniature touchpad on the\\nfinger. Kim et al. [38] additionally adapt prior Swipeboard\\n[17] and H4 [12] techniques for the ring. In a study that\\nsimulated expert use (by investigating phrases composed of\\nonly 14 specific words), ThumbText achieved a speed of 11.4\\nWPM.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,613,173,632],\"text\":\"Typing in VR/AR\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,395,955],\"text\":\"While the above techniques may potentially be useful for\\nAR/VR, most have not been explicitly studied for it. Exist-\\ning work on typing in VR includes bimanual typing using\\nphysical keyboards [39, 43, 70] , augmented VR views [49] or\\nhandheld devices and controllers [22, 63] . Spiescher et al. [64]\\nprovide a good overview of VR text-entry methods. They\\nfurther compare six letter-entry techniques including biman-\\nual controller raytracing (BCR), controller tapping, freehand\\nraytracing, a directional pad, and headpointing (raytracing\\nfrom the head). All techniques use two hands except head-\\npointing. For typing sessions of 10mins each, BCR performed\\nbest with 15 WPM, while headpointing was at 10.2 WPM. Yu\\net al. [81] compare letter-entry and WGT using headpoint-\\ning for an HMD, and found WGT to be the fastest, reaching\\n24.7 WPM in the final session (80 phrases). Headpointing is\\na reasonable no-handed (although it requires button input\\nfor word confirmation) typing method for AR/VR. However,\\nconstant head-movement may not entirely be comfortable\\nor preferred. Further, since the scene or the augmented ob-\\njects in AR change with head movement, such typing will\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,172],\"text\":\"require the keyboard to move with the headset. This may\\nbecome a constraint in scenarios where the designer wants\\nthe keyboard to be fixed within the scene.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,172,747,476],\"text\":\"Other approaches investigate typing for smart glasses ad-\\ndressing the more mobile AR contexts where controllers are\\nnot present. PalmType [72] overlays a keyboard on the palm\\nand uses 3D tracking to locate finger taps on it. HoldBoard [1]\\ninvestigates letter-entry on a smartwatch for smartglasses\\nand reaches 10.2 WPM after 4hrs of practice. Both these\\nletter-entry techniques require two hands. Grossman et al.\\n[25] investigate multi-step touch-swiping on smartglasses\\nand report an expert speed of 8.7 WPM for SwipeZone. Yu\\net al [82] design 1D gestures for each letter and investigate\\nword-level entry where a word is inferred from a sequence\\nof letter gestures. Upon comparison with the ILine keyboard\\n[42] that compresses the qwerty keyboard into a single line\\nand supports WGT, it outperformed, reaching 9.7 WPM for\\nexpert use. Even though these are reliant on the specific\\nmartglass affordances, the swiping techniques enable un-\\nencumbered single-handed typing for HMDs and including\\nthe ring-based ThumbText, can be considered the current\\nbenchmarks in the space that RotoSwipe is tackling.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,486,540,503],\"text\":\"Ring Gesture Input\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,506,747,731],\"text\":\"Besides text-entry, rings have been used to detect finger or\\narm movement for static and dynamic gestures. Static ges-\\ntures include detection on 2D surfaces using a camera [77] ,\\nin air using infrared [56] , and on the ring itself using multi-\\ntouch [68] . Dynamic gestures include IMU+optical sensors\\nfor on-surface movement [37, 52] . Some works use magnets\\nin the ring combined with wrist sensing to detect 1D twist-\\ning of the ring around the finger [4] or 2D finger tracking\\naround a watch [30] . Cyclopsring [14] is a fish-eye camera\\nring that can be used to track real-time writing on the other\\npalm. uTrack [16] performs in-air 3D pointer control using a\\ncombination of two magnetic rings on different fingers. It's\\nnotable that none use tilt for 2D pointer control in air like\\nRotoSwype.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,741,582,758],\"text\":\"3 ROTOSWYPE DESIGN\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,761,747,955],\"text\":\"In RotoSwipe, the ring's (and therefore, the wrist's) angular\\nmovement or rotation translates to the x-y movement of a\\npointer on the keyboard (Figure 2 ). The steps involved in\\ntyping are as follows: 1) Rotate the hand so that the pointer\\nis on the first letter of the desired word, and click the ring's\\nbutton (Figure 2 (b)) to begin word-gesture input. 2) Rotate\\nthe hand so that the pointer traces a path over all successive\\nletters, in order. 3) When the pointer is over the last charac-\\nter, click the ring's button to end input. The top predicted\\nword from the path traced can be seen in the input text box.\\n4) (Optional) To select a different word from the word sug-\\ngestion box, rotate the hand to bring the pointer over the\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 14\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300244_pdf_shortened_page_3_figure_002.png\",\"bbox\":[67,125,393,360],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A person wearing a VR headset has a sensor attached to their finger and a circuit board on their wrist. The image also displays close-ups of the finger sensor and the VR headset's interior, alongside a smartphone screen showing a virtual keyboard and text input.\"},{\"label\":\"figure_cap\",\"bbox\":[68,361,394,434],\"text\":\"Figure 2: a) User typing using RotoSwype, b) Ring with but-\\ntom, c) MoGo headset with phone inside, d) The phone screen\\n(what the user sees inside the headset). Shows the round,\\nblue pointer drawing a trace over keyboard. The button to\\nthe right of letter m is designated as the Submit button.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,452,394,612],\"text\":\"desired suggestion and click the ring's button. The word\\nsuggestion bar area is only accessible by the pointer once the\\nuser clicks the ring's button after performing a trace. This is\\ncrucial to preventing the pointer from overshooting the key\\narea during wrist rotation. 5) Return to the keyboard area\\nand start from 1) again to enter the next word. To submit the\\nfinal phase, take the pointer over the Submit key (Figure 2 ),\\nand click the ring's button. To delete a word, the user can\\nlong-press (500ms) the ring's button. As in standard WGT,\\nthe system has no provision for per-character deletion.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,624,132,640],\"text\":\"Hardware\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,643,394,948],\"text\":\"To build the ring (Figure 2 ), we used an MPU6050 [34] , a\\n6-axis motion-tracking sensor mounted on an Arduino Pro\\nMini and attached to a velcro ring with a physical button. We\\nuse the MPU6050's on-board DMP sensor fusion algorithm\\nthat processes the gyroscope and accelerometer values to\\nprovide the absolute orientation in terms of roll and pitch\\nangles. This roll and pitch data is smoothed out using the\\n1-Euro filter [10] and converted into a gesture trace for the\\nappropriate keyboard. For our exploration, we use the Nexus\\n4 Android smartphone encased inside the MoGo headset\\n[45] (Figure 2c ). The MoGo headset is not a VR headset, but\\ninstead contains special lenses that transfer very close ob-\\njects in front of the eyes to a distance of comfort for eye\\nconvergence, thus allowing the user to see the smartphone\\nkeyboard normally at such a close distance. To utilize state-\\nof-the-art WGT algorithms, we used the SwiftKey keyboard\\napp and injected touch events programmatically to gener-\\nate a gesture trace on the keyboard (Figure 2d ). To ensure\\nzero latency, event injection was handled via Android NDK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"[19] since even injection via the Android shell lags when\\ninjecting continuous touch events for the trace.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,168,594,185],\"text\":\"RotoSwype Design Features\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,188,746,316],\"text\":\"Position-Control: Position control refers to mapping the\\nrange of rotational displacement to the keyboard so that\\nthe relative rotational position determines the pointer po-\\nsition. Velocity control refers to using the velocity of the\\nwrist movement to control the pointer. Prior work shows\\nthe superiority of position-control against velocity-control\\nfor tilt-based interactions [66] . Thus, similar to SWIM [78] ,\\nRotoSwipe employs position-control of the pointer.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,323,746,467],\"text\":\"Pitch and Roll: RotorSvype maps the absolute orientation of\\nthe ring along the pitch & roll dimensions to the keyboard's\\nx-y dimensions. Absolute orientation along pitch & roll di-\\nmensions gets calculated highly accurately since it depends\\non gravity. Although using yaw would open more options\\nfor RotorSvype's design, getting absolute orientation along\\nyaw requires a magnetometer which is susceptible to electro-\\nmagnetic interference and at times, inconsistent calibration\\nissues.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,475,746,538],\"text\":\"Linear Mapping: Similar to SWIM, RotoSwype uses linear\\nmapping to map the pitch-roll orientation to the keyboard.\\nThis is motivated by earlier work that showed linear mapping\\nto be more accurate than quadratic for text-entry [71] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,538,746,682],\"text\":\"Prior work on wrist rotation control showed that users can\\ncomfortably control approximately $5^\\\\circ$ - $10^\\\\circ$ of discrete angu-\\nlar levels along pronation-supination and flexion-extension,\\nand a lower resolution of control for ulnar-radial deviation\\n[58] . While RotoSwype relies on a continuous mapping of\\nwrist rotation to the keyboard, angular range still affects the\\nresolution of control. We therefore based our approach on\\nmaximizing the amount of angular movement in either axis,\\nwhile ensuring comfortable movement.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,694,548,710],\"text\":\"RotoSwype Postures\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,714,746,890],\"text\":\"We investigate RoboSwype for two different arm postures:\\nhand-up - user's hand is above the waist and is approximately\\nparallel to the ground, and hand-down - user's hand is below\\nthe waist, orthogonal to the ground. Typing support in both\\npostures can be useful in different scenarios. For instance,\\nhand-up typing may be more conducive when sitting, and\\nhand-down, when standing. For hand-up , we consider two\\nwrist postures: palm-to-the-ground (Figure 1a centre) and\\npalm-to-the-side (Figure 1b centre). We now describe the\\npostures in detail, with the ring worn on the right hand's\\nindex finger, assuming a right-hand dominant user.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,897,746,946],\"text\":\"Hand-up: Palm-to-the-ground (PTG) (Figure 1 a) . For PTG, the\\nwrist pronation-supination (Figure 1 a left-right) motion leads\\nto rotation along the roll and corresponds to the keyboard's\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 14\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,332],\"text\":\"x-axis. Since pronation is more constrained than supina-\\ntion [24] , we map an asymmetric roll angle range of $-30^\\\\circ$\\nto $50^\\\\circ$ to the keyboard's x-axis left-to-right. The up-down\\nwrist bending motion (Figure 1 a up-down) leads to rotation\\nalong the pitch and corresponds to the keyboard's y-axis. The\\nup-down wrist-bending motion is predominantly extension-\\nflexion (face of the palm moving away or towards the hand),\\nhowever at the far supination angles, it may lead to radial-\\nulnar deviation (side of the palm moving away or towards\\nthe hand). Again, considering the asymmetric movement\\nconstraints [24] , we map a pitch angle range of $-50^\\\\circ$ to $30^\\\\circ$\\nto the keyboard's y-axis bottom-to-top (excluding the line\\nwith the space bar and including the suggestion bar).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,395,572],\"text\":\"Notice that both roll and pitch motion have the same $80^\\\\circ$\\nrange, but are mapped to differing lengths on the keyboard\\n(x-y). Thus the user has a lower precision of control for\\nthe pointer movement along the x-axis, compared to the\\ny-axis. While the pronation-supination maximum range is\\nlarger [24] , we cannot utilize a higher range since the hand's\\nrotational motion for typing is across the pitch-roll axes si-\\nmultaneously, and not along the individual axes separately.\\nThus, the user needs to be able to comfortably reach the four\\ncorners of the keyboard and all the points in between. After\\ntrying multiple ranges, we conducted a pilot with four partici-\\npants. The above ranges were the maximum possible values\\nthat would allow a user to comfortably reach the four roll-\\npitch angles, $(-30^\\\\circ, -50^\\\\circ), (-30^\\\\circ, 30^\\\\circ), (30^\\\\circ, -50^\\\\circ), (50^\\\\circ, 30^\\\\circ)$ ,\\ncorresponding to the four keyboard corners.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,578,395,801],\"text\":\"Hand-up: Palm-to-the-side (PTS) (Figure 1b). In PTG, the ring\\nis worn such that the sensor is at the top of the finger. There-\\nfore, the roll angle is $0^\\\\circ$ when the palm is to the ground.\\nFor PTS, the ring is worn to the side of the finger, and so\\nroll angle is $0^\\\\circ$ when the palm is to the side. The pronation-\\nsupination motion still corresponds to the keyboard's x-axis,\\nbut with a symmetric and larger roll angle range of $-50^\\\\circ$ to\\n$50^\\\\circ$ (Figure 1b left-right). The up-down wrist bending motion\\nstill corresponds to the keyboard's y-axis, but is ulnar-radial\\ndeviation when the user supinates, and is extension-flexion\\nwhen the user pronates. We map a smaller but symmetric\\npitch angle range of $-35^\\\\circ$ to $35^\\\\circ$ to the keyboard's y-axis.\\nThe same process as PTG was followed to arrive at the PTS\\nranges.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,801,395,914],\"text\":\"The precision of control for the pointer movement in PTS\\nis more consistent among the two axes, with 100° for the\\nx-axis and 70° for y. However, PTS consists much more of the\\nradial-ulnar deviation movement which is harder to control\\nand perform [58] . To see which wrist posture would be better\\nfor the hand-up scenario, we conducted a study that will be\\ndescribed later.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,395,954],\"text\":\"Hand-down (Figure 1c). Typing in the hand-down posture\\nshould be much less tiring for the hand, especially if the user\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,220],\"text\":\"types in the hand-up posture without an elbow support (like\\na chair's handle). There is sparse research on gestures for the\\nhand-down pose, but recent work has shown interest in the\\nspace [44, 62] owing to its relaxed nature compared to the\\ngorilla-arm fatigue [32] associated with hand-up gestures in\\nair.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,747,427],\"text\":\"In hand-down , the user's arm is orthogonal to the ground,\\nwith the palm facing the leg. Here, flexion-extension corre-\\nsponds to the keyboard's x-axis with a range of $-45^\\\\circ$ to $25^\\\\circ$\\n( Figure 1c left-right ). Radial-ulnar deviation predominantly\\ncorresponds to the y-axis with a range of $-25^\\\\circ$ to $45^\\\\circ$ , how-\\never reaching the corners comfortably may require some\\npronation-supination as well. The range here is smaller, with\\n$70^\\\\circ$ for both x and y, but is the maximum possible within\\ncomfort range. A second orientation where the the palm face\\nis orthogonal to the leg was considered. However, in this\\ncase, the x-axis corresponds to radial-ulnar deviation, and it\\nwas harder to reach all four corners comfortably with any\\ncombination of mappings.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,427,747,523],\"text\":\"We built the RotoSwype technique to be functional with\\nwrist movement alone. This prevented arm fatigue that re-\\nsults from big hand motions. Not requiring the user to use fin-\\nger motion simplifies the technique further. However, users\\nare free to use arm and finger motion to increase the flexibil-\\nity of their movements.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,533,727,550],\"text\":\"4 HAND-UP PRELIMINARY STUDY: PTG VS PTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,554,541,572],\"text\":\"Experiment Design\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,575,747,670],\"text\":\"We conducted a small preliminary experiment to compare\\nPTG and PTS for their speed and accuracy. 10 right-handed\\nparticipants (4F, 6M, age: $\\\\mu$ = 23.9, range=19-29) took part, 7\\nof whom had prior experience with word-gesture typing. The\\nstudy followed a between-subjects design with 5 participants\\neach in PTS and PTG.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,677,747,902],\"text\":\"Apparatus. The apparatus is the same as described above\\nwith the keyboard being 5cm wide and 2.1cm high (from\\njust above the space bar to just above the suggestion bar\\nsince word-gesture typing introduces space automatically\\nafter word completion). The headset allows the user to wear\\nspectacles. A long-press on the ring's hard button (500ms)\\ninvokes backspace which deletes the prior word (same as in\\nstandard word-gesture typing). To submit a phrase and go to\\nthe next one, the user takes the pointer to the Submit button\\nand clicks the ring's button. We use the TEMA app [11] for\\npresenting random phrases from Mackenzie et al's phrase-set\\n[47] , and logging the metrics. There was no auto-correction\\nand next-word prediction, only the word suggestions for the\\npath that was traced.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,909,747,942],\"text\":\"Procedure: Participants sat on a chair for the study duration.\\nThey were allowed to rest their elbow on the chair's arm-rest\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 14\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,746,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[80,118,380,133],\"text\":\"Table 1: PTG vs PTS Prelim. study result: Mean, 95% CI\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[73,138,386,208],\"text\":\"
MetricPTGPTSANOVA
WPM5.5 (3.9, 7.1)8.7 (6.1, 11.3)$F_{1,8} = 8.525$, p<.05
UER2.7 (1.3, 4.1)3.2 (2.9, 7.3)n.s.
CER19.1 (12.6, 25.6)16.5 (12.5, 20.5)n.s.
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A table presents metrics for PTG and PTS, along with ANOVA results. The metrics are WPM, UER, and CER, each showing a mean value with a confidence interval for PTG and PTS groups. The ANOVA column indicates statistical significance with F-statistics and p-values for WPM, and \\\"n.s.\\\" for UER and CER.\",\"figure_path\":\"tables/3290605-3300244_pdf_shortened_page_5_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,216,395,488],\"text\":\"while ensuring that it did not affect typing. Each participant\\nwas first introduced to word-gesture typing and asked to\\npractice with it for 5mins regardless of if they had used it\\nearlier. The technique was then introduced without the head-\\nset, while the experimenter guided them. They performed\\none complete practice sentence with experimenter guidance\\nfollowing which they then wore the headset and performed\\none practice sentence more before starting the study. Par-\\nticipants were instructed to perform the task as quickly and\\naccurately as possible. As is the norm, they were asked to\\ncorrect errors if they notice it immediately, but ignore them\\nif they notice it after typing more words. They performed\\n10 phrases , followed by a 5min break, and then 10 phrases\\nmore. Participants were also free to relax between any two\\nphrases and start the next phase when they felt ready. The\\nwhole session took 45mins. Each participant performed 20\\nphrases, for a total of 100 phrases per technique.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,494,395,797],\"text\":\"Measures. We measured three metrics: Speed , Uncorrected Er-\\nror Rate (UER) , Corrected Error Rate (CER) . Speed is measured\\nin the standard words-per-minute (WPM) metric which starts\\nwhen the user clicks the ring's button to start the path traced\\nand ends at the last button click before user clicks on Submit\\n(This can be the click at the end of trace or the one to select\\nanother suggestion, whichever happens later). This includes\\nthe time spent by the user correcting errors. As in prior word-\\ngesture typing work [85] , we use UER , UER $=(MWD(S, P)$\\n$\\\\times 100)/Len(P)$ , where MWD is the minimum word distance\\nbetween the transcribed phrase $S$ and target phrase $P$ , and $L$\\nis the number of words in $P$ . Since participants performed\\nword-level corrections by deleting a word and retyping CER\\nis defined as $CER = (WD \\\\times 100)/Len(P)$ , where WD is the\\nno. of word deletions performed in the phrase. Error rates\\nbased on word distances are generally higher than string\\ndistance error rates since an error caused due to erring on a\\nsingle character while gesturing will render the whole word\\nincorrect.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,808,191,826],\"text\":\"PTG vs PTS: Results\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,829,395,942],\"text\":\"A one-way anova shows that PTS's speed is significantly\\ngreater than PTG, while UER and CER are comparable (Table\\n1 ). Even with five users, it was clear that PTS performed\\nbetter than PTG. Multiple PTC participants reported that\\nthe pronation motion to left of the PTG posture was quickly\\nfatiguing and when combined with extension, it got more\\nuncomfortable as the phrases progressed. Based on these\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,173],\"text\":\"results, we selected PTS as the technique for the Hand-Up\\nscenario and ran a five-day study to analyze the text-entry\\nperformance of Hand-Up (HU) PTS and Hand-Down (HD).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,184,640,201],\"text\":\"5 ROTOSWYPE FIVE-DAY STUDY\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,746,331],\"text\":\"The goal of this study was to analyze the short-term and\\nmedium-term performance of the two RotoSwipe POSTURE s:\\nHU-PTS and HD, including their learning curves. We be-\\nlieve that a real-world ring typing technique should be able\\nto support both these postures. Therefore, the study is not\\naimed at comparing the two techniques but at analyzing how\\npromising both their performances are in terms of speed,\\naccuracy, and usability.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,331,747,603],\"text\":\"16 right-handed participants (6F, 10M, age: $\\\\mu = 23.5$ ,\\nrange=18-30), different from the prior study, took part. 12\\nparticipants had prior experience with word-gesture typing.\\nThe study followed a between-subjects design with 8 partici-\\npants each in HU-PTS and HD. Each participant performed\\n20 phrases each day for five consecutive days . Apparatus and\\nprocedure are the same as the prior study. For HU, users sat\\non a chair while typing. For HD, the users stood while typing\\nwith sitting during the 5min breaks. For days 2-5, partici-\\npants performed one practice phrase each day after wearing\\nthe headset to ensure that they were comfortable with the\\nsetup. The overall study time over five days was 2.25hrs, with\\n<60 mins of phrase typing. In all, 8 participants × 5 days ×\\n20 phrases × 800 phrases were typed for each posture. We\\nremoved outlier phrases whose speed was 3 standard de-\\nviations outside the mean for a particular participant for a\\nparticular day. A total of 19 (2.3%) phrases were removed.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,614,469,630],\"text\":\"Results\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,745,666],\"text\":\"A mixed anova was conducted for speed, UER, and CER with\\nPOSTURE as the between factor and DAY as the within factor.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,673,746,723],\"text\":\"Speed. Figure 3 shows the speeds over 5 days. HU-PTS starts\\nwith a speed of 8.9wpm on Day 1 to 14.4wpm on Day 5.\\nHD starts with a speed of 9.2wpm on Day 1 to 14.8wpm\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300244_pdf_shortened_page_5_figure_015.png\",\"bbox\":[419,723,748,920],\"reading_order\":15,\"tags\":[],\"alt_text\":\"This line graph illustrates the mean speed in words per minute (WPM) over five days for two conditions, \\\"Hand-Up\\\" and \\\"Hand-Down\\\". Both groups show an increasing trend in speed from Day 1 to Day 5, with error bars indicating 95% confidence intervals.\"},{\"label\":\"figure_cap\",\"bbox\":[421,920,745,949],\"text\":\"Figure 3: Mean speed (WPM) for Hand-Up (PTS) and Hand-\\nDown over 5 days. Note that y-axis does not start at origin.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 14\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300244_pdf_shortened_page_6_figure_002.png\",\"bbox\":[67,118,397,293],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This line graph displays \\\"Mean UER%\\\" on the y-axis across five days on the x-axis. It shows two conditions, \\\"Hand-Up\\\" (orange circles) and \\\"Hand-Down\\\" (green diamonds), with 95% confidence interval error bars. Both conditions generally show a decrease in \\\"Mean UER%\\\" over the five days, with \\\"Hand-Down\\\" typically exhibiting lower values than \\\"Hand-Up\\\" after Day 1.\"},{\"label\":\"figure_cap\",\"bbox\":[100,296,361,311],\"text\":\"Figure 4: Mean Uncorrected Error Rate % (UER)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,314,394,443],\"text\":\"on Day 5. There is no significant effect of posture on speed.\\nHowever, Dax has a significant effect on speed for both\\nHU-PTS $(F(4,28)=24.537,p<0.001,\\\\eta_p^2=.778)$ and HD\\n$(F(4,28)=25.897,p<0.001,\\\\eta_p^2=.787)$ . For HU-PTS, pair-\\nwise comparisons showed significant differences between\\nthe following day pairs: 1-3(p<.01), 1-4(p<.005), 1-5(p<.005),\\n2-4(p<.005), & 2-5(p<.01). For HD: 1-2(p<.05), 1-3(p<.05), 1-\\n4(p<.05), 1-5(p<.001), 2-5(p<.005), & 3-5(p<.005).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,443,395,587],\"text\":\"An almost linear growth is observed with no plateauing\\nuntil the fifth day, indicating the scope for further improve-\\nment in speed. We ran four participants, two from each pos-\\nture, for two additional days and their mean speeds reached\\n19.4 WPM (HU-PTS) and 22.2 WPM (HD) by Day 7. For per-\\nspective, regular word-gesture typists recorded word-gesture\\ntyping speeds of 34.3 WPM [59] on a smartphone, 24 WPM\\non a smartwatch [23] , and 15.5 WPM using phone-tilt for\\ntyping on the phone [78] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,594,395,786],\"text\":\"UER. Figure 4 shows the uncorrected error rates over 5 days.\\nHU-PTS starts with a UER of 3.1 % on Day 1 to 1.1 % on Day\\n5. HD starts with a speed of 2.4 % on Day 1 to 0.5 % on Day\\n5. There is no significant effect of posture on UER. DAV has\\na significant effect on UER for HD ( $F(4,28) = 6.018$ , $p <$\\n0.005, $\\\\eta_p^2 = .462$ ), but not for HU-PTS. However, the low UER\\nvalues show that in both RotoSwype postures, participants\\nare able to rotate their wrists to follow the correct path for\\nat least 99 % of the time. Participants mentioned that some\\nuncorrected errors were due to words that were not present\\nin the Swifkey dictionary, but were part of the phrase-set,\\nsuch as “dewdrop”.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,395,941],\"text\":\"CER. Figure 5 shows the corrected error rates over 5 days.\\nHU-PTS starts with a CER of 16.8 % on Day 1 to 12.9 % on\\nDay 5. HD starts with a speed of 14.4 % on Day 1 to 8.9 % on\\nDay 5. Day has a significant effect on CER for both HU-PTS\\n( $F(4, 28) = 3.515, p = .05, \\\\eta_p^2 = .334$ ) and HD ( $F(4, 28) = 10.001, p < .001, \\\\eta_p^2 = .588$ ). These rates indicate that by Day\\n5, users corrected every $8^{th}$ word in HU-PTS and every $11^{th}$\\nword in HD. The low UER values compared to CER show\\nthat while participants made mistakes while tracing a word,\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,314,745,345],\"text\":\"they were able to correct that mistake and draw the correct\\ntrace upon retrying.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300244_pdf_shortened_page_6_figure_009.png\",\"bbox\":[419,118,750,292],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This is a line graph displaying \\\"Mean CER%\\\" over five days, from Day 1 to Day 5, with 95% confidence interval error bars. Two data series are plotted: \\\"Hand-Up\\\" (orange) and \\\"Hand-Down\\\" (green). Both series show a general decrease in \\\"Mean CER%\\\" from Day 1 to Day 5, with \\\"Hand-Down\\\" consistently lower than \\\"Hand-Up\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[460,295,705,310],\"text\":\"Figure 5: Mean Corrected Error Rate % (CER)\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,352,746,542],\"text\":\"Subjective Ratings & Feedback. Participants rated their expe-\\nrience using the NASA-TLX [31] on a 7-point Likert scale\\non Day 1 & Day 5 (Figure 6 ). The load across all parame-\\nters is high on Day 1, but improves by Day 5. A Wilcoxon\\nSigned-Rank test on HU-PTS's Day 1 & Day 5 ratings showed\\nthat the physical demand (Z=-2.121, p<.05), effort (Z=-2.049,\\np<.05), and performance (as judged by the user) (Z=-2.375,\\np<.05), all significantly improved by Day 5 compared to Day\\n1. For HD, the mental demand (Z=-2.328, p<.05), physical\\ndemand (Z=-2.342, p<.05), effort (Z=-2.280, p<.05), and frus-\\ntration (Z=-2.410, p<.05), all significantly improved by Day 5\\ncompared to Day 1.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,542,746,736],\"text\":\"Participants found it difficult at first to understand the\\nmapping of angular movements to the flat pointer motion\\non-screen, especially for diagonal motion. During the later\\ndays, multiple participants mentioned that they were able to\\ndraw some common words without even paying attention\\nto the screen, hinting at muscle learning of the rotational\\nmotion – “ When I see \\\"the\\\", I just type it automatically. I don't\\nhave to think or look at the keyboard . ” This trend towards\\nmuscle learning indicates that the speeds may continue to\\nimprove over a long stretch as more and more words get\\ningrained into the muscle memory. While no explicit instruc-\\ntions were given, users adapted to a specific style of typing\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300244_pdf_shortened_page_6_figure_013.png\",\"bbox\":[418,734,748,924],\"reading_order\":13,\"tags\":[],\"alt_text\":\"This image displays multiple box plots arranged in two main panels, labeled \\\"HU-PTS\\\" and \\\"HD.\\\" Each panel shows box plots for five categories: \\\"Mental D.\\\", \\\"Physical D.\\\", \\\"Effort\\\", \\\"Performance\\\", and \\\"Frustration,\\\" measured on a scale from 1 to 7 on the y-axis. Within each category, two box plots are presented, distinguished by color: magenta for \\\"Day1\\\" and cyan for \\\"Day5,\\\" with some plots showing individual data points or outliers as circles or an asterisk.\"},{\"label\":\"figure_cap\",\"bbox\":[460,925,705,942],\"text\":\"Figure 6: Subjective Ratings (Lower is better.)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 14\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300244", "source_image_path": "test_data/3290605-3300244/3290605-3300244_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300244/results/output_json/3290605-3300244_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[68,118,395,177],\"text\":\"Table 2: Summary: RotoSwope and the best performing tech-\\nnique in other modalities for HMDs. ( # Both are letter-entry\\ntechniques, not word-entry. * Both use restricted word-set to\\nsimulate expert use.)\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[84,181,373,327],\"text\":\"
TechniqueNovice Expert/NoviceExpert
WPMWPMUER%
RotoSwipe HU8.914.43.1
RotoSwipe HD9.214.82.4
ThumbText(Ring)$^{a}$ [38]5.5$^{*}$11.4$^{*}$13.3$^{*}$
Swipe on Glass [82]79.70.25
Controller Pointing$^{b}$ [63]15.4NA1
Headpointing [81]17$^{*}$24.7$^{*}$2.5$^{*}$
WristText (non-HMD) [20]9.915.20.2
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This image is a table presenting a comparison of various input techniques for text entry. It lists different techniques, along with their respective Words Per Minute (WPM) and Uncorrected Error Rate (UER%) for both novice and expert users. Some entries include asterisks or \\\"NA\\\" for not applicable data.\",\"figure_path\":\"tables/3290605-3300244_pdf_shortened_page_7_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[69,336,395,400],\"text\":\"that felt comfortable to them, regardless of whether it in-\\nvolved finger or arm motion. While wrist-motion was the\\ndominant movement for all, participants varied in the degree\\nto which they used finger or arm motion.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,411,184,427],\"text\":\"Results Discussion\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,431,396,863],\"text\":\"With <60mins of typing phrases, participants reached speeds\\nof >14 WPM with a UER of near 1 % for both postures. This\\noutperforms existing unencumbered one-handed techniques\\nthat use ring or swipe on glass. Table 2 shows the speed\\nand UER comparison with existing techniques focused on\\ntext-entry for HMDs that are single-handed (either unen-\\ncumbered like Rotoswype, or use a hand-held device) or\\nno-handed. The table also includes WrisText that is not invi-\\ntigated for HMDs, but is a relevant single-handed prediction-\\nbased technique. The novice metrics indicate the perfor-\\nmance reported by the techniques in the first session of\\nevaluation, while expert metrics indicate the best perfor-\\nmance reached by the technique in the last session. Except\\nController Pointing , all other techniques conducted multi-\\nsession evaluations with at least an hour of typing, with\\nThumbText and Headpointing using restricted word-sets to\\nsimulate expert performance at a faster rate. RotoSwype has\\nthe best reported novice and expert performance among un-\\nencumbered one-handed techniques that use ring or swipe\\non glass. Although headpointing (with word-gesture typing)\\nuses a restricted word-set, it outperforms RotoSwype. How-\\never, as mentioned earlier, it may not be possible or preferred\\nin all scenarios. The table only serves as a meta-comparison\\nacross different investigations much less formal than con-\\nducting a direct comparative study. However, given standard\\nmetrics of WPM and UER, we believe this is a reasonable\\nway to contextualize the performance of RotoSwype.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,873,173,890],\"text\":\"6 DISCUSSION\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,894,179,911],\"text\":\"Design Outcomes\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,914,395,947],\"text\":\"We summarize our design outcomes here: 1) Even though\\nyaw allows for a more direct mapping, the pitch-roll angular\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,748,444],\"text\":\"mapping to the keyboard plane works well and enables the\\ntechnique to remain free of a magnetometer that may be\\nprone to calibration issues and electromagnetic interference.\\n2) Due to limitations of the pronation+extension motion,\\nPalm-to-Side posture is better than Palm-to-Ground for a\\ncontinuous wrist tilt motion across two axes. 3) Different\\nLinear mappings of the keyboard's x and y-axis to the wrist\\nrotation axes that result in different resolutions of control\\ndoes not affect the eventual performance on the word-gesture\\nkeyboard (as long as there is a minimum reasonable range.\\nOur minimum range was 70° for the 10-key x-axis). 4) For\\nword-gesture typing, ring-based Angular mapping is com-\\npetitive with positional mapping of fingers in space. Vulture\\n[48] which uses positional tracking using fiducial markers\\nhas a speed of 10 WPM in the first session, 15 wPM after 100\\nphrases, and 20.6 WPM after 400 phrases. RotoSwope has 9\\nWPM in the first session and 14.5 WPM after 100 phrases.\\nEven if the RotoSwope's performance plateaus after 16-17\\nWPM (which is unlikely), it is still an encouraging outcome\\nfor a self-contained ring.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,455,708,472],\"text\":\"Angles, Performance & Scope for Improvement\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,475,748,793],\"text\":\"While we based our angular mapping on maximizing the\\nangular range available to the user across the axes, it is\\ncurious that HD performs slightly better than HU-PTS, when\\nits range is clearly smaller (70 $^{\\\\circ}$ for x-axis vs. HU-PTS's 100 $^{\\\\circ}$ ).\\nAlso, HD's mapping is more inconsistent across x and y-axis,\\nsince 70 $^{\\\\circ}$ is mapped to both the longer x-axis and the shorter\\ny-axis. Thus, the mapping inconsistency does not seem to\\naffect performance (not even on Day 1). The smaller range\\nalso does not seem to have an adverse effect on HD. This\\nmay be due to a combination of two reasons: 1) Users are\\nable to control the pointer with enough precision in the HD's\\nsmaller range and 2) The word-gesture inference algorithm\\nis tolerant to small path deviations. This also implies that\\nreducing HU-PTS's range may not harm its accuracy, and at\\nthe same time reduce the amount of required movement for\\nthe user. This warrants a dedicated investigation on the lower\\nlimits of the angular mapping to the current word-gesture\\nkeyboards. At the same time, the performance gap can also\\nbe possibly explained by the fact that the HD position is less\\nphysically fatiguing than HU.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,793,748,954],\"text\":\"The angular range, however, was not perfect for discrete\\nselection on the keyboard. Multiple participants mentioned\\nproblems with clicking the submit button, for which they\\nhad to go to the precise bottom-right position and click the\\nring's button. P2: \\\"It was difficult to keep the ball (pointer)\\non the button, while I took my thumb to click the button.\\\"\\nWe recognized this problem during the pilot study and to\\nminimize it, we used the pointer position on button press, not\\nbutton release. This prevented the additional deviation that\\nthe index finger would have due to the push of the thumb\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 14\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300244/results/markdown/3290605-3300244_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[196,95,618,149],\"text\":\"BeamBand: Hand Gesture Sensing with\\nUltrasonic Beamforming\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[222,158,593,229],\"text\":\"Yasha Iravantchi\\nMayank Goel\\nChris Harrison\\n\\nCarnegie Mellon University, Human-Computer Interaction Institute\\n5000 Forbes Avenue, Pittsburgh, PA 15213\\n\\n{ysi, mayank, chris.harrison}@cs.cmu.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_0_figure_005.png\",\"bbox\":[67,229,753,396],\"reading_order\":5,\"tags\":[],\"alt_text\":\"A person wears a semi-circular device on their wrist, demonstrating hand gestures. One diagram shows the device emitting colored \\\"Steered Beam\\\" lines at angles from -45° to +45° and red \\\"Focused Beam\\\" dots at 2 cm and 8 cm across the palm. Another scene shows the wrist device connected to a laptop displaying real-time data and the classification \\\"ThumbsUp\\\" as the user makes a thumbs-up gesture.\"},{\"label\":\"figure_cap\",\"bbox\":[69,397,747,427],\"text\":\"Figure 1. Beamband is a wrist worn sensor containing eight transducers (A) that uses beamforming to direct and focus ultra-\\nsound at areas of interest (B) in order to recognize a variety of hand gestures (C).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,439,142,455],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,459,394,692],\"text\":\"BeamBand is a wrist-worn system that uses ultrasonic\\nbeamforming for hand gesture sensing. Using an array of\\nsmall transducers, arranged on the wrist, we can ensemble\\nacoustic wavefronts to project acoustic energy at specified\\nangles and focal lengths. This allows us to interrogate the\\nsurface geometry of the hand with inaudible sound in a ras-\\nter-scan-like manner, from multiple viewpoints. We use the\\nresulting, characteristic reflections to recognize hand pose\\nat 8 FPS. In our user study, we found that BeamBand sup-\\nports a six-class hand gesture set at 94.6 % accuracy. Even\\nacross sessions, when the sensor is removed and re worn\\nlater, accuracy remains high: 89.4 % . We describe our soft-\\nware and hardware, and future avenues for integration into\\ndevices such as smartwatches and VR controllers.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,702,172,719],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,723,393,754],\"text\":\"Human-centered computing $\\\\rightarrow$ Human computer interaction\\n(HCI) $\\\\rightarrow$ Interaction techniques $\\\\rightarrow$ Gestural input\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,763,148,779],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,781,393,811],\"text\":\"Hand Input; Hand Gesture; Acoustic Reflectometry; Acoustic\\nBeamforming; Acoustic Interaction Techniques; Wearables\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,439,578,455],\"text\":\"1 INTRODUCTION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,745,643],\"text\":\"Robust hand gesture detection holds the promise to enrich\\nuser interfaces and improve immersiveness, whether it be\\nsmartwatches to AR/VR systems. Unfortunately, identify-\\ning hand gestures without instrumenting the hand (e.g.,\\ngloves, controllers) has proven to be challenging, which\\nmotivates the need to identify new methods. Prior research\\nincludes leveraging electromyography [38][39] , bio-acous-\\ntics [23][15] , electrical impedance tomography [50][51] ,\\ncontour sensing [7] , and worn cameras [20] . While each ap-\\nproach has its strengths and drawbacks, a common weak-\\nness is robust accuracy across users and worn sessions.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,651,745,834],\"text\":\"In this paper, we present our work on BeamBand, a new\\napproach for worn hand gesture sensing, which leverages\\nacoustic beamforming. We use small in-air ultrasonic trans-\\nducers arranged along the contour of the wrist (Figure 1 A),\\nwhich offers a stable vantage point from which to capture\\nhand pose. Using active beamforming, we steer and focus\\nultrasound towards areas of interest on the hand (Figure\\n1 B). We also multiplex our transducers, capturing beam-\\nformed reflections from slightly different viewpoints (Fig-\\nure 1 B), offering rich signals for machine-learning-driven\\nhand gesture recognition (Figure 1 C).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,842,745,959],\"text\":\"To assess BeamBand's recognition performance, we\\nconducted a ten-participant study, adopting two gesture\\nsets from the literature in order to enable direct comparison\\n(i.e., rather than developing a custom set). The first set con-\\ntained seven hand poses, while the second set has six ges-\\ntures along three axes of rotation. On these two gesture\\nsets, BeamBand demonstrates accuracies of 92.5 % and 94.6 %\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,824,387,905],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full cita-\\ntion on the first page. Copyrights for components of this work owned by others than\\nACM must be honored. No use, reproduction or distribution in any specific publica-\\ntion and/or a free. Request permissions from permissions@acm.org.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,913,363,959],\"text\":\"CIR 2019, May 4-9, 2019, Glasgow, Scotland, UK.\\n© 2019 Copyright is held by the owner/author(s). Publication rights licensed to\\nACM. ACM ISBN 978-1-4563-9790-2/19/05 $15.00.\\nDOI: https://doi.org/10.1145/3305505.3300245\",\"reading_order\":18,\"tags\":[\"meta_num\",\"meta_pub_date\",\"meta_doi\"]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 15\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,743,1012],\"text\":\"Page 1\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,42,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,42,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,119,394,169],\"text\":\"respectively. More unique is that accuracy remains high –\\n86.0% and 89.4 respectively – in sessions after the band is\\nremoved and rework.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,193,228,211],\"text\":\"2 RELATED WORK\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,215,393,316],\"text\":\"First, we review prior work that intersects with our appli-\\ncation area of gesture recognition. We then move to work\\nusing acoustic reflectometry, with a particular focus on the\\nHCI literature. Finally, we discuss beamforming more spe-\\ncifically, as this is our main technical approach, and review\\nthe few systems that have employed it in the HCI domain.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,326,255,344],\"text\":\"2.1 Hand Gesture Sensing\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,347,394,531],\"text\":\"Robust sensing of the pose and movement of the hands has\\nbeen a long-standing goal in HCI. The most immediate ap-\\nproach is to instrument the hands directly, with for exam-\\nple, gloves containing accelerometers [34] [43] , strain\\ngauges [24] and capacitive sensors [37] . These methods\\ntypically place the sensors in locations well-suited for their\\ngesture tasks. For example, Perng et al. [34] place the accel-\\nerometers at the fingertips for interactions such as pointing\\nand which finger is raised. Whitmire et al. [48] use conduc-\\ntive fabrics as a capacitive sensor to detect finger and\\nthumb interactions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,537,394,758],\"text\":\"Slightly less conspicuous and invasive are systems that\\nattempt to sense the hand from the wrist or arm. BeamBand\\nfalls into this category. One of the most popular approaches\\nuse optical sensors to detect hand geometrical changes that\\noccur when a user performs a hand gesture. For example,\\nWristWhirl [13] uses an array of infrared proximity sensors\\nto detect the angle of the hand with respect to the wrist.\\nAnother optical approach uses a camera to observe hand\\ngestures and reconstruct a 3D model of the hand [20] . The\\ncamera may also be mounted on a head mounted display\\n[6] . There is also a significant body of research that lever-\\nages arm contour changes using pressure [7][18] , infrared\\n[10][13][29][47] , and capacitive sensors [37] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,763,394,899],\"text\":\"Apart from querying the external state of the hands,\\npeople have investigated using signals from inside the body\\nto determine hand state. A common approach is Electromy-\\nography (EMG) [19][38][39][41] , which passively detects\\nelectrical signals from muscle contractions. Active sensing\\nhas also been explored, as seen in Electrical Impedance To-\\nmography [50][51] , which has been used to sense changes\\nin the interior arm structure for hand gesture sensing.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,394,958],\"text\":\"Most related to BeamBand are the approaches that use\\nacoustic signals. For example, Amento et al. [1] , Hambone\\n[8] , Skiput [15] , and Tactile Teacher [16] place passive\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,119,746,221],\"text\":\"acoustic sensors on the skin to listen to micro-vibrations \\nresulted from finger taps, flicks, and pinches. More re- \\ncently, research has shown that off-the-shelf smartwatches \\ncan also detect these signals [23][32][49][52]. Way et. [46] \\noffers an excellent survey of wrist worn sensing ap- \\nproaches (including acoustic).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,231,656,250],\"text\":\"2.2 Acoustic Reflectometry in HCI\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,253,747,454],\"text\":\"BeamBand is built on the principle of ultrasonic reflectom-\\netry, which examines objects of interests by emitting struc-\\ntured acoustic waves and measuring reflected signals. The\\ntime of flight of sounds can be used to infer the distance of\\nobjects, which is the most basic information that can be ac-\\nquired. One example is single-emitter sonar, which has\\nbeen in use for roughly a century in marine applications,\\nand also echolocation, which animals have used for consid-\\nerably longer. In addition to time of flight, the amplitude of\\nreflections (including non-linear damping of different fre-\\nquencies) and multipath effects can also reveal facets of the\\nenvironment (e.g., material properties, room geometry).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,460,747,613],\"text\":\"In the HCI literature, acoustic reflectometry is most\\ncommonly encountered in the form of low-cost sonar sen-\\nsors, used for range-finding. For example, \\\"Sound of Touch\\\"\\n[31] and \\\"FingerPing\\\" [52] both use in-body sonar to detect\\nhand gestures. Using in-air sonar sensors, Point Upon Body\\n[25] detects touch input on the user's arm. Measuring the\\nDoppler shift of reflections has been used to detect the di-\\nrection of hand gestures [3] and swipes on the forearm [31]\\n(see [36] for a survey of ultrasonic doppler sensing in HCI).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,623,612,641],\"text\":\"2.3 Acoustic Beamforming\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,644,747,846],\"text\":\"Beamforming can be achieved in any transmission medium,\\nthough it is most commonly applied to radio waves (e.g.,\\nradar [21] , wireless communication [12] ) and sound (e.g.,\\nmedical ultrasound [11] ). When multiple wavefronts are\\ncreated, signals experience constructive and destructive in-\\nterference, which can be used to form controlled beams of\\nenergy, hence the technique's name. See Figure 2 and Video\\nFigure for a concise visual primer (and [4][12][21][44] for\\nmore comprehensive background). Beamforming can also\\nbe used in reverse (i.e., inverse beamforming) [30] , using an\\narray of passive receivers to e.g., localize voices in a room\\n[2] or finger snaps [14] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,852,746,954],\"text\":\"Most similar to BeamBand in operation are multi-emit-\\nter/receiver towed sonar arrays used in maritime applica-\\ntions [22] . In single-emitter sonar (regardless of the number\\nof receivers), the first object encountered will typically re-\\nflect the largest signal. However, with multiple emitters, it\\nis possible to have coordinated beamforming “ pings ” focus\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 15\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,95,394,311],\"text\":\"energy on an area of interest at varying distances. This is\\nsimilar to medical ultrasound [11] , which uses beamform-\\ning to focus acoustic energy at a particular depth in the\\nbody, and then essentially raster scan to produce an 2D im-\\nage (which was used in EchoFlex [27][28] for hand gesture\\nsensing). These setups cost many thousands of dollars, use\\nMHz-range ultrasound, and require liquid or gel to couple\\nto the sensed medium. BeamBand utilizes lower frequency\\n40 kHz ultrasound, which can more easily propagate\\nthrough air and interact with surfaces without the use of an\\ninterfacing medium. Ultrasonic beamforming has also been\\nused for haptics [5][26] and in-air levitation [17] in the HCI\\nliterature.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,336,255,354],\"text\":\"3 PILOT EXPERIMENTS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,358,394,609],\"text\":\"Prior to developing our system, we sought to gain a better\\nunderstanding of how beamforming operates in a multi-\\nemitter, airborne setup. We started with simulations in\\nsoftware, changing the relative phase of seven evenly\\nspaced emitters outputting 40 kHz waves ( $\\\\sim$ 8.5 mm wave-\\nlength in room temperature air at 1020 mbar), allowing us\\nto control the angle and focal point of the wavefront (Figure\\n2 , top). To verify our theoretical model, we also ran real-\\nworld, physical experiments, which captures more complex\\ninteractions such as transducer impedance mismatch, mul-\\ntipath interference, and environmental noise. Our physical\\ntransducer array matched our software simulations: seven\\nevenly spaced, 40 kHz transducers. As before, we changed\\nthe relative phase of the emitters to create different emis-\\nsion angles and focal lengths.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,95,746,330],\"text\":\"To capture and visualize ultrasound, we attached an in-\\ndependent transducer to a CNC gantry. We moved this gan-\\ntry along a 4mm grid within a 12.4×12.4cm square. At each\\npoint on the grid, the transducer array would generate a\\nbeam at a specified angle or focal length, and the sensor\\nwould record the acoustic interaction at that location. The\\ngantry would then move to the next point in the grid, the\\ntransducer array would repeat the same emission pattern,\\nand the sensor would again make a recording. This proce-\\ndure was repeated until all grid locations were recorded.\\nOnce complete, all waveforms could then be synchronously\\nreplayed to visualize the wavefront propagation (see Figure\\n2 and Video Figure). We found that our software and phys-\\nical models generally matched (see examples in Figure 2).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,337,746,521],\"text\":\"During this stage of development, we also tested many\\ndifferent ultrasonic transducers with various power rat-\\nings, physical size, and beam widths. To assess perfor-\\nmance, we placed two identical transducers 1 cm apart, fac-\\ning one another. One was driven at 100 $V_{DD}$ while the other\\nwas actuated by the emission. The transducer pair with the\\nhighest received signal was inferred to have the best com-\\nbination of emission efficiency and air impedance match.\\nWe ultimately selected [35] , a readily available transducer\\nwith a 12.8 mm diameter, 40 kHz resonant frequency, and\\n70° beam width.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,544,594,560],\"text\":\"4 IMPLEMENTATION\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,566,746,616],\"text\":\"BeamBand consists of three main components. First is our\\ncustom sensor board (Figure 3 ), which generates, captures,\\nand processes ultrasonic signals. Next is a sensor band,\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_2_figure_009.png\",\"bbox\":[65,629,751,905],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This figure presents a comparison of ultrasound beam patterns, showing software simulations in the top row and corresponding physical experimental heatmaps in the bottom row. The columns depict three different beam configurations: straight propagation, steering at -45 degrees, and focusing at 2 cm with a labeled focal point. The top row illustrates wavefronts emanating from an 8-element array, while the bottom row displays color-coded patterns of yellow, light blue, and dark blue, appearing as vertical stripes for straight propagation and diagonal or curved patterns for steered and focused beams.\"},{\"label\":\"figure_cap\",\"bbox\":[68,906,746,949],\"text\":\"Figure 2. We performed software simulations and physical experiments to better understand ultrasonic beamforming in air\\n(seen here from above, 40 kHz transducers with 13mm on-center spacing). Yellow denotes high acoustic energy, while blue\\ndenotes low energy. See also Video Figure.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 15\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 3\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,119,394,220],\"text\":\"which contains ultrasonic transducers that emit\\nand receive signals (Figure 1A). The total cost of our proof-\\nof-concept hardware was $220. Finally, we have laptop-\\nbased software that receives data from the hardware and\\nperforms further processing and machine learning. We\\nnow describe these elements in greater detail.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,232,304,249],\"text\":\"4.1 Sensor Board and Transducers\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,253,394,419],\"text\":\"We use eight 40 kHz in-air ultrasonic piezoelectric trans-\\nducers [35] (identified in Section 3). A single sensing in-\\nstance consists of firing a single strong pulse using 7 trans-\\nducers, each with a specified phase shift. To drive these\\ntransducers with software-controlled waveforms, we built\\na custom sensor circuit (Figure 3), which has three main\\ncomponents – a high voltage EMCO SIP100 DC-DC power\\nregulator [9], high voltage amplifiers, and a multiplexed an-\\nalog frontend. A Teensy 3.6 was used to control the sensor\\ncircuit [40], which we overclocked to 240 MHz.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,427,394,612],\"text\":\"We configure the microcontroller to toggle its digital\\npins, generating a 3.3 V $_pp$ 40 kHz square wave. This signal\\nis amplified to 100 V $_pp$ to drive the transducers. To mini-\\nmize cross-channel interference and switching overhead,\\neach transducer has a dedicated amplifier. In order to per-\\nform accurate beamforming, we need tight control of trans-\\nducer firing times. To minimize latency, we write directly\\ninto the microcontroller's I/O map register, allowing us to\\ntoggle 8 output pins simultaneously in a single clock cycle\\n(4.17 ns). This tight control allows us to manipulate the rel-\\native phase of our transducers at a granularity of -0.1°.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,620,394,653],\"text\":\"To capture reflected ultrasound, the one unused trans-\\nducer is configured to act as a receiver. During the firing\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,119,746,303],\"text\":\"sequence of the other seven transducers, we clamp the re-\\nceiver transducer to ground, which helps prevent inadvert-\\nent actuation due to acoustic coupling and electrical noise.\\nAfter firing is complete, we disconnect the clamp and con-\\nnect the receiver transducer to our analog frontend. We\\nthen pass the signal through an active high pass filter with\\nfixed gain (L=39 kHz, G=5) with an additional amplification\\nstage with adjustable gain up to 40X. The amplified signal\\nis then DC biased to $V_{ADC}$ /2 and sampled by the microcon-\\ntroller's 16-bit ADC at 333 kHz. All captured waveform data\\nis transmitted to a laptop over USB for further computation.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_3_figure_008.png\",\"bbox\":[70,674,392,907],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A populated green circuit board features various electronic components, with five distinct sections highlighted and labeled A through E. These sections include a black EMCO high-voltage module (A), a long Teensy microcontroller board (B), an array of surface-mount components (C), an integrated circuit chip (D), and a blue potentiometer with a brown component (E).\"},{\"label\":\"figure_cap\",\"bbox\":[68,909,392,953],\"text\":\"Figure 3. The custom sensor board for BeamBand . A) DC-\\nDC converter, B) Teensy 3.6, C) high voltage amplifiers,\\nD) multiplexer, and E) filter and amplification stage.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,316,595,333],\"text\":\"4.2 Power Consumption\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,336,746,469],\"text\":\"We did not optimize the power consumption of our proof-\\nof-concept hardware, which is powered by 5V via its USB\\nconnection. Nonetheless, we did measure current draw:\\n~400mA Total. Of the total current draw, 250mA is from our\\noverlocked Teeny 3.6 board (100mA when not over-\\nclocked). Our DC-DC converter consumes ~140mA, most of\\nwhich is conversion loss. All other components, including\\nour transducers, consume ~10mA.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,482,574,498],\"text\":\"4.3 Transducer Band\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,504,746,770],\"text\":\"As seen in Figure 1 , we fabricated a band that could be worn\\non the arm or wrist. We placed eight transducers in a horse-\\nshoe arrangement, following the contour of the arm, and\\nroughly 1cm above the surface of the skin. The band is\\nmade of EVA foam [42] to allow for greater conformity and\\nto reduce acoustic coupling between transducers. An ad-\\njustable elastic band is used to affix the sensor to the user.\\nWe chose not to include any transducers aimed at the back\\nof the hand, as fingers generally articulate ulwards. It is\\nworth noting that this arrangement is slightly different\\nthan our physical simulations (where the transducers were\\narranged in a linear array); we re-ran our physical simula-\\ntions with the horseshoe arrangement and saw a slight deg-\\nradation in the coherence and resolution of the beamform-\\ning. However, we consider the compactness of the horse-\\nshoe arrangement to outweigh this minor effect.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,782,556,798],\"text\":\"4.4 Beamforming\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,801,746,953],\"text\":\"We selected 5 angles for beamforming (-45°, -22.5°, 0°,\\n+22.5°, +45°), illustrated in Figure 1B, that cover the typical\\nrange of finger and wrist motion. We also focus at 3 dis-\\ntances (Figure 1B): 2 cm, which roughly correlates to the\\nbase of the palm; 8 cm, which roughly correlates to the base\\nof the fingers; and infinite focus to capture more distant\\nfeatures, such as finger tips. Infinite focus and $0°$ are the\\nsame beamforming pattern, so thus in total, each sensing\\nround consists of 7 unique beamformed emissions.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 15\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_4_figure_002.png\",\"bbox\":[70,96,743,201],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays a grid of 28 waveform plots, arranged in four columns labeled \\\"Relax,\\\" \\\"Right,\\\" \\\"Fist,\\\" and \\\"Thumbs Up,\\\" and seven rows indicating varying focus distances and angles. Each plot shows a distinct electrical signal or vibration, with a 100 microsecond scale bar provided for reference.\"},{\"label\":\"figure_cap\",\"bbox\":[69,208,593,225],\"text\":\"Figure 4. Example waveforms from four gestures (data received by transducer closest to thumb).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,242,330,260],\"text\":\"4.5 Acoustic Viewpoints & Waveforms\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,263,394,412],\"text\":\"At any given time, seven transducers act as transmitters\\nand one acts as a receiver. The sensor board cycles through\\nall transmitter-receiver combinations, which results in 8\\nconfigurations. For each transducer configuration, we emit\\nall 7 beamforming emissions, and capture 500 samples of\\nthe reflected waveform (333 kHz sampling rate), represent-\\ning 1.5 ms of data. In total, this process yields 56 recorded\\nwaveforms (8 configurations $\\\\times$ 7 beamforming sequences)\\nwhich we call a \\\"sensing frame\\\" (illustrated in Figure 1 B).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,424,181,442],\"text\":\"4.6 Framerate\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,445,393,512],\"text\":\"Each beamforming firing sequence takes 0.5 ms to generate\\nand emit, followed by 1.5 ms of data collection. Thus, cap-\\nturing a full sensor frame (56 waveforms) takes 112 ms.\\nThis results in ~8 full sensor frames per second.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,520,394,688],\"text\":\"For experimental purposes, we captured extra large buffers\\nto see if there were interesting reflections at longer ranges.\\nHowever, our study (and also seen in Figure 4 ) shows most\\nsignal returns within 0.8 ms, and if we contract to this\\nsmaller recording period, framerate increases to -14 Hz. It\\nis also possible to pre-generate beamforming sequences and\\nstore them in memory, which would save a further ~28 ms\\nper sensor frame and increase framerate to -22 Hz. Further\\noptimizations could include time multiplexing the emis-\\nsions such that one is in-flight while another is returning.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,700,311,717],\"text\":\"4.7 Features and Machine Learning\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,720,394,787],\"text\":\"Our machine learning pipeline first converts the 56 incoming\\ning waveforms captured by our hardware into features. We\\nsegment each waveform into 20 bins and take the standard\\ndeviation of each bin as a feature, yielding 1120 values. We\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,238,746,287],\"text\":\"use Scikit-learn's Random Forest (default parameters, 500\\ntrees) [33] for classification. All tasks were performed on a\\nstandard configuration 2013 MacBook Pro 15。\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,308,559,326],\"text\":\"5 GESTURE SET\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,330,746,547],\"text\":\"Rather than invent a custom gesture set, we purposely\\nchose to adopt two gesture sets from the literature to re-\\nduce design bias and enable direct comparison between\\nsystems. The first is the hand gesture set defined in Tomo\\n[50] . These seven gestures (relax + six “ hand ” gestures) are\\ndepicted in Figure 5 (green underscore). We also adopted\\nthe hand gesture set defined in Jung et al. [18] , which ex-\\ntends or flexes the hand along three axes (two wrist axes\\nand one finger axis). These six gestures are depicted in Fig-\\nure 5 (purple underscore). We refer to this gesture set as\\n“ six-axis ” in later text. Note these gesture sets have four\\ncommon gestures, Right = Wrist Flexion , Left = Wrist Exten-\\nsion , Fist = Finger Flexion , and Relax = Finger Extension .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,568,558,585],\"text\":\"6 EVALUATION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,589,746,672],\"text\":\"In this study, we evaluated the gesture classification per-\\nformance of BeamBand. We recruited 10 participants (4 fe-\\nmale, mean age 25), which had a mean wrist diameter of\\n5.5 cm (SD=0.8). The study took approximately one hour to\\ncomplete and paid $20.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,684,533,701],\"text\":\"6.1 Procedure\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,704,746,789],\"text\":\"Participants wore BeamBand on their non-dominant wrist\\n(i.e., like a watch). All of our participants were right\\nhanded, so the BeamBand was worn on the left wrist. A\\nsingle round of data collection consisted of each gesture be-\\ning performed once, in a random order. Each gesture was\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_4_figure_018.png\",\"bbox\":[66,815,744,910],\"reading_order\":18,\"tags\":[],\"alt_text\":\"A horizontal sequence of nine images (A-I) displays a person's right hand and forearm performing various gestures, including an open palm, closed fist, and partially open fingers. Below the hands, there are two colored bars: a light green bar extending from hand A to H, and a purple bar extending from hand A to E and then from hand H to I.\"},{\"label\":\"figure_cap\",\"bbox\":[69,915,742,959],\"text\":\"Figure 5. Our two gesture sets – Tomo set underscored in green and Six-Axis set underscored in purple (note four gestures\\nare shared). A) Relax/Finger Extension, B) Fist/Finger Flexion, C) Right/Wrist Flexion, D) Left/Wrist Extension, E) Stretch, F)\\nThumbs Up, G) Spider Man, H) Radial Deflection, and I) Ulnar Reflection.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 15\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 5\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_5_figure_002.png\",\"bbox\":[67,114,747,334],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Three confusion matrices are presented side-by-side, each displaying gesture classification accuracy with high percentages along their diagonals. The matrices feature different sets of hand and wrist gesture labels for both predicted and true classes, color-coded by gesture type.\"},{\"label\":\"figure_cap\",\"bbox\":[69,338,742,368],\"text\":\"Figure 6. Confusion matrices (within-session accuracies) for the combined gesture set (mean accuracy 90.2 % ), Tomo gesture\\nset (mean 92.5 % ), and Six-Axis gesture set (mean 94.6 % ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,382,394,499],\"text\":\"held for a few seconds, during which time 10 sensor frames\\nwere recorded. A session consisted of ten rounds of data\\ncollection. To add variety and realism, we collected two ses-\\nsions of data for each user, with the sensor being removed\\nand rewritten in between. This procedure yielded 18,000\\nsensor frames (10 sensor frames $\\\\times$ 9 gestures $\\\\times$ 10 rounds $\\\\times$\\n2 sessions $\\\\times$ 10 participants).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,511,272,528],\"text\":\"6.2 Within-Session Accuracy\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,531,394,632],\"text\":\"To simulate the performance of gesture recognition when\\nthe system is calibrated when first worn, we performed a\\nleave-one-round-out cross validation, where we trained on\\nnine rounds within a session and tested on the tenth (all\\ncombinations). We repeated this for both sessions inde-\\npendently and averaged the results.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,640,394,791],\"text\":\"In the full, nine-class combined gesture set, the average\\nwithin-session accuracy across all participants was 90.2 %\\n(SD=3.7). In the Tomo gesture set specifically, the average\\nwithin-session accuracy was 92.5 % (SD =2.2), while the six-\\naxis gesture set achieved 94.6 % (SD =3.4) accuracy. The larg-\\nest source of error was confusion between similar hand-\\nclosing gestures, such as Fist and Thumbs Up, which ac-\\ncounted for 15.2 % of the total error in the hand gesture set.\\nConfusion matrices can be found in Figure 6 .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,801,265,820],\"text\":\"6.3 Across-Session Accuracy\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,823,394,957],\"text\":\"One significant challenge for on-body sensing systems is\\nthe ability to perform well across worn sessions. To evalu-\\nate the drop in performance after BeamBand is rework, we\\nran a leave-one-session-out cross validation for each of our\\nparticipants, where we train on all data from session one\\nand test on all data from session two, and vice versa, aver-\\naging the results. In the full, nine-class combined gesture\\nset, the average across-session accuracy for all participants\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,382,746,532],\"text\":\"was 81.4 % (SD=15.9). In the Tomo gesture set, the average\\nacross-session accuracy was 86.0 % (SD=12.7), and in the six-\\naxis gesture set, the average across-session accuracy was\\n89.4 % (SD=10.9). We saw a similar confusion between Fist\\nand Thumb Up , which accounted for 9.1 % of the total error\\nin the hand gesture set. However, other gestures appeared\\nunaffected after re wearing the sensor (e.g., Left and Wrist\\nFlexion performed at 94.2 % and 96.2 % , respectively). See Fig-\\nure 7 for this experiment's confusion matrices.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,543,602,561],\"text\":\"6.4 Across-User Accuracy\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,564,746,832],\"text\":\"Another significant challenge for on-body systems is the\\nability to be trained once and work for all users (i.e., with-\\nout per-user training or calibration). To investigate this po-\\ntential, we ran a leave-one-user-out cross validation for\\neach of our participants, where we train on all of the data\\nacross both sessions from nine participants and test on both\\nsessions from a tenth participant (all combinations). In the\\nfull, nine-class combined gesture set, the average across-\\nuser accuracy was 44.2 % (SD=8.8). In the Tomo gesture set,\\nthe average across-user accuracy was 51.7 % (SD=10.4), and\\nin the six-axis gesture set, the average across-user accuracy\\nwas 63.2 % (SD=8.5). This low performance suggests that us-\\ners’ hands are different and perform gestures differently.\\nNonetheless, some gestures appear to be more consistent\\nacross users, such as Wrist Flexion and Radial Deviation ,\\nwhich performed at 80.1 % and 79.2 % , respectively.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,843,643,861],\"text\":\"6.5 Comparison to Prior Results\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,865,746,949],\"text\":\"Our within-session results are similar to the two systems\\nfrom which we drew our gesture sets. Within session, Jung\\net al. [18] reports 95.4 % accuracy across six gestures, while\\nTomo [50] on the wrist achieves accuracies of 96.6 % across\\nseven gestures. On these, Beamband achieves 92.5 % and\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 15\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_6_figure_002.png\",\"bbox\":[71,95,736,304],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image presents three confusion matrices arranged horizontally, detailing classification performance for different sets of hand gestures. Each matrix shows true labels as rows and predicted labels as columns, with cells containing percentages and diagonal cells highlighted to represent correct classifications. The categories include combinations like \\\"Relax/Finger Extension,\\\" \\\"Thumbs Up,\\\" \\\"Radial Deflection,\\\" \\\"Finger Extension,\\\" and \\\"Wrist Flexion.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[68,313,739,344],\"text\":\"Figure 7. Confusion matrices (across-session accuracies) for the combined gesture set (mean accuracy 81.4 % ), Tomo gesture\\nset (mean 86.0 % ), and Six-Axis gesture set (mean 89.4 % ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,351,394,385],\"text\":\"94.6% respectively. When the gesture sets are merged (nine\\nclasses), BeamBand is 90.2% accurate.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,393,394,511],\"text\":\"Our system also performs comparably to other systems\\nwith custom gesture sets. Most notably, SensIR [29] reports\\n93.3 % accuracy across twelve gestures, 2Sense [47] is 94.8 %\\naccurate across nine gestures, Skinput [15] is 96.8 % accu-\\nrate on four finger flicking gestures, and Mime [6] achieves\\n~ 95 % accuracy on four gestures. Note that none of these\\nsystems evaluate across-session or across-user accuracy.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,518,394,635],\"text\":\"Few systems evaluate across-session accuracy, which is\\nparticularly challenging for on-body sensing systems.\\nTomo reports across-session accuracies of 65.3 % for seven\\ngestures. On the same gesture set, BeamBand achieves\\n86.0 % . Jung et al. does not report cross-session accuracy, but\\nfor reference, BeamBand achieves 89.4 % accuracy on its\\ngesture set.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,643,394,743],\"text\":\"Rarest are systems that evaluate across-user accuracy\\n(except for worn computer vision systems, which tend to\\nbe robust). Tomo reports across-user accuracies of 38.8 % on\\nthe wrist across seven gestures, while BeamBand achieves\\n51.7 % on the same set. We could not find any other points\\nof comparison in the literature.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,755,310,772],\"text\":\"6.6 Robustness to Sleeve Occlusion\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,776,394,960],\"text\":\"Unlike light, ultrasound can pass through thin fabrics. We\\nfound in development that we could roll our sleeves down\\nover the sensor and train the system occluded with minimal\\nimpact on accuracy. In order to more formally measure ro-\\nbustness to sleeve occlusion, we placed two identical trans-\\nducers, facing each other, 8 cm apart. We drove one trans-\\nducer using a function generator (40 kHz, 10 $V_{pp}$ ) while the\\nother was connected to an oscilloscope. We then draped a\\nsingle layer of various fabrics over the transmitting trans-\\nducer to simulate sleeve occlusion. We tested ten fabrics of\\ndifferent material, thicknesses and knit density (Figure 8 ).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,351,746,452],\"text\":\"While thickness does appear to correlate with signal at-\\ntenuation, a more significant factor is knit density. For ex-\\nample, the polyester dress shirt was among the thinnest of\\nour tested fabrics, and yet hurt performance the most. Con-\\nversely, the wool sweater (low knit density) was one of our\\nbetter performing materials, despite being our thickest.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,472,656,490],\"text\":\"7 STRENGTHS & WEAKNESSES\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,494,746,677],\"text\":\"While BeamBand is competitive with prior systems, it is not\\nyet sufficiently accurate for e.g. a consumer device. How-\\never, as a proof of concept, the technical approach looks\\npromising. In order to achieve “ out-of-the-box ” gesture\\nrecognition, more work is required to develop a generaliza-\\nble model. Collecting more data across a wide range of par-\\nticipants may improve robustness. There may also be merit\\nin moving away from classical machine learning methods\\ntowards deep learning. We also suspect the addition of a\\ncalibration stage that homes the orientation of the wrist-\\nband could raise across-session and across-user accuracies.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,685,746,753],\"text\":\"Another avenue for future work is exploring different\\nfrequencies of ultrasound. Transducers running at 40 kHz\\nare ubiquitous (and thus inexpensive) but are almost cer-\\ntainly not the optimal frequency for gesture recognition (a\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"figure_path\":\"figures/3290605-3300245_pdf_shortened_page_6_figure_014.png\",\"bbox\":[423,760,743,922],\"text\":\"
Fabric CompositionRelative Signal StrengthKnit DensityThickness (mm)
No Fabric (uncovered)100.0%--
100% Nylon Wide Knit Lace98.2%Low0.20
100% Nylon Tight-Knit Lace96.4%Low0.17
50% Poly, 25% Rayon, 25% Cotton Shirt74.5%Medium0.75
100% Wool Knit Sweater73.8%Low1.50
99.9% 100% Polyester Shirt58.2%Medium0.83
99.9% 100% T-Shirt57.5%Medium0.83
99% Polyester, 10% Elastane Shirt55.5%High1.00
100% Cotton Oxford Wave Shirt54.5%Medium0.45
100% Cotton Flannel Shirt49.1%Medium0.59
100% Polyester Dress Shirt25.5%High0.41
\",\"reading_order\":14,\"tags\":[],\"alt_text\":\"This is a table presenting data on various fabric compositions and their properties. The table includes columns for Fabric Composition, Relative Signal Strength (%), Knit Density, and Thickness (mm). It lists 11 different fabric types along with a \\\"No Fabric (uncovered)\\\" baseline, detailing their signal strength, knit density (low, medium, high), and thickness.\"},{\"label\":\"figure_cap\",\"bbox\":[421,930,744,961],\"text\":\"Figure 8. Signal strength (normalized to \\\"no fabric\\\" condi-\\ntion) for ten clothing fabrics.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 15\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300245", "source_image_path": "test_data/3290605-3300245/3290605-3300245_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300245/results/output_json/3290605-3300245_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,119,394,203],\"text\":\"wavelength of $\\\\sim$ 8.5mm is likely too large). Higher frequen-\\ncies could enable superior sensing of fine-grained motions\\nand gestures, though at the cost of higher signal attenua-\\ntion in air, which would have to be overcome with a higher\\ndrive voltage or more sensitive analog frontend.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,211,394,363],\"text\":\"Although a horseshoe arrangement should permit some\\ndegree of beamforming in the axis normal to the palm, we\\ntreat our array as though it was linear, which permits\\nbeamforming along the plane parallel to the palm. More ad-\\nvances beamforming patterns, or certainly a 2D transducer\\narray, would enable 3D raster-scan-like capabilities, which\\ncould offer much richer signals. Without doubt, it would\\nfacilitate recognition of gestures like Fist and Thumbs Up ,\\nwhich in cross-section look fairly similar.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,370,395,553],\"text\":\"We used a general-purpose microcontroller to facilitate\\nresearch and rapid prototyping. In a commercial implemen-\\ntation, beamforming patterns would be saved in memory\\nand specialized, energy-efficient hardware (e.g., ASICs)\\nwould drive the entire sensing process. Reducing the sens-\\ning duty cycle and running at full frame rate only when a\\nchange is detected would also improve power consumption.\\nThe sensing principle itself is fairly power efficient; the\\ntransducers themselves require virtually no power to drive.\\nThus, we believe a tether-less, self-contained version of\\nBeamBand is possible with proper engineering.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,561,395,779],\"text\":\"There are also some important physical constraints. For\\nexample, we needed to raise the transducers off the skin in\\norder to project acoustics over the bump at the base of the\\npalm, which increases the minimum thickness of the band.\\nAnother limitation was the size of the transducers we se-\\nlected – almost 13 mm in diameter. However, the piezo-el-\\nements inside are ~5 mm in diameter, which suggests\\ntighter integration is possible. Also, ultrasonic transducers\\nare not restricted to cylindrical housings; medical ultra-\\nsound utilizes small square elements arranged in a strip. In-\\ndeed, BeamBand could sit behind an acoustically-transpar-\\nent plastic window on the side of smartwatches, very simi-\\nlar to medical ultrasound wands.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,802,210,820],\"text\":\"8 CONCLUSION\",\"reading_order\":6,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[68,823,394,958],\"text\":\"We have presented BeamBand, a novel worn sensing\\nmethod that uses ultrasonic beamforming for on-body hand\\ngesture recognition. BeamBand projects ultrasonic wave-\\nfronts at different angles and focal points on the user's\\nhand, and measures waves reflected back to the band. We\\nevaluated two gesture sets sourced from the literature and\\nour user study reveals promising accuracies, both within-\\nsession and across-session. We hope our effort will act as a\",\"reading_order\":7,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[421,119,745,153],\"text\":\"catalyst for deeper investigation into ultrasonic beamform-\\ning for enabling novel interactions.\",\"reading_order\":8,\"tags\":[\"paper_conclusion\"]},{\"label\":\"sec_1\",\"bbox\":[421,176,578,193],\"text\":\"ACKNOWLEDGEMENTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,198,746,281],\"text\":\"This work was generously supported with funds from the\\nPackard Foundation and Sloan Foundation. We are also in-\\ndebted to Prof. Robert Xiao for his help with embedded de-\\nvelopment, and to Evi Bernitsas who sparked our interest\\nin beamforming for human input sensing.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,304,508,321],\"text\":\"REFERENCES\",\"reading_order\":11,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,324,744,385],\"text\":\"[1] Brian Amento, Will Hill, and Loren Terveen. 2002. The sound of one-\\nhand: a wrist-mounted bio-acoustic fingertip gesture interface.\\nIn CHI '92 Extended Abstracts on Human Factors in Computing Sys-\\ntems , pp. 564–573. New York, NY, USA, 721–725.\\nDOI:http://dx.doi.org/10.1145/506443.506566\",\"reading_order\":12,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,385,744,442],\"text\":\"[2] Shoko Araki, Hiroshi Sawada, and Shoji Makino, 2007, April. Blind\\nspeech separation in meeting situation with normal SNR beam-\\nformers. In Acoustics, Speech and Signal Processing, 2007. ICASH\\n2007. IEEE International Conference on (Vol. 1, pp. 4-14). IEEE, DOI:\\n10.1109/ICASH.2007.1685531.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,444,744,506],\"text\":\"[3] Adeola Bannis, Pei Zhang, and Shijia Pan. 2014. Adding directional\\ncontext to gestures using doppler effect. In Proceedings of the 2014\\nACM International Joint Conference on Pervasive and Ubiquitous Com-\\nposite Technologies (New Orleans, LA, USA), pp. 1579–1586. New York,\\nNY, USA, 5-8. DOI: https://doi.org/10.1145/2638728.2638770\",\"reading_order\":14,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,507,743,528],\"text\":\"[4] E. H. Brandt (2001). Acoustic physics: Suspended by Sound. Nature,\\n413(6855), 474-475.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,530,743,605],\"text\":\"[5] Tom Carter, Sue Ann Seah, Benjamin Long, Bruce Drinkwater, and\\nSriram Subramanian. 2013. UltraHapics: multi-point mid-air haptic\\nfeedback for touch surfaces. In Proceedings of the 26th annual\\nACM symposium on User interface software and technology (UIST\\n’13). ACM, New York, NY, USA, 505-514. DOI:\\nhttps://doi.org/10.1145/2590198.25902018\",\"reading_order\":16,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,606,744,678],\"text\":\"[6] Andrea Colaço, Ahmed Kirmani, Hye Soo Yang, Nan-Wei Gong,\\nChris Schmandt, and Veikle G. Koyal. 2013. Mira: compact low-\\npower 3D gesture sensing for interaction with head mounted dis-\\nplays. In Proceedings of the 26th annual ACM symposium on User\\ninterface software and technology (UIST ’13). ACM, New York, NY,\\nUSA, 227–236. DOI: https://doi.org/10.1145/2591988.2592042\",\"reading_order\":17,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,679,744,740],\"text\":\"[7] Artem Dementyev and Joseph A. Paradiso. 2014. FlexiWrist: low-\\npower gesture input with wrist-worn pressure sensors. In Proceed-\\nings of the 27th annual ACM symposium on User interface software\\nand interface methods in learning , New York, NY, USA, 161-166. DOI:\\nhttps://doi.org/10.1145/2631918.2643709\",\"reading_order\":18,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,740,744,800],\"text\":\"[8] Travis Deyle, Szabolos Palinko, Erika Shehan Pooij, and Thadh\\nStamer. 2007. Hambone: A Bio-Acoustic Gesture Interface. In Pro-\\nceedings of the 2007 11th IEEE International Symposium on Wearable\\nElectroencephalography. 2007. IEEE, pp. 79-86. New Orleans, LA,\\nUSA, 1-8. DOI: https://doi.org/10.1109/ISWC.2007.437268\",\"reading_order\":19,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,801,743,825],\"text\":\"[9] EMCO SI100 DC-DC Converter, http://www.eie-ic.com/In-\\ngencies/EMCO/sipseries.pdf\",\"reading_order\":20,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,825,744,897],\"text\":\"[10] Rui Fukui, Masahiko Watanabe, Tomoaki Gyota, Masamichi\\nShimosaka, and Tomomasa Sato. 2011. Hand shape classification\\nwith a wrist contour sensor: development of a prototype device. In\\nProceedings of the 13th international conference on Ubiquitous compa-\\ntib (UbiComp’11) . ACM, New York, NY, USA, 311-314. DOI:\\n10.1145/1003219.10030154\",\"reading_order\":21,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[423,898,743,934],\"text\":\"[1] Reli Herschkowitz, Eyal Sheine, and Moshe Mazor, \\\"Ultrasound in ob-\\nsetrics: a review of state-of-the-art European Journal of Obstetrics & Gynec-\\nology\\\", Reproductive Immunology, 19 (2009), pp. 109-115.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 15\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,744,1013],\"text\":\"Page 8\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300245/results/markdown/3290605-3300245_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[85,119,727,182],\"text\":\"Airport Accessibility and Navigation Assistance for\\nPeople with Visual Impairments\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[111,201,266,251],\"text\":\"João Guerreiro\\nCarnegie Mellon University\\njpvguerreiro@cmu.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[330,201,484,264],\"text\":\"Dragan Ahmetovic\\n\\nCarnegie Mellon University\\n\\nUniversity of Turin\\ndragan.ahmetovic@unito.it\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[550,201,703,264],\"text\":\"Daisuke Sato\\n\\nCarnegie Mellon University\\nIBM Research\\ndaisukes@cmu.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[220,276,376,327],\"text\":\"Kris Kitani\\nCarnegie Mellon University\\nkkitani@cs.cmu.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[439,276,594,342],\"text\":\"Chieko Asakawa\\nCarnegie Mellon University\\nIBM Research\\nchiekoa@cs.cmu.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,350,141,367],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,371,395,660],\"text\":\"People with visual impairments often have to rely on the\\nassistance of sighted guides in airports, which prevents them\\nfrom having an independent travel experience. In order to\\nlearn about their perspectives on current airport accessibility,\\nwe conducted two focus groups that discussed their needs\\nand experiences in-depth, as well as the potential role of\\nassistive technologies. We found that independent naviga-\\ntion is a main challenge and severely impacts their overall\\nexperience. As a result, we equipped an airport with a Blue-\\ntooth Low Energy (BLE) beacon-based navigation system\\nand performed a real-world study where users navigated\\nroutes relevant for their travel experience. We found that\\ndespite the challenging environment participants were able\\nto complete their itinerary independently, presenting none\\nto few navigation errors and reasonable timings. This study\\npresents the first systematic evaluation posing BLE technol-\\nogy as a strong approach to increase the independence of\\nvisually impaired people in airports.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,675,172,693],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,697,394,731],\"text\":\"• Human-centered computing → Empirical studies in\\naccessibility: Accessibility technologies.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300246_pdf_shortened_page_0_figure_013.png\",\"bbox\":[420,346,747,559],\"reading_order\":13,\"tags\":[],\"alt_text\":\"This composite image displays four distinct indoor scenes, likely from an airport or large public building, focusing on people navigating these environments. Each panel illustrates a different scenario, such as a crowd blocking a path, a large open space, or a stand in a corridor, often featuring individuals with white canes.\"},{\"label\":\"figure_cap\",\"bbox\":[420,570,747,616],\"text\":\"Figure 1: Examples of challenges found by visually impaired\\nparticipants navigating at the Pittsburgh International Air-\\nport using a smartphone-based navigation system.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,642,501,658],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,662,746,695],\"text\":\"Visual Impairment; blind navigation; orientation and mobil-\\nity; airport accessibility; assistive technologies.\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,702,555,717],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,718,769,805],\"text\":\"João Guerrero, Dragan Ahmetovic, Daisuke Sato, Kris Kitani, and Chieko\\nAsakawa. 2019. Airport Accessibility and Navigation Assistance\\nfor People with Visual Impairments. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4–9,\\n2019, Glasgow, Scotland, UK . ACM, New York, NY, USA, 14 pages.\\nhttps://doi.org/10.1145/3290605.3300246\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,821,552,837],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,747,954],\"text\":\"Despite recent efforts to increase airport accessibility [2] , it\\nis very challenging for people with visual impairments to\\nhave an independent air travel experience [38] . For that rea-\\nson, they rely on the assistance of airport/airline personnel\\nto get them from the ticketing counter to their gate. This\\nservice ensures their ability to travel, but presents several\\nconstraints when compared to sighted people's experience,\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,778,394,897],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior\\npermission and/or a fee. Request permissions from permissions@em.org.\\nCHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,925,266,954],\"text\":\"ACM ISBN 978-1-603-59072-0/19/05...$15.00\\nhttp://dx.doi.org/10.1145/6035907.6035906.3300246\",\"reading_order\":23,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 16\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"such as longer waiting times and the inability to explore the\\nairport in order to find restrooms, restaurants or shops [15] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,156,395,348],\"text\":\"Having a full understanding of such constraints is essential\\nto design technologies able to improve airport accessibility.\\nYet, there is a lack of knowledge about the perspectives of\\nvisually impaired people concerning their travel experiences\\n[38] . In this paper, we present two focus groups with visually\\nimpaired people aimed at discussing in-depth their needs,\\npreferences, and the specific challenges they face in airports.\\nWe found that navigation within airports is particularly chal-\\nlenging, as is gaining knowledge about the environment.\\nMoreover, participants reported a prominence of uncomfort-\\nable scenarios related to the inability to move independently\\nin airports, in particular after being escorted to the gate.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,348,395,553],\"text\":\"Solutions to support indoor navigation have been imple-\\nmented in airports, but there is a lack of systematic evalu-\\nations to assess the impact of such technologies [38] . Cur-\\nrently, several airports are equipped with location-based\\ntechnologies aiming to revolutionize user's experience, in-\\ncluding navigation assistance. Still, most efforts are focused\\non improving sighted people's experience, as the navigation\\ndoes not consider the needs for higher accuracy and specific\\nnavigation instructions of people with visual impairments\\n[50, 57, 63] . Although valuable exceptions target navigation\\nfor visually impaired people [7, 33, 37] , there is very little\\nknowledge about their implementations and an absence of\\nknown evaluations to understand their effectiveness.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,554,395,714],\"text\":\"To fill this gap, we implemented a state-of-the-art indoor\\nnavigation system for visually impaired people at the Pitts-\\nburgh International Airport (PIT), aimed at supporting in-\\ndependent mobility. We extended an open source project\\n(HULOP [31] ) by adapting a smartphone-based navigation\\napp called NavCog [57] , which uses Bluetooth Low Energy\\n(BLE) beacons for highly accurate indoor localization. In or-\\nder to assess its impact, we conducted a real-world user study\\nat the airport where ten visually impaired users navigated\\nfour relevant routes for their air travel experience.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,714,395,955],\"text\":\"Results show that despite the difficulties of the environ-\\nment, most users (six) traversed the routes without any navi-\\ngation error while the others had very few. Error prevention\\ntechniques such as veering detection, and quickly re-routing\\nwhen deviating from the path played a very important role in\\nsuch result. This enabled most users to go across the airside\\nterminal (310 meters) in less than 6 minutes. Moreover, their\\nmost relevant needs, finding the nearest restroom or going to\\na restaurant/shop while waiting at the gate, were generally\\nachieved in approximately one and four minutes, respec-\\ntively. This is the first systematic evaluation of a working\\nindoor navigation system for people with visual impairments\\nin airports and poses BLE technology (prevalent in airports\\nnowadays, though for different purposes) as a strong ap-\\nproach to increase their independence.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,123,550,139],\"text\":\"2 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,746,320],\"text\":\"People with visual impairments receive Orientation and Mo-\\nbility training to learn how to travel safely and independently\\n[23, 64] . Still, this often falls short of supporting independent\\nnavigation, particularly in unfamiliar or complex locations\\n[24, 65] . A number of studies look into their experiences and\\nthe challenges they face in general mobility [10, 13, 42, 54] ,\\nand there is significant work trying to improve public trans-\\nportation accessibility [20, 29, 43] . However, experiences in\\nairports are usually left out or addressed very briefly. Here,\\nwe describe prior work on the current status of airport ac-\\ncessibility, as well as in-situ blind navigation assistance.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,337,724,355],\"text\":\"Airport Accessibility for Visually Impaired People\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,357,746,547],\"text\":\"Policies and laws against the discrimination of people with\\ndisabilities play a key role in increasing airport accessibility.\\nFor instance, the Airport Disability Compliance Program\\n[3] tries to ensure that federal requirements are met by air-\\nports and airlines [2, 52] . It consists of training airport staff\\nmembers, periodic evaluations and creating new resources.\\nAs a result, airports and airlines provide human assistants\\nthat escort people with disabilities to/from their gates. These\\nservices ensure a successful travel experience, but are some-\\ntimes accompanied with uncomfortable events [38, 51] , such\\nas offering wheelchairs to visually impaired people, which\\nis often seen as inappropriate or demeaning [38, 55, 61] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,548,746,820],\"text\":\"When discussing assistive technologies in airports, naviga-\\ntion assistance (using BLE beacons) is presented as a promis-\\ning approach to increase the independence of visually im-\\npaired people [38] . The number of airports equipped with\\nBLE beacons keeps increasing , and standards for airport\\nterminal beacons are already in practice [32] . Their goal is\\nto improve the user experience by reducing waiting times,\\nproviding location-based deals or services, and supporting in-\\ndoor navigation. However, the requirements for blind naviga-\\ntion assistance are different from the ones of sighted people.\\nAlthough there are a few valuable exceptions that designed\\nsolutions for visually impaired people [7, 33, 37] , very little\\nis known about their implementation and effectiveness. A\\nrecent report to the Federal Aviation Administration (FAA)\\nclaims a lack of systematic studies that assess not only the\\ncurrent airport travel experience of visually impaired people,\\nbut also the impact of new assistive technologies [38] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,836,601,854],\"text\":\"Indoor Navigation Assistance\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,955],\"text\":\"There are several GPS-based navigation systems for out-\\ndoor environments designed for visually impaired people\\n[8, 22, 34] . Although widespread solutions are still not a\\nreality indoors, there are several efforts to support indoor\\nlocalization and blind navigation assistance [17, 57] . There\\nis an increasing tendency for approaches where users do not\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 16\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,204],\"text\":\"require any hardware besides their own devices, for instance\\nby making use of smartphone sensors [16, 21] . In addition,\\ncamera-based approaches can use the user's (or a specialized)\\ndevice to guide them to a particular target [4, 18, 41] or to\\ndetect and avoid obstacles [19, 39, 49, 62, 66] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,205,394,443],\"text\":\"Other approaches use sensor installations in the environ-\\nment, such as Wi-Fi [11, 30] , BLE beacons [40, 57] , or both\\n[36] . BLE technology is now a popular approach to support\\nblind navigation and has been implemented in universities\\n[47] , shopping malls [57] , airports [7, 33, 37] , among oth-\\ners. For instance, NavCog provides turn-by-turn instructions,\\nshowing an average localization error below 1.65 meters [57] .\\nRecent advances in Wi-Fi-based localization suggest it may\\nsoon catch up to BLE-based localization with the advantage\\nof using existing infrastructure. Google recently announced\\n[25] indoor localization support for Android 9 using the Wi-\\nFi Round-Trip-Time (RTT) technique [12] , while Apple Maps\\nnow supports Wi-Fi-based localization in several airports\\n[56] , including relevant Points-of-Interest (POIs) in their map.\\nHowever, it does not support (blind) navigation assistance.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,443,394,650],\"text\":\"Independently of the technology, researchers are inves-\\ntigating how to better convey visual information and nav-\\nigation instructions. Recent efforts include understanding\\nwhat information is relevant [44, 50, 63] ; how instructions\\nshould be conveyed [46, 59, 63] and how users react to them\\n[35, 48] ; the impact of different types of errors [1, 6] ; and\\nhow to convey information about people near the user [9] .\\nIn addition, Miao et al. [44] used the example of airports to\\ncollect requirements of indoor navigation systems; still, they\\ndo not focus on their experience in that environment. Finally,\\nSpindler et al. [60] presented a navigation study conducted at\\nan airport, but they used a Wizard-of-Oz approach to prompt\\nnavigation instructions instead of real-time localization.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,651,394,762],\"text\":\"In this paper, we increase the knowledge about the gen-\\neral experience of visually impaired people in airports, as\\nwell as their main challenges and coping mechanisms, by\\nperforming two exploratory focus groups. Then, we installed\\na navigation system at the Pittsburgh International Airport;\\nand conducted a real-world study where visually impaired\\nusers navigated relevant routes at the airport.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,772,194,789],\"text\":\"3 FOCUS GROUPS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,792,394,954],\"text\":\"Based on our literature review on airport accessibility, we\\nconducted two focus groups [26] with nine visually impaired\\nparticipants. The goal of this exploratory research is to gain\\ngreater knowledge about the current status of airport ac-\\ncessibility, the main challenges faced by visitors with visual\\nimpairments, and the main requirements and opportunities\\nto enhance their future travel experiences. The focus groups\\n(five and four participants each) covered the same topics\\nand each took approximately 90 minutes. The sessions were\\naudio recorded and transcribed for further analysis.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[422,122,747,376],\"text\":\"
Part.StudiesAgeVisionPrimary AidAirTravel p/ Year
P1G1 + Nav70BlindCane1 to 3
P2G1 + Nav65BlindCane1 to 3
P3G1 + Nav62BlindDog1 to 3
P4G133BlindDog1 to 3
P5G146BlindDog1 to 3
P6G2 + Nav43BlindCane1 to 3
P7G272BlindCane1 to 3
P8G276BlindCane1 to 3
P9G2 + Nav7020/200-1 to 3
P10Nav42BlindDog<1
P11Nav37BlindDog4 to 6
P12Nav4020/400Cane<1
P13Nav54BlindDog4 to 6
P14Nav69BlindCane<1
\",\"reading_order\":8,\"tags\":[],\"alt_text\":\"A table presents data for 14 participants across 6 columns: Participant, Studies, Age, Vision, Primary Aid, and Air Travel per Year. Each row details a participant's information, including their study group, age, vision status, primary aid used, and air travel frequency.\",\"figure_path\":\"tables/3290605-3300246_pdf_shortened_page_2_tab_8.png\"},{\"label\":\"table_cap\",\"bbox\":[420,376,745,406],\"text\":\"Table 1: The participants of the focus groups (G1 or G2) and\\nof the real-world navigation study (Nav).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,456,498,473],\"text\":\"Participants\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,476,746,573],\"text\":\"We recruited nine participants (4m/5f), with ages ranging\\nfrom 33 to 76 (M=59.67, SD=15-17) years old. All participants\\nwere legally blind, but one had residual vision and walked\\nwithout a navigation aid. There were four guide-dog and\\nfour white cane users. All participants visit airports at least\\nonce a year and were compensated $40 for their time.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,587,477,604],\"text\":\"Findings\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,608,745,640],\"text\":\"We performed a thematic analysis that resulted in six main\\nthemes that are described below.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,746,762],\"text\":\"The Lack of Independence in Airport Traveling. Most partici-\\npants (except P3) are used to traveling by themselves in\\nairports. For blind people, independence in an airport is seen\\nas impossible, as illustrated by P5: “Independent traveling at\\nthe airport is pretty much impossible . . . I am normally very\\nindependent, but when it comes to airports I kinda give up my\\nright to be independent . . . because it is so difficult!”\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,762,746,954],\"text\":\"Such difficulties are not exclusive to totally blind people.\\nP9 has residual vision and travels by himself, but still depends\\non the help provided by other pedestrians to orient himself in\\nan airport. His inability to read the signs resulted in getting\\nlost several times. Also, not using a navigation aid prompted\\nrude or unhelpful comments from sighted people when he\\nasks for help. The following comment from P9 led P7 and P8\\nto suggest using a white cane to prevent it: “A lot of people\\nwhen I ask them for assistance... . . they just look at me like\\n'What's wrong with you?' They point, 'like there's a monitor\\nright up there.' And I've missed gates... . . so I ended up with a\\n5-hour layover that I shouldn't have had”\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 16\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[69,125,394,222],\"text\":\"Very rare exceptions may occur with frequent travelers\\nthat may learn a route at a particular airport. P2 used to travel\\nfrequently and would try to navigate to the gate by himself,\\nrelying on his (previous) guide dog to take him to relevant\\nintersections. Yet, alike all participants, he had very little\\nknowledge of his surroundings (e.g., restaurants, shops).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,227,394,403],\"text\":\"Personal Assistance Services. Personal assistance services are\\nessential to guarantee that people with visual impairments\\nare able to travel through an airport by taking them from the\\nticketing counter to their gate. When arriving at the check-in\\ncounter they are usually asked if they need assistance, which\\n“takes generally less than 15 minutes, but not always\\n”\\n- (P1).\\nAlthough reports usually focus on uncomfortable scenarios,\\nparticipants\\n’\\noverall opinion about these services is positive,\\nas they allow for an air travel experience with a good level\\nof assistance. P6 stated that “Mostly, the level of assistance\\nthat I found, it’s quite good. It’s frequently good.\\n”\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,403,395,642],\"text\":\"However, all participants were able to identify a number\\nof limitations or uncomfortable experiences, which may af-\\nfect their travel experience. Both focus groups started with\\nwheelchair-related comments, an issue that most partici-\\npants felt uncomfortable with: “ I got a lot of `Do you wanna\\ngo on a wheelchair'? A lot. It is very frustrating because . . . I\\ncan walk.\\\" - (P4); \\\"Even worse is when they bring one and they\\nassume\\\" - (P2). On the other hand, P7 had no concerns about\\nusing a wheelchair ( \\\". . . specially if I got a really heavy back-\\npack . . . Also, the general public is used to getting out of the\\nway for wheelchairs and baggage carts . . . Not necessarily for\\npeople\\\"), while P6 saw both advantages and disadvantages\\n( \\\". One reason is that they feel that they are able to move you\\naround a little quicker than having you walking . . . but it can\\nbe a little awkward and demeaning to sit on a wheelchair\\\" ).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,642,394,787],\"text\":\"Other inconvenient episodes are related to language barri-\\ners in foreign (or even national) airports, or to losing control\\nover their personal items (P6 and P7) when going through\\nsecurity or at the baggage claim (P2 got delivered a different\\nbag). P7 stated: “ You gotta be really really careful when you get\\nout of security, because you totally lose control of everything\\nyou have, because they take it from you. . . . I had my autopark\\nand I said, ‘do you have my green bag?’ . . . Well, when I get to\\nthe gate I don’t have my autopark.”\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,792,394,954],\"text\":\"Between and After Assistance. Participants agreed that the\\nmain limitations of their travel experiences occur after being\\nescorted to the gate and when there are interruptions in\\nthe personal assistance services. The first is a major prob-\\nlem, especially when there are long layovers, delays or gate\\nchanges, as illustrated by P7: “My main problem at airports is\\nthat they are very good at getting you people to take you where\\nyou need to get to . . . But when you get a 5 or 6 hour layover\\nand you need to get something to eat and use the restrooms...\\nthat is a major hassle! . . . It would be lovely to be able to get\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,188],\"text\":\"up and move around, and do things that you need to do, and\\nmaybe want to do\\\"! In these situations, all blind participants\\nmentioned they stay at the gate, as they do not know where\\nto go and are afraid of not being able to come back.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,747,349],\"text\":\"In addition, waiting for personal assistance may result in\\ndistressing events when assistance fails to come, but also in\\na feeling of complete dependence on other people. P5 said:\\n\\\"You sit here, then somebody else will come pick you up, then\\nyou wait at another spot and someone will come. And in the\\nmeantime you really don't have option(s)... I feel like I am\\na piece of luggage! . . . I am afraid of getting away, because\\nthings could change at any time, and will I be able to come\\nback? . . . It's just too many possibilities of something that could\\ngo wrong, so I just sit and wait.\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,355,747,561],\"text\":\"The Environmental Challenges of an Airport. Participants\\nposed airports as very challenging environments for navi-\\ngation. They outlined a set of reasons that make them par-\\nticularly difficult, such as going through security, carrying\\nluggage, very large open areas, and crowds either moving\\nor stopped at particular locations: “I don't think it is very\\naccessible, personally, due to how open it is. And people going\\nevery each way, and kinda like, New York City but in an airport\\n... And with luggage and all the sensory things going on, it\\ncan get overwhelming” - (P4). Pi reinforced this feeling: “I\\nneed help. But the thing that is really real, is when people\\nstart moving and pushing around ... and all of the sudden\\nyou can't keep track ... whether you're on a straight line.”\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,561,747,787],\"text\":\"Other prominent elements in most airports are escalators\\nand moving walkways. In general, participants prefer to\\nuse escalators instead of elevators, because it is a quicker\\nalternative. An exception is when they carry several bags or\\nheavier luggage. Despite their preference, they still pointed\\nout the challenges of finding the escalator that goes in the\\nright direction, as pointed out by P2: “ My other favorite thing\\nabout airports is when you get to get on the escalator, and you\\ndon't realize you're on the wrong one until the cane is thrown\\nback at you ” . Participants also had a positive opinion about\\nmoving walkways when going with someone, but not if they\\nare traveling by themselves: “ I like them, but I don't use them\\nby myself. Just because I don't know how many breaks are\\ngonna be . . . If I'm going to find the next one ” - (P1).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,792,747,906],\"text\":\"Travelers' Coping Mechanisms. When waiting at a gate the\\nmost common mechanism is to ask someone for assistance.\\nP6 and P7 often ask their assistants to leave them next to the\\nhelp desk. In other occasions they try to get assistance from\\nnearby travelers, as illustrated by P2: \\\"When mother nature\\ncalls and you really have to go, then I get up and just look lost\\nand then somebody will say: Where are you going?\\\"\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,954],\"text\":\"Although in some occasions visually impaired travelers\\nmay need to ask for assistance to two or three people, in\\ngeneral other travelers are helpful and are able to help them\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 16\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 4\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,221],\"text\":\"with their current needs. P7 stressed that this is more difficult\\nduring long layovers when airports are less crowded:\\n\\\"The\\nworst is when you are in a strange airport and it'\\ns late at night\\nand there are no human beings around... and you've been\\nsitting someplace for three hours and have another 2 hours and\\nthere is just nobody anywhere near you.\\n\\\"\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,221,394,316],\"text\":\"Another coping mechanism is to skip challenging steps,\\nsuch as avoiding baggage claim by traveling only with carry-\\non luggage (P4 and P8). Ps stated: \\\"I try to do carry on as\\nmuch as I am, because I don't really know how can I find my\\nbag ... Going to the baggage claim can be very daunting ...\\nAnd if there is one task I can eliminate, I'll try\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,328,395,598],\"text\":\"Opportunities for Assistive Technologies. When discussing\\nhow can technology enhance their overall experience in air-\\nports, some participants referred to gaining awareness of\\ngate changes and delays, while others referred that airline\\nsmartphone apps support that. What stood out was all partic-\\nipants’ need to gain greater awareness of their current loca-\\ntion and what is around in order to gain more independence.\\nParticipants referred to older solutions such as Talking Signs\\n[14] (proximity-based audio feedback), established parallels\\nto mainstream approaches like GPS-based systems ( “Some-\\nthing like a GPS, except indoors ” - (P9)), and wondered if more\\nrecent approaches such as Aira [53] (camera-based remote\\nassistance) would be valuable in an airport. P5 generalized\\nby saying: “ If I can always find where I am and where the\\nbathroom is . . . And . . . what’s around . . . If I can walk away\\nfrom the waiting area . . . If I have the confidence that I can\\ncome back to it . . . That would be wonderful. ”\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,599,395,743],\"text\":\"P2 would also like to get more information about shops\\nand restaurants (e.g., menus, existence of counter/tables).\\nIn addition, P3 referred to the potential value of knowing\\ninformation beforehand (‘If there is some kind of tactile model\\nof the airport, like a tactile map. You get that picture in your\\nhead and then you come up into the center of the main area,\\nyou know that A hall is to your left . . . You could kind of\\nsimulate through an app [P3 was familiar and mentioned both\\nBindSquare [8] simulation mode and NavCog Preview [27]]’).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,757,368,774],\"text\":\"4 NAVIGATION ASSISTANCE AT THE AIRPORT\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,395,922],\"text\":\"The focus groups have reinforced the frequent need and\\ndesire of visually impaired travelers to move independently\\nin airport environments. They are usually escorted to the gate\\narea where they need to wait for boarding independently of\\nhow long it takes. Yet, they may need to go to the restroom or\\nmay want to eat or buy something at a nearby restaurant or\\nshop. Occasionally, there may also be a gate change and the\\nneed to navigate to a different gate or terminal, but airports\\nare particularly challenging environments to navigate.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,394,954],\"text\":\"To validate the ability of BLE-based technologies to sup-\\nport indoor navigation for visually impaired people in such a\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,221],\"text\":\"complex environment, we slightly adapted a mobile naviga-\\ntion app called NavCog, developed as an open source project\\n(HULOP [31] ). NavCog can provide real-time turn-by-turn\\ninstructions and alert about nearby Points-of-Interest (POIs).\\nMoreover, it provides recovering instructions when users\\nget off the planned route.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,220,747,300],\"text\":\"NavCog requires an annotated map [5] to define walkable\\nareas and the location of POIs. We manually annotated the\\npaths and static landmarks/POIs ( e.g., obstacle, water foun-\\ntain, floor change). POIs such as shops, restaurants or gates\\nwere automatically added using data from the airport map.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,311,564,329],\"text\":\"Adaptations to NavCog\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,331,746,365],\"text\":\"Due to the additional challenges of airport environments,\\nwe extended the app to include the following:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,372,748,547],\"text\":\"Error prevention due to veering. This is specially relevant due\\nto the very wide corridors and open areas found in airports.\\nTo prevent navigation errors, the system instructs the user\\nto \\\"bear right/left\\\" when deviating from the planned path. It\\nuses the user's location and orientation, the current walking\\nspeed, and the estimated localization accuracy. For instance,\\nthe threshold for veering prevention when the system is\\nconfident about its accuracy is a deviation of three meters,\\nbut this value increases when the system has lower confi-\\ndence about the user's current position. Such measure avoids\\ncorrecting users when they are on the planned route.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,554,748,716],\"text\":\"Moving Walkways. NavCog uses a pedestrian motion model\\ncombined with the beacon signals to compute the user's\\nposition. While this model improves localization accuracy\\nwhen the user is walking, NavCog was not able to deal with\\nmoving walkways because the user was not moving. To solve\\nthis problem, we included heuristics to identify when the user\\nenters the moving walkway. In that case, the system treats\\nthe motion model differently, so that it assumes movement\\nwhen the user is stopped, and assumes greater velocity when\\nthe user is walking in the moving walkway.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,726,540,743],\"text\":\"System Installation\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,745,747,954],\"text\":\"In collaboration with the Allegheny County Airport Author-\\nity, we installed 350 iBeacons at the Pittsburgh International\\nAirport (PIT) in two days, which is currently covering ap-\\nproximately 33,000 m $^2$ and includes the ticketing area, the\\ntrain station (after security) and the path from the train to\\nthe central area of the airside terminals, the central area it-\\nself, and one of the four terminal corridors (Figure 2 ). We\\ndid not install beacons near the security area. The iBeacons\\nwere placed in about 10 to 15 meters intervals, except in\\nthe large open space at the center of the terminal (where\\nthe beacons on both sides are separated by approximately\\n30 meters). The beacons were usually placed at a height be-\\ntween 2.5 and 3.5 meters, when possible on columns and\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 16\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,124,395,299],\"text\":\"on walls. We tried to ensure that the beacons were out of\\nreach to airport visitors; and not too high (the airport has\\nvery high ceilings) as it would affect localization accuracy,\\nbut high enough so that beacon signals are less likely to be\\nblocked by people, crowds or obstacles. We then conducted\\na site survey to collect fingerprints of beacons' radio wave\\nsignals for about 17.5 hours to be used as training data of the\\nlocalization model; and an additional 2.1 hours to evaluate\\nthe accuracy of the localization model. Average localization\\nerror is 2.2 meters, and 4.5 meters at the 95 percentile using\\nthe method developed by Murata et al. [45] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,395,476],\"text\":\"Large open spaces negatively impact the localization model\\nsince longer distances between beacons result in a lower lo-\\ncalization accuracy [45] . In addition, changes in the environ-\\nment may require additional efforts to install the system. For\\ninstance, there was a very large object for an event when we\\nconducted the site survey, which was removed afterwards.\\nThus, we had to collect fingerprints again in that area. An-\\nother relevant issue concerns the moving walkway and how\\nit divides a corridor in two. An error of 2-4 meters is accept-\\nable in wide corridors, but localizing the user on the wrong\\nside of the moving walkway may cause navigation errors.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,496,266,513],\"text\":\"5 REAL-WORLD USER STUDY\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,517,395,613],\"text\":\"We performed a user study at the PIT airport, where our main\\ngoal was to investigate the effectiveness of smartphone-based\\nnavigation assistance for visually impaired people using BLE\\ntechnology. We target navigation scenarios that comprise\\nboth the environmental challenges found in airports and the\\nneeds of blind travelers.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,635,145,652],\"text\":\"Participants\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,655,395,816],\"text\":\"Ten participants with visual impairments (6m/4f), with ages\\nranging from 37 to 70 (M=55.2, SD=13.57) years old, were\\nrecruited to participate in the study (Table 1 ). Five of them\\nparticipated in the focus groups; all of them are legally blind,\\nbut two have residual vision (P9, P12). Four participants used\\na guide-dog, five used a white cane and P9 walked without\\na navigation aid. P6 only performed the first task, as he\\nwas not able to pass to the terminal area. Participants took\\napproximately two hours to complete the study and were\\ncompensated for their time ($25 per hour).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,837,134,854],\"text\":\"Apparatus\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,395,954],\"text\":\"Participants used an iPhone 8 and the adapted NavCog app,\\nwhich logged all events during the navigation tasks. Partici-\\npants used their free hand to hold the smartphone and used\\nAfterShok2 bone-conductive headphones to receive the audio\\ninstructions without blocking the environmental sound. The\\nexperiment was video-recorded for further analysis.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,124,467,139],\"text\":\"Routes\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,143,746,256],\"text\":\"We selected four routes based on the main challenges found\\nin airports and on the potential scenarios for independent\\nnavigation. Participants performed the tasks in a fixed order,\\nwhich resembles an actual travel experience. A randomized\\norder would be impracticable due to security screening at the\\nairport and not relevant in this context. The routes (Figure\\n2 ) comprise the following scenarios and challenges:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[432,270,748,720],\"text\":\"(1) From an entrance to a ticketing counter. This route\\nis relevant even considering personal assistance ser-\\nvices as they often start at the airline counter. It has 120\\nmeters, four turns and seven POIs or landmarks. It has\\nvery wide corridors that can easily result in veering.\\n(2) From the train to the gate. The longest route has\\n310 meters, three turns and 26 POIs. It starts with two\\nescalators from the first to the third floor. We included\\nescalators, as it is generally not avoided by visually\\nimpaired people, but presents navigation challenges.\\nAlso, this route has a particularly large open area with\\n35 per 23 meters. It passes by a moving walkway, which\\ncauses a separation between each side of the concourse.\\nThis route intends to provide an alternative to the\\ncurrent need for personal assistance to the gate.\\n(3) From the gate to the nearest (male or female) re-\\nstroom. This is naturally a very short route (30 to\\n40 meters) since most gates have restrooms nearby.\\nWe found relevant to include it due to the concerns\\nshowed by the focus group participants.\\n(4) From the gate to a restaurant. A 230-meter route\\nthat is shorter than Route 2, but has a greater density\\nof POIs (30) and two turns. Again, it has very wide\\ncorridors, passes by the moving walkway and alike\\nRoute 2 passes by potentially crowded areas (e.g., gate\\nareas and the food court). Both routes 3 and 4 intend\\nto increase users' independence after being escorted to\\nthe gate, a main issue outlined during the focus groups.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,742,486,758],\"text\":\"Procedure\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,762,746,954],\"text\":\"We obtained (IRB approved) informed consent from all partic-\\nipants beforehand. After participants arrived to the airport,\\nwe introduced our research, its goals and performed a demo-\\ngraphics questionnaire. We explained how the navigation\\napp works and clarified any doubt that participants might\\nhave had. Before every task, we stressed that the partici-\\npant should focus on the navigation and on reaching the\\ndestination instead of exploring the environment. We also\\nreferred that participants should try to recover from errors\\nby themselves and that the researchers would only be ob-\\nservers, but would always be nearby to guarantee their safety,\\nintervening only when necessary.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 16\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300246_pdf_shortened_page_6_figure_002.png\",\"bbox\":[136,119,673,391],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a floor plan of a transportation terminal, likely an airport, depicting various facilities and color-coded pathways. Key points of interest include a train station, food services, restrooms, information desks, and airplane gates, along with labeled \\\"Terminal\\\" and \\\"Ticketing area\\\" sections and a distance scale.\"},{\"label\":\"figure_cap\",\"bbox\":[68,407,746,438],\"text\":\"Figure 2: The experimental environment, which includes the ticketing area and the airside terminals. It presents the four\\nroutes used for the experiment. The numbers indicate each route starting point.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,459,395,618],\"text\":\"After performing Route 1 in the ticketing area, partici-\\npants (and researchers) needed to go through the airport\\nsecurity screening and take the train to the terminals. Then,\\nparticipants performed the three other routes sequentially.\\nAfter completing each route, participants were asked to rate\\nthe easiness of the task (using the single case questionnaire\\n[58] ), their confidence while navigating that route (1- Not\\nConfident at All to 7- Very Confident) and if they would use\\nthis app to navigate similar routes independently in their\\nupcoming visits (1-Strongly Disagree to 7-Strongly Agree).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,618,394,682],\"text\":\"After finishing all routes, we performed a post-interview\\nto understand the users' perspectives on the effectiveness of\\nthe navigation app in this environment, persisting challenges\\nand future directions to improve airport accessibility.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,693,150,710],\"text\":\"6 RESULTS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,395,810],\"text\":\"Our main goals were to analyze the ability of an accurate\\nnavigation app to support independent mobility of visually\\nimpaired travelers in airport environments. We report user\\nperformance based on completion times and errors, and per-\\nform an in-depth analysis based on video observations com-\\nplemented by users' subjective feedback.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,820,198,838],\"text\":\"Overall Performance\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,955],\"text\":\"All participants completed all routes, reaching the destina-\\ntion successfully (except P6 who only performed Route 1). Par-\\nticipants completed each task, on average, in 189 (SD=56.6),\\n418 (SD=147), 57.8 (SD=7.9), and 276 (SD=73.6) seconds, re-\\nspectively (Figure 3 ). The difference in timings is justified\\nby the length and complexity of the four routes. Their aver-\\nage walking speed was 0.86 m/s (SD=0.22), and the average\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,459,745,491],\"text\":\"walking speed of participants with and without guide dog was \\n1.01 m/s (SD=0.21) and 0.73 m/s (SD=0.12) respectively.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,492,747,731],\"text\":\"Six participants (P9-P13 and P6) completed the study with-\\nout any navigation error. In general, there were one and six\\nnavigation errors in Routes 1 and 2 (the longer and most\\ncomplex route), respectively. Of those, in three of them users\\npassed right next to the escalator (Figure 6 ), while the other\\nfour errors were caused by a (system) orientation error af-\\nter re-localizing users. This occurred only for the first par-\\nticipants: as it was detected and fixed by the researchers.\\nHowever, this error caused confusion as users seemed lost\\nuntil the system recovered or researchers intervened. We\\nintervened four additional times to prevent any inconve-\\nntion situation although there was a chance that participants\\nwould recover by themselves. These events include getting\\nvery close to an off-route escalator (going down); entering\\nstores, or almost bumping into a family near the dining area.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300246_pdf_shortened_page_6_figure_012.png\",\"bbox\":[420,754,740,910],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This is a combined violin and box plot showing the distribution of \\\"Completion Time [seconds]\\\" for four different categories: Route 1, Route 2, Route 3, and Route 4. Each route displays a distribution of completion times, with Route 3 showing the lowest values and Route 2 the highest and most varied.\"},{\"label\":\"figure_cap\",\"bbox\":[420,919,745,949],\"text\":\"Figure 3: Completion time per route. Boxes show 25 and 75\\npercentiles, and medians. Black dots show means.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 16\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300246", "source_image_path": "test_data/3290605-3300246/3290605-3300246_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300246/results/output_json/3290605-3300246_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300246_pdf_shortened_page_7_figure_002.png\",\"bbox\":[73,122,384,267],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a stacked bar chart displaying data for different \\\"P\\\" points (P1, P2, P3, P6, P9, P10, P11, P12, P13, P14) on the x-axis, with a y-axis ranging from 0 to 6. The bars are segmented by four routes: Route 1 (blue), Route 2 (orange), Route 3 (green), and Route 4 (red), as indicated by the legend. The chart shows varying compositions and total values of routes at each point, with several points having no bars.\"},{\"label\":\"figure_cap\",\"bbox\":[68,280,394,311],\"text\":\"Figure 4: Number of times the system detected that the par-\\nticipant needs to veer in wide corridors.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,334,242,351],\"text\":\"Video-Observation Analysis\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,355,394,402],\"text\":\"By observing the navigation tasks, we performed an in-depth\\nanalysis to understand the main challenges of this environ-\\nment and what behaviours influenced users' performance.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,410,395,603],\"text\":\"Veeering was common, but often corrected. All routes included\\nopen areas or very wide corridors. Such environments are\\nknown to be challenging for visually impaired people (par-\\nticularly white-cane users) since there are more chances for\\nusers to veer and deviate from their path [18, 28] . It is impor-\\ntant to note that we do not consider veering as a navigation\\nerror, unless it takes the user to an erroneous path. Partici-\\npants used their navigation skills when possible to cope with\\nthose challenges; for instance, P2 noticed that along part of\\nRoutes 2 and 4 there was a difference in floor type in the\\nsame direction that he was heading; therefore, he followed a\\nstraight line on the intersection of the tile and carpet floors.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,395,762],\"text\":\"All participants except P3 (a guide dog user), P6 (did only\\none route) and P9 (who has residual vision) veered at least\\none time, but were usually able to recover by themselves.\\nFigure 4 shows the number of times that the system provided\\nerror prevention instructions (\\\" bear right/left\\\") to maintain\\nthe user on the correct path (the values for P1 are affected\\nby the aforementioned orientation errors). For instance, P2\\nand P11 veered in Route 2 in the large open area after the\\nescalator, but were corrected with a \\\"bear left\\\" message that\\nhelped them proceeding on the intended path (Figure 5 ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,395,954],\"text\":\"Another common location for veering was in in the con-\\nnecting area between the center area and the concourse\\ncorridor (Route 2). While the system planned a route on the\\nright-hand side of the concourse, five users veered after the\\n45-degree turn, ending up on the left-hand side of the moving\\nwalkway. Based on their location when re-routed, P1 and\\nP14 continued their path on the left-hand side of the moving\\nwalkway and turned to the right side only when approaching\\nthe gate. On the other hand, P2, P11 and P12 were re-routed\\nearlier and therefore took the right-hand side of the moving\\nwalkway. Interestingly, P11 ended up intentionally using the\\nmoving walkway when alerted about its presence.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300246_pdf_shortened_page_7_figure_009.png\",\"bbox\":[420,119,747,272],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A map-like graphic, presented in two nearly identical panels, displays a winding blue path with arrows through light grey shapes resembling buildings and darker striped areas. A thin green line runs alongside portions of the blue path. Both panels feature a speech bubble indicating \\\"Bear left\\\" at a point where the path branches or curves to the left.\"},{\"label\":\"figure_cap\",\"bbox\":[421,283,746,315],\"text\":\"Figure 5: It shows the planned route (in green) and the walk-\\ning trajectory (in blue) of P2 (L) and P11 (R) for Route 2 .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,343,747,615],\"text\":\"While veering is often corrected with messages to adjust\\nthe orientation or by re-routing, the system does not inter-\\nvene when there is a small deviation from the path due to\\nuncertainty. This happens because the threshold for veering\\ndetection is based on the current estimate of localization accu-\\nracy and the perceived user location and orientation. While\\nin most occasions users ended up correcting themselves us-\\ning their navigation skills, there were very few occasions\\nwhere the researcher needed to intervene due to safety con-\\ncerns. For instance, in Route 1 P10 was only instructed to bear\\nright when he was very close to an escalator going down.\\nAlthough the system ended up providing such instruction, it\\nwas too close to a potentially dangerous situation (hence the\\nintervention). This suggests that alternative solutions should\\nbe explored in areas that involve greater risk. In addition, P1\\nveered in the area depicted in Figure 5 but to the left side,\\nleading her to enter a store without being corrected.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,624,747,881],\"text\":\"The challenge of finding the escalator. Six participants went \\nstraight to the escalator in Route 2, having no problems to \\nfind it. On the other hand, P2, P3 and P14 veered slightly to \\nthe right passing by the escalator just by a few meters. P2, a \\nwhite-cane user, recovered by himself when he noticed that \\nhe passed by the escalator, by tapping on the screen to know \\nwhat he should do next. P3, a guide-dog user, continued \\nto walk forward (Figure 6) to an area that is not covered \\nby the system. As the researchers intervened and asked to \\nrestart the task, P3 requested to be guided right in front \\nof the escalator in order to teach the dog a command to \\nfind the escalator. In this case, the guide dog avoided the \\nescalator because she was unfamiliar with it, suggesting that \\nelements that are less common in their daily lives may result \\nin navigation errors. After being taught and restarting the \\nroute the guide dog went straight to the escalator.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,747,954],\"text\":\"The impact of navigation aids, pedestrians and crowds. It is a well-known that guide dogs ease the navigation of people\\nwith visual impairments as they are able to avoid obstacles\\nand to follow open paths when directed by their owner. In\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 16\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300246/results/markdown/3290605-3300246_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[95,117,718,146],\"text\":\"MilliSonic: Pushing the Limits of Acoustic Motion Tracking\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[286,166,528,214],\"text\":\"Anran Wang and Shyamhan Gollakota\\n\\nUniversity of Washington\\n\\n{anranw,gshyan}@cs.washington.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,224,141,240],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,245,395,596],\"text\":\"Recent years have seen interest in device tracking and lo-\\ncalization using acoustic signals. State-of-the-art acoustic\\nmotion tracking systems however do not achieve millimeter\\naccuracy and require large separation between microphones\\nand speakers, and as a result, do not meet the requirements\\nfor many VR/AR applications. Further, tracking multiple\\nconcurrent acoustic transmissions from VR devices today\\nrequires sacrificing accuracy or frame rate. We present Mil-\\nliSonic, a novel system that pushes the limits of acoustic\\nbased motion tracking. Our core contribution is a novel local-\\nization algorithm that can provably achieve sub-millimeter\\n1D tracking accuracy in the presence of multipath, while\\nusing only a single beacon with a small 4-microphone array.\\nFurther, MilliSonic enables concurrent tracking of upto four\\nsmartphones without reducing frame rate or accuracy. Our\\nevaluation shows that MilliSonic achieves 0.7mm median 1D\\naccuracy and a 2.6mm median 3D accuracy for smartphones,\\nwhich is 5x more accurate than state-of-the-art systems. Mil-\\nliSonic enables two previously infeasible interaction applica-\\ntions: a) 3D tracking of VR headsets using the smartphone\\nas a beacon and b) fine-grained 3D tracking for the Google\\nCardboard VR system using a small microphone array.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,607,173,625],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,628,394,660],\"text\":\"• Human-centered computing → Pointing: Ubiquitous\\nand mobile computing systems and tools;\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,669,202,684],\"text\":\"ACM Reference Format:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,685,392,758],\"text\":\"Anran Wang and Shyamath Gollakota. 2019. MilliSonic: Pushing\\nthe Limits of Acoustic Motion Tracking. In CHI Conference on Hu-\\nman Factors in Computing Systems Proceedings (CHI 2019), May 4–9,\\n2019, Glasgow, Scotland Uk . ACM, New York, NY, USA, 11 pages.\\nhttps://doi.org/10.1145/3290605.3300248\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,224,549,241],\"text\":\"1 INTRODUCTION\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,245,747,451],\"text\":\"Device localization and motion tracking has been a long-\\nstanding challenge in the research community. It is a key\\ncomponent in Virtual Reality and Augmented/Mixed Reality\\napplications and enables novel human-computer interactions\\nincluding gesture and skeletal tracking. Traditionally, spe-\\ncialized optical methods such as lasers and infrared beacons\\nhave been used to localize VR headsets and controllers. This\\nincludes commercial systems like the HTC Vive VR, Ocu-\\nlus Rift and Sony PlayStation VR [3, 9, 14] . These optical\\ntracking solutions, however, require separate expensive bea-\\ncons to emit infrared signals and transceivers to receive and\\nprocess data. Existing devices like smartphones lack these\\ntransceivers and hence are unsuitable for such techniques.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,452,747,659],\"text\":\"Acoustic-based localization and tracking methods have\\nrecently emerged as an attractive alternative to optical sys-\\ntems [26, 35] . Speakers and microphones, used for emitting\\nand receiving acoustic signals, are cheap and easy to con-\\nfigure. Furthermore, commodity smartphones and smart\\nwatches already have built-in speakers and microphones,\\nwhich makes acoustic tracking an excellent fit for such de-\\nvices. As shown in Fig. 1 (a), a simple microphone array could\\nact as a beacon to enable 3D location tracking for the Google\\ncardboard VR system. Conversely, instead of carrying around\\nadditional devices (e.g., HTC IR beacons) to enable tracking\\nfor VR headsets, one could reuse existing smartphones as\\nbeacons to enable 3D localization and motion tracking.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,660,746,708],\"text\":\"State-of-the-art acoustic motion tracking systems [21, 34]\\nhowever do not adequately meet the requirements of VR/AR\\napplications for three main reasons.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,709,748,907],\"text\":\"• Tracking accuracy. Acoustic signals suffer from multi-path\\nwhere the signal reflects off nearby surfaces before arriving\\nat the receiver. Thus, existing 1D acoustic tracking accuracy\\nis 5-10 mm [21] , which is much worse than optical systems\\nand may cause motion sickness with prolonged use [15] .\\n• Microphone/spaker separation. 3D tracking requires trian-\\ngulation from multiple microphones/speakers, which when\\nplaced close to each other limits accuracy. Prior work that\\ntracks smartphones uses multiple speakers separated by\\n90 cm [21] , making them difficult to integrate into VR/AR\\nheadsets. Conversely, using a 90 cm beacon for Google car-\\nboard VR is unwieldy and limits portability.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,776,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCH 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,898,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":17,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,925,266,952],\"text\":\"ACM ISBN 978-1-4603-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145/3200650.3300248\",\"reading_order\":18,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 18\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_1_figure_002.png\",\"bbox\":[103,115,688,252],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Three panels illustrate various configurations of people wearing VR headsets, interacting with external devices through sound. Each setup features individuals with VR headsets (containing a speaker and microphone) engaging with objects like a table unit, a tablet, a wrist device, or handheld controllers, all equipped with speakers and microphones, indicated by connecting lines.\"},{\"label\":\"figure_cap\",\"bbox\":[67,254,746,298],\"text\":\"Figure 1: Application scenarios: a) tracking a Google cardboard VR using a small microphone array; b) Tracking the 3D position\\nof VR/AR headsets using a smartphone as a beacon. Using the transmissions from the smartwatch to then track it w.r.t. the\\nheadset; c) Concurrently tracking multiple devices with a single microphone array at a high per-device frame rate.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[67,320,395,384],\"text\":\"● Concurrency. Tracking multiple headsets remains a chal-\\nlenge with existing designs. A naive approach is to time mul-\\ntiplex the acoustic signals from each device. This however\\nreduces the frame rate linearly with the number of devices.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,387,395,753],\"text\":\"We present MilliSonic, a novel system that pushes the\\nlimits of acoustic based motion tracking. Our core contri-\\nbution is a novel localization algorithm that can achieve\\nsub-millimeter 1D tracking accuracy in the presence of mul-\\ntipath, while using only a single beacon with a 4-microphone\\narray. To achieve this, like prior designs [16, 21] , MilliSonic\\nuses FMCW (frequency modulated continuous wave) acous-\\ntic transmissions where the frequency linearly increases\\nwith time. Prior designs use FMCW to separate reflections\\narriving at different times by mapping time differences to\\nfrequency shifts. However, given the limited inaudible band-\\nwidth on smartphones, the ability to differentiate between\\nclose-by paths using frequency shifts is limited, thus, limiting\\naccuracy. Our algorithm instead leverages the phase of the\\nFMCW reflections to perform tracking. We prove that this\\nallows us to achieve sub-millimeter 1D tracking. These high\\n1D accuracies allow us to reduce the separation between mi-\\ncrophones at the beacon and achieve millimeter-resolution\\n3D tracking and localization. Finally, we show that by have\\ndevices intentionally introduce different time delays to their\\nFMCW signals, we can support concurrent acoustic transmis-\\nsions from multiple devices, without reducing the accuracy\\nor frame rate for each device.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,753,395,834],\"text\":\"We implement our design using speakers on Android\\nsmartphones including Samsung Galaxy S6, S7 and S9. We\\ndesign 15cm × 15cm and 6cm × 5.35cm 4-microphone arrays\\nusing commercial microphones and implement our real-time\\ntracking algorithms on a Raspberry Pi 5 Model B+ [12] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,834,333,851],\"text\":\"This paper makes the following contributions\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[67,853,395,933],\"text\":\"• We show for the first time how to achieve sub-mm 1D\\ntracking and localization accuracies using acoustic signals\\non smartphones, in the presence of multipath. To achieve\\nthis, we introduce algorithms that use the phase of FMCW\\nsignals to disambiguate between multiple paths.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,319,747,535],\"text\":\"• We enable multiple smartphones to transmit concurrently\\nusing time-shifted FMCW acoustic signals and enable con-\\ncurrent tracking without sacrificing accuracy or frame rate.\\n• We present experimental results that show that MilliSonic\\ncan achieve a median ID accuracy of 0.7 mm up to distances\\nof 1 m from the smartphone. The median ID accuracy is\\n1.7 mm for distances between 1 and 2 m. MilliSonic's median\\n3d accuracy is around 2.6 mm. Further, we can concurrently\\ntrack up to four smartphones at a per-device frame rate of\\n40 frames/sec without sacrificing accuracy.\\n• Finally, we describe the limitations of our system and\\noutline additional work required to more comprehensively\\nevaluate the system in various use case scenarios.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,561,612,579],\"text\":\"2 APPLICATION SCENARIOS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,583,697,600],\"text\":\"MilliSonic enables three key application scenarios.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[420,602,748,946],\"text\":\"● Current smartphone-based VR headsets (e.g., Google Card-\\nboard) do not have 6DoF motion tracking capability. This is\\nbecause of the lack of optical transceivers, which limits their\\nusage. MilliSonic enables 6DoF motion tracking capability\\nfor smartphone-based VR headsets using only a cheap and\\nsmall microphone array as a beacon, without requiring any\\nhardware modifications at the smartphone.\\n● Millisonic can transform the smartphone into a portable\\nbeacon for VR tracking. Specifically, instead of requiring the\\nuser to carry optical beacons for VR headsets to enable use\\nin different environments, a smartphone can be used as a\\nportable beacon. To do this, manufacturer can integrate a\\ncheap microphone array into the VR/AR headset. Using this\\nmicrophone array, the VR headset can also track the motion\\nof other acoustic-enabled devices such as smart watches.\\n● MilliSonic can support concurrent tracking of an unlim-\\nited number of microphone arrays (i.e., VR headsets) in the\\nvicinity of a single speaker (i.e., a smartphone). Furthermore,\\nit can also support up to four speakers (i.e., smartphone\\nVR headsets) in the vicinity of a microphone array without\\nsacrificing accuracy or frame rate.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 18\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[68,123,224,139],\"text\":\"3 MILLISONIC DESIGN\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,241],\"text\":\"We first present background on existing FMCW tracking sys-\\ntems and show why they have a limited accuracy for acoustic\\ntracking. We then present our algorithm that uses the FMCW\\nphase to achieve sub-mm 1D tracking. We then describe how\\nto perform 3D tracking using the 1D locations using multiple\\nmicrophones. Finally, we address various practical issues.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,251,192,267],\"text\":\"FMCW Background\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,271,394,448],\"text\":\"Acoustic tracking is traditionally achieved by computing the\\ntime-of-arrival of the transmitted signals at the microphones.\\nAt its simplest, the transmitted signal is a sine wave, $x(t) =$\\n$exp(-j2\\\\pi ft)$ where $f$ is the wave frequency. A microphone\\nat a distance of $d$ at the transmitter, has a time-of-arrival of\\n$d = t_d \\\\times c$ where $c$ is the speed of sound. The received signal\\nat this distance can now be written as, $y(t) = exp(-j2\\\\pi t(t-$\\n$t_d))$ . Dividing by $x(t)$ , we get $y(t) = exp(2\\\\pi ft_d)$ . Thus, the\\nphase of the received signal can be used to compute the time-\\nof-arrival, $t_d$ . In practice, however, multipath significantly\\ndistorts the received phase limiting accuracy.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,448,394,693],\"text\":\"To combat multipath, prior work [21, 23] uses Frequency\\nModulated Continuous Wave (FMCW) chirps where as shown\\nin Fig. 2 the frequency of the signal changes linearly with\\ntime. FMCW has good autocorrelation properties that al-\\nlow the receiver to differentiate between multiple paths that\\neach have a different time-of-arrival. Further compared to\\nOFDM [24] and other waveforms [30] , FMCW has high spec-\\ntral efficiency and is ease of demodulate. Mathematically,\\nthe $x(t) = \\\\exp(-j2\\\\pi(f_0+\\\\frac{B}{2T}t))t = \\\\exp(-j2\\\\pi(f_0t+\\\\frac{B}{2T}t^2))$ FMCW signal in Fig. 2 is, , where $f_0$ , $B$ and $T$ are the initial fre-\\nquency, bandwidth and duration of the FMCW chirp respec-\\ntively. In the presence of multipath, the received signal can\\nbe written as, $y(t) = \\\\sum_{i=1}^{M}A_i\\\\exp(-j2\\\\pi(f_0-t_i)+\\\\frac{B}{2T}(t^2+t_i^2-2t_i))$ , where $A_i$ and $t_i=\\\\frac{d_i}{c}$ are the attenuation and\\ntime-of-flight of the $i$ th path. Dividing this by x(t) we get,\",\"reading_order\":6,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[110,697,394,738],\"text\":\"$$\\\\tilde { y } ( t ) = \\\\frac { \\\\delta t } { 2 \\\\pi } A _ { 1 } e x p ( - j 2 \\\\pi \\\\left( \\\\frac { B } { T } t _ { 1 } t + f _ { 0 } t - \\\\frac { B } { 2 T } t ^ { 2 } \\\\right) ) \\\\quad( 1 )$$\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,742,394,843],\"text\":\"The above equation shows that multipath with different\\ntimes-of-arrival fall into different frequencies. The receiver\\nuses Discrete Fourier Transform (DFT) to find the first peak\\nfrequency bin, $f_{peak}$ , that corresponds to the line-of-sight\\npath to the transmitter. It then computes the distance to the\\nreceiver as, $d(t) = \\\\frac{f_{peak}t}{B}$ .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,394,953],\"text\":\"While this conventional FMCW processing is effective in\\ndisambiguating multiple paths that is separated by large dis-\\ntances, it has a limited accuracy when the multiple paths are\\nclose to each other. Specifically, the minimum distance reso-\\nlution for FMCW is in the order of $\\\\frac{d}{R}$ when the separation\\nbetween frequencies is 1 Hz. Given that smartphones have\\na limited inaudible bandwidth of 7 kHz between 17-24 kHz,\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,239,747,320],\"text\":\"prior work cannot distinguish between paths that are close\\nto the direct line-of-sight path and hence have a limited ac-\\ncuracy [21, 26] . Further, since DFT operations are performed\\nover a whole chirp duration, it limits the frame rate of the\\nsystem to $\\\\frac{1}{T}$ , where $T$ is the FMCW chirp duration.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_2_figure_011.png\",\"bbox\":[490,120,673,216],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A frequency versus time graph displays a repeating sawtooth waveform. The frequency linearly increases from a base frequency `f0` to a maximum frequency `B+f0` over a duration `T`, then instantly drops back to `f0` and the pattern repeats.\"},{\"label\":\"figure_cap\",\"bbox\":[492,217,674,233],\"text\":\"Figure 2: FMCW signal structure.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,331,670,348],\"text\":\"Sub-mm 1D tracking using FMCW phase\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,352,747,494],\"text\":\"We use phase of the FMCW signals to compute distance.\\nThus, instead of using the first peak frequency of the FMCW\\nsignal in the frequency domain to estimate the time-of-arrival,\\nour algorithms has two key steps: 1) we apply a dynamic\\nnarrow band-pass filter in the time-domain to filter out most\\nmultipath that has a distant time-of-arrival from the direct\\npath. This leaves us only a small portion of residual indirect\\npaths around the direct path. 2) We then extract the distance\\ninformation from the instantaneous FMCW phase.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,494,746,527],\"text\":\"Intuition. We provide the intuition for why EMW phase\\nprovides a better accuracy than existing FMCW approaches.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,527,747,794],\"text\":\"Traditional FMCW approaches. Let us first understand the\\nerror in traditional peak estimation method for FMCW sig-\\nnals. Tracking error occurs when we have two paths that\\nare without a single frequency bin. Let us denote the time-\\nof-arrival of the direct path as $t_1$ and its frequency in the\\ndemodulated FMCW signal as $f_1_1$ . An indirect path with\\na time-of-arrival of $t_2$ lies at frequency $f_1_2$ in the demod-\\nulated signal. When $|f_1_1 - f_2| < 1$ , the two peaks merge\\ntogether in the frequency domain resulting in a single peak\\nat approximately $(A_2 f_2_2 + A_1 f_1_1)/(A_2 + A_1)$ , where $A_1$ and\\n$A_2$ are the amplitude of the direct path and the total am-\\nplitude of the residual indirect paths. Hence, the frequency\\nerror is $(A_2 f_2_2 + A_1 f_1_1)/(A_2 + A_1) - f_1_1$ which is equivalent\\nto a distance error given by $d_{2}^{(peak,bk)} = \\\\frac{A_2 f_2_2 + A_1 f_1_1}{A_2 + A_1} - f_1_1$ $\\\\tilde{B} =$\\n$(f_2_2 - f_1_1)/(1 + \\\\frac{A_1}{A_2})\\\\frac{B}{B}$ . This error increases linearly with $f_2_2 - f_1_1$\\nand proportionally increases with $\\\\frac{A_1}{A_2}$ .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,794,747,954],\"text\":\"Our method. In contrast, the error in the phase of the\\nFMCW signal is significantly smaller. To see this, let us as-\\nsume that the amplitude of the residual indirect paths after\\nfilters have a lower amplitude than the direct path. As shown\\nin Fig. 3 , the complex representation of the direct path is\\nrepresented by the blue vector while that of the sum of indi-\\nrect paths is represented by the red vector. The sum of the\\ntwo vectors is the resulting signal at the receiver which is\\nrepresented by the green vector. The maximum phase error\\noccurs when the red vector is perpendicular to the green\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 18\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_3_figure_002.png\",\"bbox\":[95,125,207,226],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A 2D plot with horizontal 'I' and vertical 'Q' axes displays two distinct vectors, one blue (labeled A1e^jφ) and one red (labeled A2e^jφ'), originating from the center. A smaller green vector is also visible near the I-axis. Dashed circles, one large centered at the origin and one small centered near the tip of the red vector, are drawn, with a \\\"max error\\\" label pointing to an angle near the red vector.\"},{\"label\":\"figure_cap\",\"bbox\":[68,227,229,285],\"text\":\"Figure 3: Phase error when\\none indirect path (red vector)\\nis combined with the direct\\npath (blue vector).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_3_figure_004.png\",\"bbox\":[237,123,406,242],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This line graph displays \\\"Error bound (mm)\\\" on the y-axis against \\\"A'/A\\\" on the x-axis, ranging from 0 to 20 and 0 to 1 respectively. Four distinct lines illustrate different conditions: \\\"Our method\\\" (solid red), and conditions based on frequency differences of 0.3Hz (dotted blue), 0.6Hz (dashed green), and 0.9Hz (dotted-dashed purple), all showing an increasing trend.\"},{\"label\":\"figure_cap\",\"bbox\":[235,242,392,287],\"text\":\"Figure 4: Error comparison\\nof FMCW peak versus our\\nFMCW phase method.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,293,393,347],\"text\":\"vector and this corresponds to a phase error of $\\\\sin^{-1}(\\\\frac{\\\\Delta\\\\phi}{A})$ . The\\nkey observation is that this error does not depend on $t_1 - t_2$\\nand increases much slower at $\\\\sin^{-1}(\\\\frac{\\\\Delta\\\\phi}{A})$ .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,347,394,476],\"text\":\"Fig. 4 shows that distance error as a function of $A_2/A_1$ and\\n$|f_k - f_{k}|$ for both traditional peak estimation techniques as\\nwell as our FMCW phase method. The plots show that the\\ndistance errors using peak estimation is severely affected\\nby the time-of-flight of the indirect paths. In contrast, the\\ndistance error using our FMCW phase technique is around\\n10x lower. We describe our algorithm and its theoretical\\nanalysis in more detail in the Appendix.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,486,255,503],\"text\":\"3D tracking from 1D locations\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,507,394,714],\"text\":\"The above FMCW phase technique allows us to achieve sub-\\nmm resolution in estimating 1D distances. To achieve 3D\\ntracking we use information from multiple microphones to\\nperform triangulation. We use multiple microphones instead\\nof speakers to reduce the power consumption as well as to\\neliminate the complexity of multiplexing the multiple speak-\\ners. Since our 1D resolution is high we can also reduce the\\nseparation between the microphones while achieving a good\\n3D accuracy. Specifically, we place four microphones at four\\ncorners of a rectangle. We have two pairs of microphones in\\nthe vertical position and the other two pairs in the horizon-\\ntal position. Thus, by computing the intersection of all the\\nresulting 1D positions, we can compute the 3D location.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,394,954],\"text\":\"We note that the accuracy of triangulation is dependent\\non the distance from the microphone array as well as the\\nseparation between the microphones. Specifically, as the dis-\\ntance from the microphone array increases, the resulting 3D\\naccuracy become worse. Similarly, as the separation between\\nmicrophones increase the 3D accuracy improves, which is\\nwhy prior work uses a microphone separation of 90 cm [21] .\\nIn our solution, since we already achieve sub-mm 1D resolu-\\ntion, we can reduce the separation between microphones to\\nfit the form-factor of VR headset and still achieve good 3D\\ntracking accuracies upto 2 m. To improve the accuracy and\\nreduce jitters at larger distances, we average the 3D distance\\nmeasurements within each 10ms duration. Incorporating the\\n15ms latency of the band-pass filter, we get one distance\\nvalue every 25ms or a frame rate of 40 frames per second.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_3_figure_011.png\",\"bbox\":[430,122,736,230],\"reading_order\":11,\"tags\":[],\"alt_text\":\"The diagram illustrates two transmitters sending frequency-modulated signals over time, shown as frequency ramps. A receiver processes these signals, yielding a frequency spectrum with two distinct peaks and two separate sinusoidal demodulated signals, labeled Filter 1 and Filter 2.\"},{\"label\":\"figure_cap\",\"bbox\":[420,230,746,260],\"text\":\"Figure 5: Supporting concurrent transmissions using virtual\\ntime-of-arrival offsets at each VR headset.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,267,586,285],\"text\":\"Addressing practical issues\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,288,727,304],\"text\":\"We describe the practical issues in designing MilliSonic.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,304,747,418],\"text\":\"1) Phase ambiguity: Any phase tracking algorithm has to\\naddress the problem of phase ambiguity. Specifically, we can\\nonly extract the phase modulo $2\\\\pi$ from the demodulated\\nchirp ( $\\\\hat{\\\\phi}(t) = \\\\phi(t) \\\\text{ mod } 2\\\\pi$ ). This leads to two problems: a)\\nhow to detect any modulo $2\\\\pi$ shifts during a single chirp; and\\nb) how to estimate the initial $2\\\\pi$ phase offset, i.e., $\\\\phi(0) = 2\\\\pi + \\\\phi(0)$ at the beginning of each chirp.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,418,747,529],\"text\":\"Because of the band-pass filter, adjacent samples does not\\nhave a phase difference of more than $\\\\pi$ . The phase error\\ncaused by residual indirect paths is bounded to $(-\\\\pi/2,\\\\pi/2)$ .\\nThus, when the phase modulo $2\\\\pi$ sees a sudden jump of\\nmore than $\\\\pi$ $-\\\\pi$ between adjacent samples at $t$ and $t-\\\\delta t$ ,\\nthere is a modulo $2\\\\pi$ jump at that time, which we can correct\\nby adding or subtracting $2\\\\pi$ to the computed phase.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,529,747,626],\"text\":\"To compute the initial $2N\\\\pi$ phase offset at the beginning of\\neach chirp, we use the estimated distance and speed from the\\nend of the previous chirp. Instantaneous speed is computed\\nby performing least square linear regression (which is a linear\\nalgorithm in 1D domain) over the distance values in a 10 ms\\nwindow to reduce the effects of noise and residual multipath.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,626,747,904],\"text\":\"Specifically, for the $i+1$ th received chirp, given the dis-\\ntance $\\\\epsilon_{end}^{(i)}$ and speed $v_{end}^{(i)}$ estimated from the end of the\\n$i$ th chirp, we can infer the distance of the beginning of the\\ncurrent chip $d_{start}^{(i+1)} = \\\\epsilon_{end}^{(i+1)} + v_{end}^{(i)} \\\\delta T$ where $\\\\delta T$ is the gap\\nbetween two chips. We then find the $2\\\\pi f$ offset in addition\\nto the ambiguous initial phase $\\\\phi(0)$ that minimize the differ-\\nence $|d^{(i+1)}(0,\\\\tilde{\\\\phi}(0)+2\\\\pi) - d_{start}^{(i+1)}|$ . Note that this relaxes\\nthe constraints on speed imposed by prior work [21] and\\ninstead has a constraint on acceleration. Specifically, prior\\nwork [21] had a constraint on the maximum speed of $1$ m/s.\\nIn our algorithm, since each $2\\\\pi$ difference of the phase corre-\\nsponds to around 2 cm distance difference, any error smaller\\nthan 1cm will not cause an erroneous $2\\\\pi$ estimate. The\\ngap between two adjacent chirp is 5 ms and the delay of the\\nband-pass filter is 15 ms. Hence, as long as the acceleration\\ndoes not exceed $\\\\frac{25ms\\\\times 5ms}{20ms\\\\times 5ms}=25m/s^2$ , our algorithm does\\nnot introduce erroneous phase offsets.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,904,747,953],\"text\":\"2) Clock synchronization. Clock differences exist in prac-\\ntice which we need to calibrate to achieve tracking. Specif-\\nically, we need to calibrate for the initial phase as well as\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 18\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,396],\"text\":\"any drift due to clock differences. To achieve this, at the\\nbeginning of the session, the user touches the smartphone\\nspeaker with a microphone at the receiver. The receiver\\nmeanwhile starts recording the chirp for five seconds and\\nruns the above tracking algorithm. Using this setup, we use\\nautocorrelation to determine a starting time for the chirp at\\nthe receiver. Because in this setup, at zero distance, the signal\\nhas a high SNR, there is no motion and little indirect path,\\nthe estimate of the distance from the peak of the FFT result,\\ndenoted by $D$ , is accurate. As a result, we can find the initial\\n$2N\\\\pi$ phase offset from $D$ . Specifically, we find the best $2N\\\\pi$\\nwhich minimizes the differences of the two measurements\\n$|d-d(0,\\\\hat{\\\\varphi}(0)+2N\\\\pi)|$ . Finally, to address the clock drift, the\\nreceiver detects a constant drift in the distance measurement\\nwithin the five seconds which is linear to the clock difference.\\nWe then compensate the clock difference by removing this\\ndrift for the following measurements at the receiver side.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,394,459],\"text\":\"3) Failure detection and recovery. Our algorithms relies on\\ncontinuous tracking. When tracking failure occurs, the sub-\\nsequent measurements are also prone to errors. In practice,\\nfailures occur due to occlusions and noise.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,460,394,699],\"text\":\"While acoustic signal can penetrate some occlusions like\\nfabrics, for other occlusions like wood and human limbs,\\nrefraction between different transmission mediums causes a\\ndense multipath around the direct path which is also greatly\\nattenuated. Therefore, the above algorithm fails because it\\ndoesn't satisfy the premise that the direct path dominates\\nthe filtered demodulated signal. When such error happens\\nduring a chirp, it will cause fluctuations in phase. Thus, there\\nwould be multiple 2 $\\\\pi$ phase tracking error during the chirp,\\nleading to a larger than $2\\\\pi m$ distance error at the end of the\\nchirp. When the error happens between two chirps, it will\\nlead to wrong $2\\\\pi n$ estimate that causes larger than $-2\\\\pi m$\\nerror for the subsequent chirps. Similarly at longer ranges the\\nsignal attenuates which results in noisy phase measurements\\nwhich can also lead to wrong $2\\\\pi N$ estimates.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,394,889],\"text\":\"To detect these failures, we utilize the redundancy across\\nthe microphones. It is unlikely that all the four microphone\\nencounter the same extra phase error at the same time be-\\ncause of their different locations. Hence, if the measurements\\nfrom some of the four microphones are outliers with at least\\n2cm measurement errors from the others, it indicates an er-\\nror. When such a failure is detected, if the anomaly is only\\nin one microphone, the receiver compensates the 2π offset\\nuntil it is in the similar range of the other three microphones.\\nIf sustained failures occurs (which rarely happens), our algo-\\nrithms fall back to the traditional peak estimation method\\nfor FMCW signals and notify the user.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,901,289,917],\"text\":\"4 Tracking multiple devices\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,394,954],\"text\":\"The algorithm described above is unidirectional in that sig-\\nnals can only propagate from the speaker to the microphones.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_4_figure_008.png\",\"bbox\":[445,122,721,267],\"reading_order\":8,\"tags\":[],\"alt_text\":\"The figure shows two small devices side-by-side. Panel (a) displays a compact electronic device with a circuit board, wires, and a mounted component, labeled 6cm x 5.35cm. Panel (b) shows a flat, rectangular wooden-colored case with rounded corners and four visible screws, labeled 15cm x 15cm.\"},{\"label\":\"figure_cap\",\"bbox\":[437,269,730,284],\"text\":\"Figure 6: Prototypes of MilliSonic microphone arrays.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,292,747,372],\"text\":\"Because of this, MilliSound can support tracking of an un-\\nlimited number of microphone arrays in the vicinity using a\\none single smartphone speaker. Thus a single speaker can\\nbe used as a beacon to support tracking for multiple VR\\nheadsets that integrate our microphone array.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,373,747,563],\"text\":\"On the other hand, tracking multiple smartphone-based\\nVR headsets like the Google cardboard using a single micro-\\nphone array is challenging since it involves transmissions\\nfrom multiple smartphones. Traditionally, wireless systems\\nsupport multiple transmissions using either time-division\\nmultiplexing or frequency-division multiplexing. In time-\\ndivision multiplexing, since each smartphone speaker is only\\nallowed to use a fraction of the time, it translates to a lower\\nrefresh rate that is inversely proportional to the number\\nof smartphones. Using frequency-division multiplexing is\\nchallenging given the limited inaudible bandwidth on smart-\\nphones and since the accuracy depends on the bandwidth.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,564,747,659],\"text\":\"To achieve concurrent transmissions from all the smart-\\nphone speakers, we note that from Eq. 1 , any two received\\nMCW paths with a time-of-arrival difference of $\\\\delta t$ , would\\nlie in a different FFT bin. This indicates that two devices that\\nhave significantly different time-of-arrivals are at distant\\nFFT bins and hence can be concurrently decoded.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,660,747,872],\"text\":\"We utilize this to support concurrent transmissions from\\nmultiple speakers. The challenge is that two devices can\\nhave similar time-of-arrivals. To address this issue, we in-\\ntroduce virtual time-of-arrival offsets at each device. Specifi-\\ncally, at the beginning, the $N$ smartphones transmit FMCW\\nchirps using time division. The receiver computes their time-\\nof-arrivals using our algorithm, denoted by $t_d^{\\\\text{I}}(i)$ for the ith\\nsmartphone and sends back $\\\\frac{i\\\\pi}{N} - t_d^{\\\\text{I}}(i)$ to each transmitter $i$ ,\\nwhich is the virtual offset for transmitter $i$ , using a Wi-Fi\\nconnection. The transmitter $i$ then intentionally delays its\\ntransmission by its virtual offset. The receiver picks these\\noffsets to ensure that they are equally separated across all\\nthe FFT bins. This allows concurrent speaker transmissions.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,873,747,952],\"text\":\"Now at the receiver, there exists $N$ separate peaks evenly\\ndistributed in the frequency domain, which corresponds to\\n$N$ evenly distributed time-of-arrivals, where the $i$ th time-of-\\narrival is from the $i$ th transmitter. The receiver can regard\\ntransmissions from other transmitters as multipath. Because\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 18\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_5_figure_002.png\",\"bbox\":[65,125,391,265],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image contains two cumulative distribution function (CDF) plots, labeled (a) 0-1m and (b) 1-2m, which illustrate 1D location error in millimeters. Both plots compare the performance of three systems: MilliSonic (solid purple line), SoundTrak (dashed green line), and CAT (dash-dotted orange line). In both panels, the MilliSonic curve is positioned to the left of SoundTrak and CAT.\"},{\"label\":\"figure_cap\",\"bbox\":[70,267,391,284],\"text\":\"Figure 7: 1D accuracy compared with CAT and SoundTrak.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,293,394,390],\"text\":\"of the orthogonality, they are filtered out by the band-pass\\nfilter at the first step. It can then track the phase of each\\nof them using five different band-pass filters without losing\\naccuracy nor frame rate. After calculating the time-of-arrival\\nof the signal from each speaker, it subtracts the virtual offset\\nfrom it and obtains the final distance computation.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,390,394,533],\"text\":\"We note that because of motion, over time, the time-of-\\narrivals for multiple speakers can merge together. This would\\nprevent the receiver from tracking all the devices concur-\\nrently. To prevent this, the receiver sends back a new set of\\nvirtual delays using Wi-Fi whenever the peaks between any\\ntwo devices get close to each other in the FFT domain. When\\nthe virtual delays get updated, which happens infrequently,\\nthere is an additional delay of at most one chirp duration (45\\nms), divided by the number of transmitters.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,546,212,563],\"text\":\"5 IMPLEMENTATION\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,567,395,872],\"text\":\"We implement MicroSilicon using Android smartphones. We\\nbuild an app that emits 45 ms 17.5-23.5 kHz FMCW acoustic\\nchirps through the smartphone speaker. We tested it us-\\ning Samsung Galaxy S6, Samsung Galaxy S9 and Samsung\\nGalaxy S7 smartphones. We build our microphone array us-\\ning off-the-shelf electronic elements shown in Fig. 5 . We\\nuse an Arduino Due connected to four MAX9814 Electret\\nMicrophone Amplifiers [1] . We attach the elements to a\\n20cm $\\\\times$ 20cm $\\\\times$ 3cm cardboard and place the four microphone\\non four corners of a 15cm $\\\\times$ 15cm square on one side of the\\ncardboard. We also create a smaller 6 cm $\\\\times$ 5.35 cm $\\\\times$ 3cm\\nmicrophone array. We connect the Arduino to a Raspberry\\nPi 3 Model B+ [12] to process the recorded samples. The\\nsoftware is implemented in the Scala programming language\\nso that it can run on both a Raspberry Pi and a laptop with-\\nout modification. It utilize multithreading to improve the\\nperformance. In our test, it requires 40ms and 9ms to process\\na single 45mm chirp on the Raspberry Pi and PC, respectively.\\nHence, it support real-time tracking on both platforms.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,884,176,900],\"text\":\"6 EVALUATION\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,904,394,953],\"text\":\"We first evaluate the 1D and 3D tracking accuracy in a con-\\ntrolled lab environment. We then recruited ten participants\\nto evaluate the real-world performance of MilliSonic.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_5_figure_010.png\",\"bbox\":[423,123,588,244],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This is a cumulative distribution function (CDF) plot showing 1D location error in millimeters on the x-axis, ranging from 0 to 4 mm. The y-axis represents the CDF, ranging from 0 to 1. Two lines are plotted: a dashed line for \\\"w/o cloth\\\" and a solid line for \\\"w/ cloth\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[422,257,581,285],\"text\":\"Figure 8: Impact of cloth as\\nan occlusion.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_5_figure_012.png\",\"bbox\":[590,122,757,244],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This CDF plot displays the cumulative distribution of 3D location error in millimeters for MilliSonic, MilliSonic Mini, and CAT systems. The x-axis ranges from 0 to 16 mm, and the y-axis represents the CDF from 0 to 1. The MilliSonic and MilliSonic Mini curves track closely together, showing lower 3D location errors compared to the CAT curve.\"},{\"label\":\"figure_cap\",\"bbox\":[585,257,745,285],\"text\":\"Figure 9: 3D localization ac-\\ncuracy.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_5_figure_014.png\",\"bbox\":[423,286,750,434],\"reading_order\":14,\"tags\":[],\"alt_text\":\"The image displays two line graphs, both showing 1D location error (mm) over time. The left graph plots a single brown line representing location error over 60 seconds, divided into \\\"normal,\\\" \\\"w/ motion,\\\" and \\\"w/ noise\\\" conditions. The right graph shows three lines—MilliSonic (solid brown), CAT (dashed green), and SoundTrak (dash-dotted orange)—illustrating increasing 1D location error over 10 minutes.\"},{\"label\":\"figure_cap\",\"bbox\":[423,436,743,454],\"text\":\"Figure 10: Effect of environmental motion, noise, and drift.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,458,747,697],\"text\":\"1D Localization Accuracy. To get an accurate ground\\ntruth, we use a linear actuator with a PhidgetStepper Bipo-\\nlar Stepper Motor Controller [10] which has an movement\\nresolution of 0.4 $\\\\mu m$ to precisely control the location of the\\nplatform. We place a Galaxy S6 smartphone on the platform\\nand place our microphone array on one end of the linear\\nactuator. At each distance location, we repeat the algorithm\\nten times and record the measured distances. We also imple-\\nment CAT [21] and SoundTrak [34] . CAT combines FMCW\\nwith Doppler effect that is estimated using an additional car-\\nrier wave and SoundTrak uses phase tracking. To achieve a\\nfair comparison, we implement CAT using the same 6kHz\\nbandwidth for FMCW and an additional 16.5kHz carrier. We\\nimplement SoundTrak using a 20kHz carrier wave. We do\\nnot use IMU data for all three systems.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,697,747,905],\"text\":\"Fig 7 (a) and (b) plot the CDF of the 1D errors for two\\ndifferent distance ranges. We show the results for MilliSonic,\\nCAT as well as SoundTrak. The plots show that our system\\nachieves a median accuracy of 0.7 mm up to distances of 1 m.\\nIn comparison, the median accuracy was 4 and 4.8 for CAT\\nand SoundTrak respectively. When the distance between the\\nsmartphone and the microphone array is between 1 – 2 m,\\nthe median accuracy was 1.74 mm, 6.89 mm and 5.68 mm for\\nMilliSonic, CAT and SoundTrak respectively. This decrease\\nin accuracy is expected since with increased distance the SNR\\nof the acoustic signals reduces. We also note that at closer\\ndistances, the error is dominated by multipath which our\\nalgorithm is designed to disambiguate multipath accurately.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,953],\"text\":\"Effect of environmental motion and noise. We place\\nthe smartphone at 40 m on the linear actuator. We invite a\\nparticipant to randomly move their body at a distance of 0.2m\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 18\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1012],\"text\":\"Page 6\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,252],\"text\":\"away from linear actuator. We also introduce acoustic noise\\nby randomly pressing a keyboard and playing pop music\\nusing another smartphone that is around 1m away from the\\nlinear actuator. Fig 10a shows the error. We can see that\\nMilliSonic is resilient to random motion in the environment\\nbecause of multipath resilience properties. Further, since\\nwe filter out the audible frequencies, music playing in the\\nvicinity of our devices, does not affect its accuracy.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,394,476],\"text\":\"Distance drift over time. Tracking algorithms typically\\ncan have a drift in the computed distance over time. We next\\nmeasure the drift in the location as measured by our system\\nas a function of time. We also repeat the experiment for both\\nCAT and SoundTrak. Specifically, We place the smartphone\\nat 40cm on the linear actuator for 10 minutes. We place the\\nmicrophone array at the end of the actuator. We measure\\nthe distance as measured by each of these techniques over a\\nduration of 10 minutes which we plot in Fig. 10b . SoundTrak\\nand MilliSonic uses phase to precisely obtain the clock dif-\\nference of the two devices, while CAT relies on detecting the\\ndrift of peak frequencies, which results in a larger drift. With\\na few millimeter drift at 10 minutes, MilliSonic has better\\nstability than state-of-the-art acoustic tracking systems.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,476,393,553],\"text\":\"Effect of Environments. To verify the robustness to dif-\\nferent environments, we additionally evaluate the 1D accu-\\nracy in a) an anechoic chamber; b) a $200m^2$ lobby; and c)\\nan outdoor open balcony; the median error was $0.75$ mm,\\n$1.11$ mm and $0.94$ mm, respectively, at a distance of $0.6$ m.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,394,792],\"text\":\"Tracking through occlusions. Unlike optical signals,\\nacoustic signals can traverse through occlusions like cloth.\\nTo evaluate this, we place the smartphone on a linear actuator\\nand change its location between 0 to 1 m away from the\\nmicrophone array. We place a cloth on the smartphone that\\noccludes it from the microphone array. We then run our\\nalgorithm and compute the distance at each of the distance\\nvalues. We repeat the experiments without the cloth covering\\nthe smartphone speaker. Fig. 8 plots the CDF of the distance\\nerror across all the tested locations both in the presence and\\nabsence of the cloth. The plots show that the median accuracy\\nis 0.74 mm and 0.95 mm in the two scenarios, showing that\\nMilliSound can track devices through cloth. This is beneficial\\nwhen the phone is in the pocket and the microphone array\\nis tracking its location through the fabric.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,394,954],\"text\":\"3D Localization Accuracy Next, we measure the 3D lo-\\ncalization accuracy of MilliSonic. To do this we create a\\nworking area of $0.6m \\\\times 0.6m \\\\times 0.4m$ . We then print a grid of\\nfixed points onto a $0.6m \\\\times 0.6m$ wood substrate. We place\\nthe receiver on one side of the substrate, and place the smart-\\nphone’s speaker at each of the points on the substrate. We\\nalso change the height of the substrate across the working\\narea to test the accuracy along the axis perpendicular to the\\nsubstrate. To compare with prior designs, we run the same\\nimplementation of CAT as in our 1D experiments. Note that\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,188],\"text\":\"while CAT [21] uses a separation of 90 cm, we still use 15cm\\nmicrophone separation for CAT. This allows us to perform a\\nhead-to-head comparison as well as evaluate the feasibility\\nof using a small microphone array.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,747,283],\"text\":\"Fig 9 shows the CDF of 3D location errors for MilliSonic\\nand CAT in a working area across all the tested locations in\\nour working area. The plots show that MilliSonic achieves a\\nmedian 3D accuracy of 2.6 mm while CAT has a 3D accuracy\\nof 10.6 mm. The larger errors for CAT is expected since it is\\ndesigned for microphone/speaker separations of 90 cm.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,283,747,476],\"text\":\"To understand the limits of the microphone separation, we\\nfurther reduce the microphone separation to 5.35cm using\\na breadboard hardware prototype as shown in Fig 5 . This\\nreduces the dimensions of the microphone array to approxi-\\nmately $6cm \\\\times 6cm \\\\times 3cm$ . We show the 3D error results in\\nFig. 9 labelled as MilliSonic Mini. We can see that there is\\nlittle accuracy degradation. This shows that MilliSonic can\\nenable a portable beacon design that uses microphone arrays\\nto track smartphone based Google cardboard VR systems.\\nSimilarly, given these dimensions, the microphone array can\\nbe integrated into a VR headset which can then be tracked\\nin 3D using a commodity smartphone as a beacon.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,747,731],\"text\":\"Free Motion Tracking with Participants. We build a\\nsimple draw-over-the-air interface based on MilliSonic. We\\nput our microphone array hardware on the table to act as the\\nbeacon. We implement a software app on Android platforms\\nwhere participants can move the smartphone and touch the\\nscreen to draw 2D images on the $y-z$ plane over the air.\\nMeanwhile, the strokes are rendered on an external screen\\nin real-time. We use a Samsung S6 smartphone for this study.\\nWe compare MilliSonic to a HTC Vive Controller which is\\ntracked using the HTC Lighthouse positioning system [3] .\\nSpecifically we put two Lighthouse base stations on two\\ntables with a distance of 2.5m. We attach the HTC Vive\\ncontroller to the smartphone using tape and use the HTC\\nLighthouse positioning system to track its motion. Since the\\nLighthouse positioning system has an accuracy of around\\n1mm [25] , we still use it as the ground truth.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,731,747,922],\"text\":\"We recruit ten participants (2 female and 8 male) between\\nthe ages of 22-29 to draw on the air using MilkSonic. None of\\nthem were provided any monetary benefits. The participants\\nwere free to draw whatever they like and see the motion on\\nthe screen in real-time. We added a draw button on the screen,\\nso that when a user pushes the button, the app uses TCP to\\nsend the action to another server which records the traces\\nand renders them on the screen in real-time. Each participant\\nhad to draw at least one figure of their choosing but could\\ndraw multiple figures if they wanted. The participants in\\ntotal drew 14 images. Fig. 11 shows five samples and the\\ncorresponding ground truth captured by a HTC Lighthouse.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,747,954],\"text\":\"We compare MillSonix's accuracy with the ground truth\\nfrom the HTC Lighthouse system. Because of frame rate\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 18\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300248", "source_image_path": "test_data/3290605-3300248/3290605-3300248_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300248/results/output_json/3290605-3300248_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_7_figure_002.png\",\"bbox\":[70,130,727,306],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Four panels display 2D coordinate plots with Y (cm) on the x-axis and Z (cm) on the y-axis, each showing superimposed red and green line drawings. The drawings depict an infinity symbol, a Pac-Man character with additional squiggles, a heart, and a Peppa Pig character, respectively. Each panel's title identifies the depicted shape.\"},{\"label\":\"figure_cap\",\"bbox\":[68,307,744,325],\"text\":\"Figure 11: Sample drawings by participants. Green and red traces are captured by HTC Lighthouse and MilliSonic respectively.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300248_pdf_shortened_page_7_figure_004.png\",\"bbox\":[97,325,355,460],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This is a Cumulative Distribution Function (CDF) plot showing multiple colored curves. The y-axis is labeled \\\"CDF\\\" ranging from 0 to 1, and the x-axis is labeled \\\"error (mm)\\\" ranging from 0 to 12. Most curves rise steeply at low error values, while one black curve is noticeably shifted to the right, indicating higher error values.\"},{\"label\":\"figure_cap\",\"bbox\":[68,460,394,491],\"text\":\"Figure 12: The CDF of absolute 3D error across participants.\\nThe black curve corresponds to the Infinity in Fig. 11 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,505,395,696],\"text\":\"differences, we linearly interpolate the ground truth result,\\nfind the point at the ground truth that is nearest to each point\\nin our tracking result, and compute their difference. We show\\nthe CDFs of 3D accuracy in Fig. 12 for each of the 14 drawings\\nwhich show accurate tracking capabilities using acoustic\\nsignals. The outlier orange curve corresponds to the infinite\\ndrawing in Fig. 11 which shows that the practical accuracies\\nare high. There were a few instances when a wrong $2N\\\\pi$\\nphase offset was estimated in the phase ambiguity removal\\nalgorithm on one of the microphones. This was however\\ndetected and successfully recovered by our failure recovery\\nmechanism and did not affect the following chirp.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,697,395,792],\"text\":\"We also measure the free motion speed distribution, ac-\\nceleration distribution and distance distribution across the\\nparticipants, which we plot in a Fig. 13. We see a range of\\nspeeds and distances during this user study. We also note\\nthat the maximum acceleration was $21 \\\\ m/s^2$ with only 1\\noccurrence which was below our $25 m/s^2$ limit.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,395,952],\"text\":\"Enabling concurrent transmissions. Finally, to evalu-\\nate concurrent transmissions with MilliSonic, we use five\\nsmartphones (3 Galaxy S6, 1 Galaxy S7, 1 Galaxy S9) as trans-\\nmitters and one single microphone array to track all of them.\\nWe use the same experimental setup as the 1D tracking, but\\nplace all five smartphones on the linear actuator platform.\\nWe repeat experiments with different number of concurrent\\nsmartphones ranging from one to five. Fig. 14 shows the 1D\\ntracking error of each of the smartphones in the range of\\n0-1m with different number of concurrent smartphones. We\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,330,747,395],\"text\":\"see that our system can support up to 4 concurrent transmis-\\nsions without affecting the accuracy. With five concurrent\\nsmartphones, nearby peaks start to interfere with each other,\\nresulting a slightly worse accuracy.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,405,550,422],\"text\":\"7 RELATED WORK\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,426,648,443],\"text\":\"Prior work can be categorized as follows.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,747,587],\"text\":\"Tracking using IMUs. Inertial measurement units (IMUs)\\nare a frequently used hardware to enable device tracking.\\nIMUs sense 3D linear acceleration, rotational rate and head-\\ning reference which can all be fused together [18] . Gaming\\ncontrollers [6, 7] as well as many low-end VR systems [2,\\n8, 13] use IMUs to support motion tracking. However IMUs\\ndo not accurately provide absolute positioning information.\\nThis is because position requires double integration of accel-\\neration, which introduces a large drift error [17] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,587,747,857],\"text\":\"Tracking using IR/visible light. The HTC Vive VR [3] sys-\\ntem uses a laser Lighthouse beacon emitting coherent IR\\nsignal to localize the headset as well as the controllers. Here,\\na laser emitter sweeps coherent IR light spatially and the 3D\\nlocation is computed using the time it takes for the IR signals\\nto hit the photo-diodes on the receivers. Incoherent, infrared\\nand visible light from LEDs can also be used for localiza-\\ntion by cameras using specific colors. The Sony PlayStation\\nVR (PSVR) [14] system uses special visible colors that are\\ntracked by a standalone camera located in a fixed position.\\nOculus Rift [9] VR system employs a separate IR camera. The\\nheadset and controller are marked with IR LED markers cap-\\ntured by the IR camera. Despite being accurate enough for\\nVR/AR applications, these techniques work poorly in bright\\nenvironments [11] . More importantly, they require a del-\\nicated beacon hardware. In contrast, our design can use a\\nsmartphone as a basestation for tracking the VR headset.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,747,953],\"text\":\"Tracking using cameras. Unlike previous methods, Simul-\\ntaneous Localization and Mapping (SLAM) techniques have\\nalso been used to enable tracking without relying on any\\nbeacon infrastructure. Using SLAM, devices can locate them-\\nselves solely based on the environment captured by its era-\\nera. AR systems such as Microsoft Hololens [5] and Magic\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 18\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300248/results/markdown/3290605-3300248_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[109,117,706,180],\"text\":\"Casual Microtasking: Embedding Microtasks in\\nFacebook\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[106,194,268,260],\"text\":\"Nathan Hahn\\n\\nCarnegie Mellon University\\nPittsburgh, PA, United States\\n\\nnhahn@cs.cmu.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[325,194,487,260],\"text\":\"Shamsi T. Iqbal\\n\\nMicrosoft Research\\n\\nRedmond, WA, United States\\n\\nshamsi@microsoft.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[544,195,708,260],\"text\":\"Jaime Teevan\\n\\nMicrosoft Research\\n\\nRedmond, WA, United States\\n\\nteevan@microsoft.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,268,142,284],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,289,395,576],\"text\":\"Microtasks enable people with limited time and context to\\ncontribute to a larger task. In this paper we explore casual\\nmicrotasking , where microtasks are embedded into other pri-\\nmary activities so that they are available to be completed\\nwhen convenient. We present a casual microtasking expe-\\nrience that inserts writing microtasks from an existing mi-\\ncrowriting tool into the user's Facebook feed. From a two-\\nweek deployment of the system with nine people, we observe\\nthat casual microtasking enabled participants to get things\\ndone during their breaks, and that they tended to do so only\\nafter first engaging with Facebook's social content. Partici-\\npants were most likely to complete the writing microtasks\\nduring periods of the day associated with low focus, and\\nwould occasionally use them as a springboard to open the\\noriginal document in Word. These findings suggest casual\\nmicrotasking can help people leverage sparse micromoments\\nto achieve meaningful micro-goals, and even encourage them\\nto return to work.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,587,172,604],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,608,394,641],\"text\":\"• Human-centered computing → User interface man-\\nagement systems;\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,652,149,667],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,672,370,689],\"text\":\"tasks; interruptions; microtasking; casual microtasking\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_2\",\"bbox\":[70,693,200,709],\"text\":\"ACM Reference Format\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,709,394,782],\"text\":\"Nathan Hahn, Shamsi T. Iqbal, and Jaime Tevan. 2019. Casual Mi-\\ncrotasking: Embedding Microtasks in Facebook. In CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4–9, 2019, Glasgow, Scotland UK . ACM, New York, NY, USA,\\n9 pages. https://doi.org/10.1145/3290655.3300249\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300249_pdf_shortened_page_0_figure_015.png\",\"bbox\":[417,264,749,493],\"reading_order\":15,\"tags\":[],\"alt_text\":\"A screenshot of a Facebook page open in a web browser, showing a spell-checking interface within a post that highlights a word and suggests \\\"collect\\\" or \\\"collects\\\". Below the spell-check, another post depicts two lions on a dirt path, and an \\\"insightly\\\" ad is visible on the right sidebar.\"},{\"label\":\"figure_cap\",\"bbox\":[420,500,745,531],\"text\":\"Figure 1: A screenshot of a person's Facebook feed contain-\\ning a casual writing microtask extracted from Word.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,593,549,609],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,614,746,741],\"text\":\"The nature of work is changing – individuals are constantly\\nmultitasking, remote work is increasingly feasible, and many\\nrote tasks are beginning to be automated or simplified. As a\\nresult, traditional structure and modes of working may no\\nlonger be required, nor necessarily preferred, to alternative\\nworking styles. Individuals can more flexibly complete tasks,\\nwork when and where they desire, and interleave different\\ntasks more readily [9, 12, 24] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,741,746,949],\"text\":\"Microtasks offer an interesting alternative to conventional\\ntasking, providing a way for workers to complete usable\\nwork in context free, bite-sized pieces. Because microtasks\\nare quick to perform, they allow people to work without\\nhaving to set aside large blocks of time and while mobile\\n[2, 15, 29, 33] . Additionally, due to their limited context, they\\nare easy to share with others and thus commonly used within\\nthe context of crowdsourcing [3, 7, 8, 23] . More recently, re-\\nsearch has begun to explore these in the context of personal\\nproductivity tasks [5, 29, 31, 32] . This research has suggested\\nseveral benefits to this approach of work, such as increased\\nquality and greater resiliency to interruptions when com-\\npleted as a series, versus a single larger task [7] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,899,273,952],\"text\":\"© ICH 2019, May 4-9, 2019, Glasgow, Scotland UK\\n\\n© 2019 Association for Computing Machinery,\\n\\nACM ISBN 978-1-4053-3970-2/19-05 ...$15.00\\n\\nhttps://doi.org/10.1145/3296095.3300249\",\"reading_order\":21,\"tags\":[\"meta_subject\",\"meta_num\",\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 19\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,125,394,347],\"text\":\"In this paper we explore the use of microtasks in a casual\\nsetting, as a way to enable the productive use of the micro-\\nmoments people have during the day [7] . In particular, we\\nlook at how people respond to having microtasks interleaved\\nwith non-work related activities. Currently when people\\nwant to complete microtasks they must actively seek them\\nout by, for example, visiting a microtasking platform like Me-\\nchanical Turk or a special application on their mobile device\\n[2, 15, 29, 33] . This requires a conscious effort on the individ-\\nual’s part to choose to engage with the microtasks. However,\\nmany microtasks are well suited to be completed casually,\\ninterleaved with other tasks. For example, one might reply\\nto an email from their phone while standing in line or look\\nup a quick fact while browsing Facebook.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,348,394,602],\"text\":\"We propose casual microtasking , where simple microtasks\\nare passively presented to people while they are engaged in\\nanother activity. This borrows from the concept of casual\\ngaming, where a game's simplicity and lack of commitment\\nmake it possible for players to make progress in the context\\nof other tasks [22] . We explore casual microtasking in the\\ncontext of Facebook, which is commonly used at work when\\nan individual feels bored with their current task as a way\\nto take a break or transition between tasks [26] . However,\\nwhile a recent Pew Research report suggests workplace social\\nmedia interactions are important, 56 % of respondents also\\nreported that social media distracts them from what they\\nare supposed to be doing [17] . We look at how individuals\\nengage with with work-related microtasks during Facebook\\nbreaks, and how that engagement allows them to complete\\nor return to meaningful activity.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,394,858],\"text\":\"To do this we extended an existing microtasking platform,\\nPlay-Write [15] , to show microwriting tasks in a person's\\nFacebook news feed, as seen in Figure 1 . We asked nine active\\nFacebook users who edited documents as part of their job to\\nuse this extension for two weeks. Participants found casual\\nmicrotasking to be an effective means to make progress on\\nwork during Facebook breaks. They were able to ignore\\nthe microtasks when they did not feel like engaging with\\nwork related activities, and typically completed microtasks\\nafter first interacting with the social content. They were\\nparticularly likely to microtask during the periods in the\\nday associated with low-focus, and 20 % of the time they\\nlaunched Word after seeing the casual microtasks in their\\nfeed. This suggests that casual microtasks may be a good way\\nfor individuals to continue to feel productive when taking a\\nbreak or transitioning from their primary task.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,868,198,885],\"text\":\"2 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,953],\"text\":\"Microtasking is prevalent in crowdsourcing, in part because\\nmicrotasks require limited context and allow crowd workers\\nschedule flexibility [28] . While microtasking is traditionally\\nassociated with crowd work, the microtask structure can also\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"be beneficial to individuals [32] , enabling people to complete\\nlarge tasks in many brief moments when they want to be\\nproductive but do not have a long, uninterrupted period of\\ntime [5, 29, 31] . In general, breaking large macro-tasks down\\ninto a series of small, context-free microtasks can lead to\\nhigher quality work, reduces task complexity, and makes the\\ntask more resilient to interruptions [7] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,746,443],\"text\":\"Research has shown that a variety of complex tasks can\\nbe decomposed into smaller microtasks [16, 19] . We focus on\\nthe microtasks associated with writing which, despite being\\na task that requires periods of focused attention, contains\\nsubtasks that can be completed with limited context [13] . For\\nexample, systems like CrowdForge [20] and the MicroWriter\\n[31] break content creation into a series of simple microtasks\\nlike preparing an outline, brainstorming ideas, and writing\\nsimple prose, and Soylent [3] divides common editing tasks\\nlike proofreading and shortening into microtasks. The Me-\\nchanical Novel [18] demonstrates an iterative approach to\\nidentifying writing subtasks by decomposing high level goals\\nidentified during a reflection phase.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,444,747,746],\"text\":\"Our focus is on casual microtasking, where microtasks are\\ninterleaved with other tasks and the completion of micro-\\ntasks is often not the user's primary goal. Several research\\nsystems have looked at helping people complete microtasks\\nusing free micromoments embedded in other activities. For\\nexample, Play Writte [15] provides a mobile interface that\\nallows users to edit their Word document from their mobile\\ndevice via microtasks. Twitch [33] gives people microtasks to\\ncomplete as part of their phone's unlock process, WearWrite\\n[29] lets people provide quick document feedback from a\\nsmartwatch, and Wait Learning [5] helps people learn new\\nvocabulary words while waiting for a chat reply. People\\ncan even successfully enlist their friends to complete mi-\\ncrotasks through Facebook [4] . Other work has shown how\\nvocabulary can be taught through microlearning experiences\\ninserted in people's Facebook feed [21] . Conversely, some\\nwork has explored how to improve the quality of continuous\\nmicrotasking by introducing entertaining \\\"micro-diversions\\\"\\n[10] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,747,938],\"text\":\"To take advantage of the prevalence of social media use in\\nthe workplace, we study casual microtasking in the context\\nof Facebook. Common reasons for using social media at work\\ninclude taking a break following rote work [26] , socializing,\\nescape, distraction [1] , and learning about coworkers [11] .\\nSocial media breaks can be useful, with social media use\\ncoinciding with low stress [27] and a positive mood at the\\nend of the day [25] . However, research also shows an associ-\\nation between the time people spend on social networking\\nsites and low effort thinking [35] . In this paper we build on\\nprevious research that shows microtask structure can help\\npeople complete complex tasks during free micromoments to\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 19\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300249_pdf_shortened_page_2_figure_002.png\",\"bbox\":[71,115,395,361],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A software pop-up window displays a spelling correction task, highlighting the misspelled word \\\"generting\\\" and offering \\\"generating\\\" as a suggested correction. It includes an option to \\\"Enter custom spelling\\\" and a \\\"Skip\\\" button.\"},{\"label\":\"figure_cap\",\"bbox\":[68,372,393,402],\"text\":\"Figure 2: A spelling correction task card as it appeared in\\nFacebook.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,444,394,476],\"text\":\"study the impact of providing people with writing microtasks\\nduring workplace Facebook use.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,492,359,509],\"text\":\"3 BUILDING MICROTASKS INTO FACEBOOK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,513,394,671],\"text\":\"We explore casual microtasking by extending an existing\\nwriting-centric microtasking system called Play Write [15] .\\nPlay Write consists of a plugin for Microsoft Word that ex-\\ntracts microtasks from Word documents and sends them to\\nthe cloud, where they can then be surfaced in different plat-\\nforms using the Workflow engine component. While the Play\\nWrite microtasks have been studied in a laboratory setting\\nas part of a standalone mobile experience [15] , in this paper\\nwe look at Facebook as an alternative medium for surfacing\\nand completing microwriting tasks.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,672,394,799],\"text\":\"We insert a person's Play Write microtasks into their\\nFacebook via a Chrome extension that interfaces with the\\nPlay Write workflow engine. When a user visits Facebook,\\nthe Chrome extension fetches microtasks belonging to the\\nuser's documents from the cloud and integrates them into\\ntheir news feed (Figure 1 ) as microtask cards (Figure 2 ). The\\nChrome extension implements seven of the different types\\nof microtasks provided by the Play Write system:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,806,395,950],\"text\":\"• Fix spelling The user is shown the sentence with the\\nerror and asked to select the correct spelling from a\\nlist of alternatives.\\n• Identify a wordy sentence For verbose sentences, the\\nuser is shown the sentence and asked to reply to the\\nquestion, \\\"Is this wordy?\\\"\\n• Shorten a sentence If a sentence is identified as wordy,\\nthe user is then shown several auto-generated short-\\nened alternatives and asked to select their favorite.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,124,747,381],\"text\":\"• Accept/reject a change The user is shown a sentence\\ncontaining a tracked change and asked to accept or\\nreject it.\\n• Triage a comment A user categorized a comment by\\neither acknowledging they have read it, deleting it, or\\nindicating that it requires a response.\\n• Reply to a comment For comments that require a re-\\nsponse, the user is asked to respond. This microtask\\nsurfaces immediately after the \\\"Triage a comment\\\"\\ntask.\\n• Address a to-do comment For comments that begin with\\nthe string \\\"t#todo; users are given the option to edit\\nthe referenced text while triaging the comment. This\\nwas a new type of task not present in the original Play\\nWrite system, which was included after some initial\\npiloting.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,412,747,714],\"text\":\"Each microtask was designed to take only a few seconds\\nto complete and was independent of the others. A new mi-\\ncrotask card is shown every time the user scrolls 2000 pixels\\nthrough their news feed, starting after the first 2000 pixels.\\nTaking a cue from Facebook advertisements – which have\\nstrict design guidelines regarding aesthetic and user experi-\\nence – we designed the cards to be as unobtrusive as possible.\\nThey were carefully crafted to appear like other Facebook\\ncontent, as shown in Figure 2 , using the typographical hier-\\narchy, color pallet, and design of existing Facebook content.\\nUsers could easily scroll past the card if they did not want\\nto complete any microtasks, much like they now scroll past\\nads. Additionally, if users were interested in doing work but\\ndid not like the available microtask they could easily request\\na new one using a large “skip” button. These two different\\nactions – actively skipping versus scrolling past – provides\\nsignal as to whether a person wants to complete a microtask\\nbut is not interested in the one shown or to not engage with\\nthe microtasks at all.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,716,747,939],\"text\":\"When a user completes a microtask the output of that\\naction is pushed to the cloud and the user is presented with\\nanother microtask card from the same document in the same\\nlocation in the news feed. After the user is presented with 3\\nto 5 microtask cards in the same location they receive a pos-\\nitive affirmation, such as “You Rock”, while simultaneously\\nencouraging them to either open the document or continue\\nscrolling. The type of microtask shown at any time is se-\\nlected randomly, and if the user chooses to actively skip a\\nmicrotask this prioritizes the future display of microtasks\\nof that type. When the user opens a Word document that\\nhas corresponding completed microtasks stored in the cloud,\\nthe Word add-in fetches the output of those microtask and\\nmodifies the document accordingly.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 19\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300249_pdf_shortened_page_3_figure_002.png\",\"bbox\":[68,119,395,278],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A digital survey form titled \\\"Survey\\\" presents a question about feelings, featuring a Likert scale. Users can rate how much they feel \\\"bored,\\\" \\\"frustrated,\\\" \\\"relaxed,\\\" and \\\"productive\\\" across five options: \\\"Not at all,\\\" \\\"A little,\\\" \\\"Somewhat,\\\" \\\"A fair amount,\\\" and \\\"Most Definitely,\\\" with radio buttons for selection, followed by a \\\"Submit\\\" button.\"},{\"label\":\"figure_cap\",\"bbox\":[68,289,393,321],\"text\":\"Figure 3: The experience survey participants received before\\nand after Facebook visits.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,343,321,359],\"text\":\"4 STUDYING CASUAL MICROTASKING\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,363,394,491],\"text\":\"To study casual microtasking in Facebook, we deployed our\\nsystem for two weeks with nine daily Facebook users who\\nwere actively editing Word documents. Participants were\\na mix of interns and full-time employees in a large soft-\\nware company, recruited through a general email call. Five\\nwere male and four female, with an average age of 29 years\\n(SD=4.72). Participants were compensated $50 for their time\\nduring the study.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,394,618],\"text\":\"Six of the nine participants worked on at least two dif-\\nferent documents for the study. These documents included\\nengineering process documentation, onboarding informa-\\ntion, research notes, conference papers, and progress reports.\\nParticipants noted that they were either the sole author of\\nthe document and were not at this stage collaborating with\\nanyone, or they were the instigating author of the document,\\nand sending it to another individual for review.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,618,394,681],\"text\":\"After participants installed the Word add-in and Chrome\\nextension, we asked them to use Facebook and Word with\\ntheir own documents as they would naturally for the next\\ntwo weeks, and collected data on their use via:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,393,778],\"text\":\"Experience sampling: At the start of every Facebook visit\\nparticipants were given a survey, shown in Figure 3 , that\\nasked whether they felt bored, frustrated, relaxed, and pro-\\nductive on a 5-point Likert scale. Participants who completed\\nthe survey at the start of their visit were also asked to com-\\nplete the same survey 2 minutes after they left.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,873],\"text\":\"Daily survey: At the end of each work day participants\\nwere also emailed a survey that asked their overall feelings\\nfor the day, mirroring the experience surveys. Additionally,\\nparticipants were asked about that day's document progress\\nand Facebook use, as well as their opinion of the microtasks\\nthey did and their impact on their Facebook use.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,393,953],\"text\":\"Exit interview . Finally, at the end of the study, we con-\\nducted semi-structured interviews with each participant to\\nlearn how microtasks affected their Facebook experience,\\nwhat the microtasks helped them accomplish, and their ex-\\nperience with microtasks in their news feed.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,189],\"text\":\"Logging: Additionally, we logged the types of microtasks\\nthat were extracted and inserted into each person's Facebook\\nfeed, details of the actions (if any) that they took on the\\nmicrotasks, and their use of Facebook and Word.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,211,721,227],\"text\":\"5 UNDERSTANDING CASUAL MICROTASKING\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,232,747,312],\"text\":\"Using this data, we examined how microtasks in Facebook\\nimpacted participants' work experience. Specifically, we fo-\\ncused on if and when participants were microtasking, which\\nmicrotasks they found useful, and how microtasking im-\\npacted their break time and ability to get back to work.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,334,610,351],\"text\":\"Seeing Microtasks in Facebook\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,355,747,609],\"text\":\"Participants visited Facebook a total of 205 times during the\\ntwo-week period, or an average of almost six times a day\\neach. Microtasks were shown in 56 % of these Facebook ses-\\nsions, with 445 individual microtasks shown in total. Table 1\\nshows the microtasks that were shown broken down by task\\ntype. The simplest microtasks, designed to address spelling\\nerrors or identify verbose sentences, appeared the most. Oth-\\ners appeared less often. For example, shortened sentences\\nare only shown following an affirmative reply to the “Is it\\nwordy?” microtask, thus could only appear at most as often\\nas that microtask was finished. Only two participants were\\nworking on collaboratively edited documents, making the\\ntotal number of tracked changes and comment microtasks\\nrelatively low. To-do microtasks were the least likely to ap-\\npear, as they require specialized syntax in the document (a\\n#todo' tag in a comment).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,609,747,785],\"text\":\"Figure 4 shows the number of Facebook sessions partici-\\npants engaged in broken down by time of day. We observe\\nthat Facebook sessions occurred throughout the day, with\\nmost sessions happening bimodally in mid-morning (10am\\nto 11am) and in the afternoon (2pm to 5pm). This aligns\\nclosely with the pattern observed by Mark et al. [26] for\\nfocused attention, with focused periods tending to peak in\\nmid-morning and mid-afternoon. Five of the nine partici-\\npants specifically mentioned working on microtasks in the\\nafternoon, citing it as a break after lunch or a time period\\nwhen they typically “ would get bored. ”\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,804,747,948],\"text\":\"The Low Impact of Microtasks on the Facebook Experience.\\nGenerally, the presence of microtasks did not appear to inter-\\nfere with participants' ability to browse Facebook for social\\npurposes, and they found them easy to skip. For example,\\none participant said she, “Definitely ignored [the microtasks]\\nat sometimes” when visiting Facebook, but “always felt that\\nthey were cool.” Only one participant specifically cited be-\\ning annoyed by the microtasks in Facebook, saying they\\ndecreased the overall fun of Facebook for him.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 19\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300249_pdf_shortened_page_4_figure_002.png\",\"bbox\":[103,127,721,375],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A bar chart displays Facebook sessions, microtasks shown, and microtasks finished per hour of the day, from 7 AM to 9 PM. The Y-axis represents the number of Facebook Sessions, ranging from 0 to 30, while the X-axis indicates the Hour of the Day. Each hour is represented by three bars: dark blue for total sessions, light blue hatched for microtasks shown, and red hatched for microtasks finished.\"},{\"label\":\"figure_cap\",\"bbox\":[88,396,725,413],\"text\":\"Figure 4: Breakdown of recorded Facebook sessions by time of day and whether a microtask was shown and finished.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,430,396,465],\"text\":\"Table 1: The number of microtasks, by task type,\\nshown and completed during the two-week period.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,479,389,629],\"text\":\"
Tasks Shown# Tasks Finished% Tasks FinishedDocs Opened
Spelling1894524%0
Wordy1844826%1
Shorten241563%0
Change17318%0
Comment231148%0
To-do8675%1
Total44512829%2
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"A table displays task performance data, with rows for different task types including Spelling, Wordy, Shorten, Change, Comment, To-do, and a Total row. Columns show \\\"Tasks Shown\\\", \\\"# Tasks Finished\\\", \\\"% Tasks Finished\\\", and \\\"Docs Opened\\\" for each task type.\",\"figure_path\":\"tables/3290605-3300249_pdf_shortened_page_4_tab_5.png\"},{\"label\":\"sec_1\",\"bbox\":[69,664,257,682],\"text\":\"Doing Microtasks in Facebook\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,685,396,877],\"text\":\"While participants only completed about 29 % (129) of the\\ntotal microtasks they were shown, for most (58 % ) sessions\\nwhere a microtask was shown at least one microtask was\\ncompleted. When a microtask was completed, participants\\ntypically did 1.53 microtasks before either continuing to\\nscroll through their feed or leaving Facebook. The micro-\\ntasks appeared to offer a new opportunity for engagement in\\nFacebook; four out of the nine participants actively brought\\nup that they enjoyed the game-like aspect of it. For exam-\\nple, one participant noted, “ It was nice to have something\\ninteractive in Facebook. I don't have a lot of interactivity in\\nFacebook aside from leaving comments. ”\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,886,396,952],\"text\":\"Easy or Actively Triggered Microtasks were More Readily Com-\\npleted. Table 1 shows the microtasks that were shown and\\ncompleted, broken down by task type. To-do, shorten, and\\ncomment are the three that were most likely to be completed\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,432,748,544],\"text\":\"if they were shown. This may be because all three are trig-\\ngered by a direct request from a person; to-do microtasks are\\ngenerated from comments in Word that are prefaced with\\n#todo, shorten microtasks appear in response to the \\\"Is it\\nworthy?\\\" microtask, and comments are actively added to the\\ndocument. This active triggering may suggest the microtask\\noutput is likely to be of high value.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,544,748,656],\"text\":\"However, participants were least likely to complete an-\\nother microtask type actively triggered by a person: tracked\\nchanges. Our observations suggest this is because addressing\\nother people's document edits requires a lot of context. One\\nparticipant, for example, mentioned that comment micro-\\ntasks, “ Were useful, however only about 60 % of the time I\\nfelt like I had enough context to do them. ”\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,657,748,847],\"text\":\"In general, participants appeared to like completing micro-\\ntasks when they were easy, low-cost, and required minimal\\ncontext. For example, one participant reported, “I liked the\\n`Is it wordy?'. – and the spelling mistake. They were low\\ncost. Some of the task types were easier to do / lower cost.\\nThe comment tasks were definitely much harder. There were\\nsome where there was not enough context. But otherwise,\\nthey were just too much work.” Seven of the nine partici-\\npants asked for more microtask types, including ones to make\\ngrammatical changes, formatting adjustments, or write con-\\ntent, and three participants wanted microtasks from their\\nother work activities included as well.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,856,748,953],\"text\":\"Low priority documents were preferred as a source of microtasks.\\nParticipants also appeared to prefer to complete microtasks\\nfrom documents that were of relatively low priority. The\\nrationale they gave was that this allowed them to make\\nprogress on those documents by doing a few microtasks\\nwithout engaging deeply. Instead of taking the time to open\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 19\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,363],\"text\":\"Word, they were able to complete a few microtasks each day.\\nAs one participant said, \\\"If I had a few of these minor things\\neach day - it could really help your document over all. It's\\nlike chipping away at the document - it was normally time I\\nwould be wasting.\\\" Another participant actively structured\\none of her shorter documents to support progress through\\nthe casual microtasks by making custom to-do microtasks\\nfor it. At the end of the study period she pulled the output\\nfrom to-do microtasks back into her document, cleaned up\\nthe transitions as necessary, and sent it on its way. She said,\\n\\\"I never worked on the document – because it was such a\\nshort document. I thought I would get through all of the task\\njust by browsing on Facebook. Then I would go back to the\\ndocument at the end. Maybe if this were a longer paper – I\\nwould rather work on the actual document too.\\\"\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,395,476],\"text\":\"Participants found it harder to do microtasks that were\\nassociated with higher priority documents or more com-\\nplex documents. In some cases, this may be because the\\nmicrotasks were not as well suited to the larger task. One\\nparticipant noted that, “It felt like – if I was writing a very\\nsimple document, it worked well. But for longer documents\\n/ legal documents – the suggestions were not helpful.”\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,488,395,728],\"text\":\"More Microtasks were Completed During Low Focus Periods.\\nAs observed earlier, participants visited Facebook at work\\nmost in the mid-morning and mid-afternoon, which are times\\nwhen focus typically peaks [26] . However, as can be seen\\nin Figure 4 , they actually interacted with the microtasks in\\nthe opposite way, completing a much higher percentage of\\nthe microtasks they encountered at the beginning, middle,\\nand end of the work day than during the mid-morning and\\nmid-afternoon. For example, participants finished 75 % of the\\nmicrotasks they were presented with during their lunchtime\\nsession, but only 42 % during the typically highly produc-\\ntive time right after lunch. They also spent more time on\\nFacebook when they interacted with the microtasks; their\\nsessions averaged 4:54 minutes in length when they finished\\na microtask, and 3:48 when they did not (t(52) =2.04, p<.05).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,728,395,951],\"text\":\"It may be that during periods of high focus at work Face-\\nbook serves primarily as a break, while at the beginning,\\nmiddle, and end of the day it also serves as a transition into\\nand out of work. In the experience sampling surveys, partic-\\nipants reported doing microtasks during the sessions where\\nthey felt less productive (p=.05) and less relaxed (p<.05). For\\nexample, one participant said she completed microtasks dif-\\nferently as a function of how she was using Facebook in the\\ncontext of her work: \\\"If I was very committed to going on\\nFacebook – I would skip the tasks completely. If I was taking\\na short break – then I would go through the tasks (because\\nI want to think about them). If I was more procrastinating,\\nthen I would be like fine – and just go back through the\\ndocument.\\\" Another said he visited Facebook when \\\"bored\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,189],\"text\":\"and not sure what to do\\\" and when he \\\"didn't like the task\\nhe was doing.\\\" However, if he completed a microtask in his\\nFacebook feed, he would often \\\"switch to the paper\\\" and\\ncontinue working on it.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,201,555,217],\"text\":\"Getting Back to Work\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,219,747,426],\"text\":\"Consistent with this experience, there was some evidence\\nthat microtask to encourage participants to get back to work.\\nIn the daily survey they tended to agree (M=3.76, SD=0.73)\\nwith the statement that, \\\"The tasks in my Facebook news\\nfeed encouraged me to go back to work.\\\" We see further\\nevidence for this in the log data in that they were more likely\\nto do microtasks at the end of a session. Participants spent an\\naverage of 2:24 minutes on Facebook before doing their first\\nmicrotask, ignoring 2.5 microtasks in the process. This could\\nbe because they wanted to first take the desired break and\\nthen decided to engage with work. As one participant said,\\n\\\"Sometimes I would lose track of time on Facebook, and it\\nwould help to snap you out of the time-wasting experience.\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,427,747,715],\"text\":\"Six of the nine participants stated that the microtasks\\nserved as explicit reminders to work on the associated docu-\\nment. Using the log data, we were able to determine that after\\n2 minutes of starting a Facebook session, Word was opened\\n20.5 % of the time. The act of completing a microtask does not\\nappear to be a factor; when the session had a task completed\\nin it, Word was opened 20.8 % of the time. However, the ca-\\nsual nature of having writing microtasks in the feed may\\nhave resulted in a higher base rate. This could either indicate\\nthat the microtasks didn't encourage individuals to get back\\nto work, or that passively having microtasks in Facebook\\ncould have encouraged the opening of word, independent\\nand regardless of task completion, but that requires further\\nstudy. In the interviews participants said they would open\\nthe document between 25 % to 33 % of the time, often before\\ncompleting a microtask. This is in line with the suggested\\nsubtle reminders recommended by Iqbal and Horvitz [14] to\\nbreak the chain of distraction.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,726,525,742],\"text\":\"6 DISCUSSION\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,745,747,905],\"text\":\"Our results suggest that microtasks in Facebook provide an\\nalternative way to accomplish meaningful work without a\\nfull context change to another task. This was especially use-\\nful for rote tasks that needed to be performed on a document\\ni.e. fixing spelling mistakes, or working on low-priority docu-\\nments. Most importantly, casual microtasking did not appear\\nto ruin our participant's Facebook experience, suggesting\\nthat as long as special attention is paid to the embedding and\\nformatting of these tasks, they can effectively exist on the\\nperiphery of attention, and be readily ignored.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,747,954],\"text\":\"One of the most interesting and unexpected findings was\\nthe use of our \\\"ToDo\\\" tasks by one participant as a way\\nto make progress on a low priority document consistently\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 19\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,266],\"text\":\"throughout the two weeks. She introduced a custom scaffold\\nof low-context tasks as a way to work on her document in\\npieces. While the current set of tasks are designed for more\\ncomplete documents requiring refinement / editing, there\\nis also another potential avenue of supporting document\\ngeneration through microtask writing. Users could define a\\ntype of document, similar to a Word template, and then a set\\nof microtasks could be generated based on that template and\\nfuture microtasks completed.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,394,444],\"text\":\"However, while microtasks worked well in the above situa-\\ntions, they failed in other. Tasks that required a large amount\\nof context, i.e. the track changes tasks, were largely ignored,\\nand viewed as difficult to complete in a microtask setting. Ad-\\nditionally, unnecessarily verbose tasks, such fixing spelling\\nfor proper nouns in a document, were viewed as frustrat-\\ning. Further refining the types and extraction of tasks for\\nmicwriting so they are applicable and useful units of work\\nis a natural next step for the work. Participants asked us to\\nconsider implementing a number of additional microtasks,\\nincluding ones to expand content or fix formatting.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,466,142,482],\"text\":\"Limitations\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,486,394,804],\"text\":\"As a result of the limited implementation, we also limited the\\nscope and size of the study. Because this was a longitudinal\\nfield study on a prototype system, we limited participation\\nto individuals who were easily reachable should they to en-\\ncounter issues or bugs. Therefore, the population was fairly\\nhomogeneous and there wasn't a baseline for comparing the\\nimpact of these microtasks on features such as stress, total\\nFacebook usage, and productivity. Additionally, the results\\nwere only evaluated in one microtasking context: Microwrit-\\ning in Facebook. Due to these limitations, it is hard to draw\\nany significant conclusions about how casual microtasking\\nimpacts work as a whole. While the results we have emerged sug-\\ngest that these tasks are non-invasive, easy to do, useful for\\nusers, and help them accomplish meaningful work, there\\ncould be some significant caveats based on the type of users,\\nand where these tasks are being completed. Another field or\\ndeployment based study with a more heterogeneous popula-\\ntion and pre-study logging would provide a more complete\\npicture into the viability of these microtasks and their impact\\non productivity, stress and social media usage.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,804,394,948],\"text\":\"Lastly, given the number of participants in the study, we\\nwere not able to draw significant conclusions about a number\\nof engagement metrics. By doing a larger deployment study\\nin the future, we could perform A/B testing to understand\\nthe effects of some smaller interactions with the microtasks,\\nsuch as number of posts to show before an initial task, how\\nmany tasks to show for best engagement, and if there is a\\nproper or preferred order for presenting the microtasks, such\\nas in [6] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,125,667,140],\"text\":\"Inserting Work into Non-Work Contexts\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,144,747,286],\"text\":\"Additionally, it is important to fully understand the potential\\ndownsides of introducing work into a personal or relaxation\\ncontext. Our participants commonly ignored the microtasks\\nand did not appear to mind just scrolling past them, but fur-\\nther study is necessary explore the long term consequences\\nto being constantly surrounded by work. It has the potential\\nto increase stress and even introduce long term negative\\nside effects on health, as has been observed with mobile\\nnotifications [30, 34] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,288,747,526],\"text\":\"While we inserted microtasks into Facebook only in work\\ncontexts, we asked participants about their desire to see\\nthem in other contexts. Two indicated that they would like a\\nmobile Facebook version to get work done while “checking\\nFacebook on my phone while fooling around. Or when I\\nam on my bus — it would be nice to work on some of those\\nsmaller tasks. ” However, one indicated that she would not be\\n“ok with [seeing microtasks] on my phone. If I was out doing\\nsomething, and there was a notification to “work on your\\ndocument” I would be mad.” She would only want them to\\nappear when she was using Facebook to “find something to\\ndo.” Casual microtasking does not inherently have to be used\\nto complete work tasks, and could also be used to help people\\ncomplete personal tasks. These might be more appropriate\\nto surface in personal contexts.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,527,747,655],\"text\":\"There is also the potential for casual microtasking to be\\nexploited as way to demand additional work from workers.\\nAlternatively, it could encourage organizations that currently\\nblock Facebook to allow its use given the increased likelihood\\nthat people might use it as a way to switch between tasks or\\nwork on a side task more fluidly. We are only just beginning\\nto understand the long term impact of the blurring of the\\nboundary between work tasks and personal activities.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,694,535,711],\"text\":\"7 CONCLUSION\",\"reading_order\":11,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[421,716,747,939],\"text\":\"We studied casual microtasking by inserting writing micro-\\ntasks into people's Facebook feeds. By analyzing this experi-\\nence with nine people over two weeks, we find that casual\\nmicrotasking enabled participants to make writing contri-\\nbutions in a lightweight way during their Facebook breaks\\nwhile still allowing them to ignore the microtasks when they\\ndid not feel like engaging with work. Casual microtasking\\nwas particularly useful for completing microtasks associated\\nwith low-priority documents that required limited context\\nbecause it helped them stay engaged with those documents\\nwithout committing to larger edits. Casual microtasking of-\\nfers a new way for individuals to complete work in alterna-\\ntive contexts, acting an avenue for reminding, completing\\nsecondary tasks, and returning to productivity.\",\"reading_order\":12,\"tags\":[\"paper_conclusion\"]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 19\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300249", "source_image_path": "test_data/3290605-3300249/3290605-3300249_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300249/results/output_json/3290605-3300249_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,157,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[69,124,155,139],\"text\":\"REFERENCES\",\"reading_order\":2,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,144,393,195],\"text\":\"[1] Sue K Adams, Jennifer F Daly, and Desire N Wilford. 2013. Article\\nCommentary: Adolescent Sleep and Cellular Phone Use: Recent Trends\\nand Implications for Research. Health services insights 6 (2013), HSI-\\nS11083.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,198,393,249],\"text\":\"[2] Nikola Banovic, Christina Brant, Jennifer Mankoff, and Anand Deety.\\n2014. ProactiveTasks: the short of mobile device use sessions. In\\nProceedings of the 16th international conference on Human-computer\\ninteraction with mobile devices & services , ACM, 243–252.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,252,393,317],\"text\":\"[3] Michael S Bernstein, Greg Little, Robert C Miller, Björn Hartmann,\\nMark S Ackermann, David R Karger, David Crowell, and Katrina\\nSussman. A 20-year-old artist processor with a crowd inside. In Pro-\\nceedings of the 2nd Annual Symposium on User Interface software\\nand technology , ACM, 313–322.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,318,393,369],\"text\":\"[4] Erin Brady, Meredith Ringel Morris, and Jeffrey P Bigham. 2015. Gaug-\\ning receptiveness to social microvolunteering. In Proceedings of the\\n33rd Annual ACM Conference on Human Factors in Computing Systems .\\nACM, 1055–1064.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,371,393,421],\"text\":\"[5] Carrie J Cai, Philip J Guo, James R Glass, and Robert T Miller. 2015.\\nWait-learning: Leveraging wait time for second language education.\\nIn Proceedings of the 33rd Annual ACM Conference on Human Factors\\nin Computing Systems . ACM, 3701–3710.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,422,393,462],\"text\":\"[6] Carrie J Cai, Smith T Ipsil, and Jaima Tevan. 2016. Chain reaction:\\nThe impact of Gnder on teachers' perceptions of student learning. CHI\\nSIGCHI '16, pp. 34-45. https://doi.org/10.1145/3035795.3047635\",\"reading_order\":8,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,464,393,516],\"text\":\"[7] Justin Cheng, Jaime Tevean, Shamsi T Iqbal, and Michael S Bernstein.\\n2015. Break it down: A comparison of macro-and microtasks. In\\nProceedings of the 33rd Annual ACM Conference on Human Factors in\\nComputing Systems . ACM, 4061–4064.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,517,393,567],\"text\":\"[8] Lydia B Chilton, Greg Little, Darren Edge, Daniel S Weld, and James A\\nLanday. 2013. Cascade: Crowdsourcing taxonomy creation. In Proceed-\\nings of the SIGCHI Conference on Human Factors in Computing Systems .\\nACM, 1999–2008.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[77,570,394,609],\"text\":\"[9] Mary Czerwinski, Eric Horvitz, and Susan Westlie. 2004. A data\\ngambler's model of human behavior. In Proceedings of the AAAI conference on\\nconference on Human factors in computing systems , ACM, 175–182.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[70,610,393,674],\"text\":\"[10] Peng Dai, Jeffrey M Rózsztarki, Praveen Paritosh, and Ed H Chi.\\n2015. And now for something: completely different: Improving crowd-\\nsourcing workflows with micro-divisions. In Proceedings of the 18th\\nACM Conference on User Interface Supported Cooperative Work & Social\\nComputing , ACM, 628–638.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[71,675,393,727],\"text\":\"[11] Joan Morris DiMicco, Werner Geyer, David R Millen, Casey Dugan,\\nand Beth Brownholtz. 2009. People sensemaking and relationship\\nbuilding on an enterprise social network site. In System Sciences, 2009.\\nHICSS'09. 42nd Hawaii International Conference on . 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ACM\",\"reading_order\":19,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,167,744,207],\"text\":\"[17] Cliff Lampe Kemmas Olnemstad and Nicole Ellison. (n.d). Social\\nMedia Workers: A Critical Analysis of Officially-Hosted and Commercial\\nsocial-media-and-the-workplace/ . Accessed: 2017-04-15.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,209,745,270],\"text\":\"[18] Joy Kim, Sarah Sterman, Allegre Argent Bel Cohen, and Michael S.\\nBernstein. 2017. Mechanical novel: Crowdsourcing complex work\\nthrough reflection and revision. In Proceedings of the 2017 ACM Confer-\\nence on User Interface Supported Cooperative Work and Social Computing .\\nACM, 233–243.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,273,744,326],\"text\":\"[19] Aniket Kittur, Jeffrey Y Nickerson, Michael Bernstein, Elizabeth Gerber,\\nAaron Shaw, John Zimmerman, Matt Lease, and John Horton. 2013.\\nThe future of crowd work. In Proceedings of the 2013 conference on\\nComputer supported cooperative work . ACM, 1301–1318.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,327,744,378],\"text\":\"[20] Ankit Kittur, Boris Smus, Sushel Khamikar, and Robert E Krutt. 2011\\nCrowdforge: Crowdsourcing complex work. In Proceedings of the 24th\\nannual ACM symposium on User interface software and technology\\nACM , 43–52.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[421,380,744,430],\"text\":\"[21] Geza Kovacs. 2015. FeedLearn: Using Facebook Feeds for Microlean-\\ning. In Proceedings of the 33rd Annual ACM Conference Extended Ab-\\nstracts on Human Factors in Computing Systems (CHI’15) . ACM, New\\nYork, NY, USA, 1461–1466. https://doi.org/10.1145/270613.273275\",\"reading_order\":24,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,433,744,471],\"text\":\"[22] Jussu Kuitinen, Amaškalė Kultima, Johannes Niemelä, and Janne\\nPaakkari. 1997 Hub-5e Eval System Design. In Proceedings of the 2007\\nConference on Future Play , ACM: 105–112.\",\"reading_order\":25,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[421,473,746,523],\"text\":\"[23] Anand Kulkarni, Matthew Cun, and Bjorn Hartmann. 2012. Collabo-\\nratively crowdsourcing workflows with turkomatic. In Proceedings of\\nthe acm 2012 conference on computer supported cooperative work . ACM,\\n1003–1012.\",\"reading_order\":26,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[421,526,746,576],\"text\":\"[24] Gloria Mark, Victor M Gonzalez, and Justin Harris. 2005. No task left\\nbehind?: examining the nature of fragmented work. In Proceedings of\\nthe SIGCHI conference on Human factors in computing systems . ACM,\\n321–330.\",\"reading_order\":27,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[421,579,744,631],\"text\":\"[25] Gloria Mark, Shamis Iqbal, Mary Czwerkinski, and Paul Johns. 2014\\nCapturing the mood: Facebook and face-to-face encounters in the\\nworkplace. In Proceedings of the 17th ACM conference on Computer\\nsupported cooperative work & social computing , ACM, 1082–1094.\",\"reading_order\":28,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[421,633,744,682],\"text\":\"[26] Gloria Mark, Shamis T Talal, Mary Czerwinski, and Paul Johns. 2014.\\nBored mordays and focused afternoons: the rhythm of attention and\\nonline activity in the workplace. In Proceedings of the SIGCHI Confer-\\nence on Human Factors in Computing Systems . ACM, 3025–3034.\",\"reading_order\":29,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,685,744,737],\"text\":\"[27] Gloria Mark, Yiran Wang, and Melissa Niya. 2014. Stress and multi-\\ntasking in everyday college life: an empirical study of online activity. In\\nProceedings of the SIGCHI Conference on Human Factors in Computing\\nSystems . ACM, 41–50.\",\"reading_order\":30,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,739,744,789],\"text\":\"[28] David Martin, Benjamin V Hanrahan, Jacki O’Neill, and Nehva Gupta.\\n2014. Being a tinker. In Proceedings of the 17th ACM conference on\\nComputer supported cooperative work & social computing . ACM, 224–\\n235.\",\"reading_order\":31,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[421,792,744,854],\"text\":\"[29] Michael Nebeling, Alexandra To, Anhong Guo, Adrian A de Freitas,\\nJaime Teveen, Steven P Dow, and Jeffrey P Biglan. 2016. WearFit:\\nCrowd-assisted writing from smartwatches. In Proceedings of the 2016\\nCHI Conference on Human Factors in Computing Systems . ACM, 3834-\\n3843.\",\"reading_order\":32,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[421,857,744,922],\"text\":\"[30] Martin Pielot, Karen Church, and Rodrigo de Oliveira. 2014. An in-\\n situ Study of Mobile Phone Notifications. In Proceedings of the 18th\\nInternational Conference on Human-computer Interaction with Mobile\\nDevices (New Orleans, Louisiana) . New York, NY, USA,\\n233–242., https://doi.org/10.1145/2638632.2638364\",\"reading_order\":33,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[422,924,744,949],\"text\":\"[31] Jaime Teevan, Shamsi T Iqbal, and Cristus Von Teh. 2016. Superbacterial\\ncollaborative writing with microtasks. In Proceedings of the 2016 CHI\",\"reading_order\":34,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 19\",\"reading_order\":35,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 8\",\"reading_order\":36,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300249/results/markdown/3290605-3300249_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[74,118,739,182],\"text\":\"Making Sense of Art: Access for Gallery Visitors with\\nVision Impairments\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[161,201,328,264],\"text\":\"Leona Holloway\\n\\nMonash University\\n\\nCaulfield East, VIC, Australia\\n\\nleona.holloway@monash.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[161,278,325,342],\"text\":\"Matthew Butler\\n\\nMonash University\\n\\nCaulfield East, VIC, Australia\\n\\nmatthew.butler@monash.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[377,201,654,264],\"text\":\"Kim Marriott\\n\\nMonash University\\nCaulfield East, VIC, Australia\\n\\nkim.marriott@monash.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[380,278,653,342],\"text\":\"Alan Borning\\n\\nUniversity of Washington\\nSeattle, WA, USA\\n\\nborning@cs.washington.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,352,142,368],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,372,395,597],\"text\":\"While there is widespread recognition of the need to provide\\npeople with vision impairments (PVI) equitable access to\\ncultural institutions such as art galleries, this is not easy.\\nWe present the results of a collaboration with a regional art\\ngallery who wished to open their collection to PVI s in the\\nlocal community. We describe a novel model that provides\\nthree different ways of accessing the gallery, depending upon\\nvisual acuity and mobility: virtual tours, self-guided tours\\nand guided tours. As far as possible the model supports au-\\ntonomous exploration by PVI s. It was informed by a value\\nsensitive design exploration of the values and value conflicts\\nof the primary stakeholders. We report a preliminary evalua-\\ntion and examine the role IT technologies play in supporting\\nthe model and underlying stakeholder values.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,607,172,625],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,628,394,661],\"text\":\"• Human-centered computing → Empirical studies in\\naccessibility: Accessibility technologies.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,671,150,689],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,692,394,726],\"text\":\"3D printing; Accessibility; Art; Blindness; Value Sensitive\\nDesign; Vision Impairment.\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,733,202,748],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,749,394,779],\"text\":\"Leonard Holloway, Kim Marriott, Matthew Butler, and Alan Bonning.\\n2019. Making Sense of Art: Access for Gallery Visitors with Vision\",\"reading_order\":15,\"tags\":[\"author\"]},{\"label\":\"para\",\"bbox\":[393,354,746,412],\"text\":\"Impairments. In CHI Conference on Human Factors in Computing\\n\\nSystems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland,\\n\\nUK . ACM, New York, NY, USA, 12 pages. https://doi.org/10.1145/\\n3290605.3300250\",\"reading_order\":16,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"sec_1\",\"bbox\":[420,485,549,502],\"text\":\"1 Introduction\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,507,747,793],\"text\":\"In the last three decades there has been increasing recog-\\nnition of the importance of providing equitable access to\\ncultural institutions such as art galleries to everyone in the\\ncommunity, including people with disabilities [20] . In 2006\\nthe UN formally recognised the right of people with disabili-\\nties to take part in cultural life and enjoy access to cultural\\nmaterials in accessible formats [38, Article 30] . One group\\nthat has long been excluded from galleries are people who are\\nblind or with severe vision impairments. Fortunately, there is\\nnow recognition that people with vision impairments (PVIs)\\ncan and do enjoy visiting galleries when provided with ade-\\nquate access. Nonetheless, providing PVIs with access to\\ngallery collections is difficult. It involves issues ranging from\\neffective ways to provide an accessible representation of an\\nartwork to questions such as whether blind people should be\\nable to touch works even if this has the potential to slightly\\nharm them and determining the role (if any) of the artists in\\ntranslating their work to different modalities.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,793,747,954],\"text\":\"Questions of human values such as fairness, artistic in- \\ntegrity, and ownership lie at the core of many of these issues. \\nWe therefore turned to value sensitive design [24; 25] to guide \\nour work. Over the last 18 months we have collaborated with \\nBendigo Art Gallery (BAG), a regional Australian art gallery \\nthat has built a strong national reputation through its perm- \\nanent collection and popular exhibitions of loan items from \\nmajor international institutions. As a result, BAG is central \\nto the local community and economy. We describe a values-\\nbased model developed with PVIs, gallery staff and artists\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,900,273,952],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n\\n© 2019 Association for Computing Machinery,\\nACM ISBN 978-1-4053-3970-2/19/05...$15.00\\n\\nhttps://doi.org/10.1145/3290605.3300250\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_num\",\"meta_subject\"]},{\"label\":\"foot\",\"bbox\":[70,995,120,1013],\"text\":\"Paper 20\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,744,1013],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"to provide PVs with access to BAG, as well as the studies\\ninforming its design. Our main contributions are:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,159,396,502],\"text\":\"(1) The first comprehensive exploration of stakeholder val-\\nues and value conflicts in this field. We used value sensi-\\ntive design to explore these fundamental questions in our\\nmain study; a workshop with representatives of the major\\nstakeholders, including PVI s, gallery staff, artists and local\\ncommunity members (Section 4 ).\\n(2) A novel model for providing access to galleries by PVI s\\nthat draws on key stakeholder values. For example, auton-\\nomy was identified as a core value by many PVI s, which\\nwe seek to support by facilitating independent exploration.\\nReflecting the wide variance in visual acuity and mobility\\namong PVI s, the model provides three complementary ways\\nof accessing the gallery: virtual tours, self-guided tours and\\nguided tours. We discuss how IT can be used to support\\nthe model and the role of new technologies such as digital\\nfabrication and scanning or augmented reality (Section 5 ).\\n(3) In collaboration with BAG, we have implemented pilot\\nversions of the model's main components and conducted a\\ntrial with seven blind and low-vision visitors to the gallery.\\nUser-evaluation was extremely positive, and BAG is now\\nplanning to deploy the model more widely (Section 6 ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,503,394,582],\"text\":\"An additional contribution was a formative study compar-\\ning 3D printed models, laser cut stepped reliefs and raised\\nline drawings (often called tactile graphics) for the presen-\\ntation of sculptures and paintings. This informed the main\\nstudy and pilot evaluation of the model.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,583,395,838],\"text\":\"Our main study demonstrates that accessible access to art-\\nworks is a value-laden domain. Existing accessibility guide-\\nlines focus on only one aspect: how to present artworks for\\nPVI s. The significance and novelty of our research is that it\\nprovides a values-driven framework for positioning guide-\\nlines and research that takes account of the full breadth of\\nstakeholders, in particular the artists, and makes explicit\\nunderlying stakeholder values, such as independence and\\nartistic integrity, and the tensions/tradeoffs between these.\\nOur research is of significance to the HCI community be-\\ncause it provides a values-based framework and model for\\naccessibility in cultural institutions. While there has been sig-\\nnificant prior work in the area (see e.g. [45] ), it has primarily\\nfocused on the technology. By clarifying stakeholder values\\nand conflicts, our research helps ground future research into\\nthe use of IT technologies for such access.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,848,197,865],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,869,310,886],\"text\":\"Inclusiveness of galleries and museums\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,890,395,954],\"text\":\"Throughout the world, art galleries and other cultural in- \\nstitutions such as museums are investigating and trialling \\nways of making their collections more accessible to PVIs. \\nFor instance, in the UK the British Museum has provided\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,188],\"text\":\"tactile exhibitions and tours since 1983, while in the USA, Art\\nBeyond Sight (ABS) has partnered with cultural institutions\\nsuch as the Metropolitan Museum of Art since 1987 to make\\nart and visual culture accessible to PMIs.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,747,444],\"text\":\"One issue this has raised is the role of touch. Art galleries\\ntypically do not allow visitors to touch their exhibits, both to\\npreserve them and also to reflect the primacy of vision [14] .\\nYet touch is one of the main ways that PVis experience the\\nworld. As Candlin [13] notes, “ Handling is one area where\\nthe right of the individual to learn from and enjoy public\\ncollections is in tension with the duty of the museum [or\\ngallery] to care for its objects in perpetuity. ” The importance\\nof touch is not limited to those with a vision impairment;\\nevidence from museums is that hands-on access provides\\na more engaging and memorable experience for most visi-\\ntors [35] . This conflict between accessibility and conserva-\\ntion is instructive as it suggests that providing accessibility\\nmay involve conflicts among different stakeholder values.\\nYet to date, there has been no systematic attempt to identify\\nstakeholder values and value conflicts.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,455,544,471],\"text\":\"Accessible artworks\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,747,571],\"text\":\"One way to resolve the conflict between access and con-\\nservation is to create replicas of 3-dimensional artworks for\\ntouching by the general public. Museums have long used this\\nprocess, casting or sculpting highly accurate models, often\\nusing similar materials [7] . However, manual replication can\\nbe prohibitively expensive for all but a few artifacts.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,747,762],\"text\":\"For this reason, cultural institutions are very interested in\\nthe use of digital scanning and digital fabrication methods\\nsuch as 3D printing, e.g. [37, 47, 48] , sometimes augmented\\nwith touch controlled audio description [1] . 3D printing can\\ndramatically reduce the cost of manufacturing, though with\\nsome loss of verisimilitude. While such replicas are of con-\\nsiderable benefit to blind visitors, they also provide a more\\nengaging, multimodal experience for all visitors: in a recent\\nsurvey of sighted museum visitors [52] , most agreed that\\nbeing able to handle 3D printed replicas would enhance their\\nexperience. 3D prints have also been used to present tactile\\npictures to children with vision impairment [49] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,747,954],\"text\":\"The most common method for providing access to cultural\\ncollections is audio description, usually by a trained guide.\\nABS have produced guidelines for audio description of art-\\nworks [5] . There has also been research into sonification of\\nimages, e.g. [17, 36, 39, 55] . While sonification can be success-\\nful for line graphs and similar information graphics [10, 18] ,\\nunderstanding sonification of more complex graphics or the\\nenvironment requires considerable training [17, 40] and it\\ncan only convey very basic information [55] . Rector et al. [41]\\nprototyped and evaluated an audio interface for blind and\\nlow-vision gallery visitors that gives differing audio feedback\\nbased on distance from the artwork: audio description, sound\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 20\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,172],\"text\":\"effects, sonification and music. We will use audio description\\nalongside other formats and explore stakeholder suggestions\\nregarding further audio options.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,172,395,299],\"text\":\"A number of more specialised tactile presentation methods\\nare also used. Accessibility guidelines recommend the use of\\nraised line drawings (tactile graphics) for graphics in which\\nspatial relationships are important [9] and for artworks [6] .\\nABS has released a multisensory art history book series [4]\\nutilising tactile graphics and research supports the claim that\\ntactile graphics aid in understanding artworks [29] . Refresh-\\nable tactile displays have also been used for drawings [8] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,395,491],\"text\":\"Hand sculpted bas-reliefs are also used [51] , though much\\nless commonly than tactile graphics due to the high cost of\\nproduction. A number of researchers have looked at digi-\\ntal production methods [26, 43, 44, 51] . Automated image\\nprocessing techniques are used to identify different regions\\nin the painting along with their relative height, and then a\\nbas-relief is digitally fabricated using CDC routing or other\\ntechniques. Alternatively, flat layered bas-relief diagrams, in\\nwhich the relief is made up of distinct layers, can be fabri-\\ncated using laser cutters [43, 51] . A related example of auto-\\nmated production is given in [16] , using image processing\\nto create a tactile graphic with braille key and legend.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,491,394,603],\"text\":\"We are aware of only one study comparing tactile presen-\\ntation mediums for artworks. This compared tactile outline,\\ntextured tactile, flat-layered bas-relief and (smooth) bas-relief\\nrepresentations of two still life paintings [51] . The smooth\\nbas-relief was preferred followed by the flat-layered bas-\\nrelief because it was easier to perceive shapes. Our formative\\nstudy extends this by considering a wider variety of artworks.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,614,147,631],\"text\":\"Case studies\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,634,395,874],\"text\":\"There are several case studies aimed at professionals in the\\nsector that describe how particular institutions have made\\npart of their collection accessible to PVLs, e.g. [20, 21, 28]\\nwhile Klege [33] presents a personal reflection on art, vi-\\nsion impairment and cultural access. A number of surveys\\nof visitors with visual impairments to cultural institutions\\ninvestigate barriers to access [2, 3, 12, 27, 42] . These identify\\nreasons for visiting a museum or gallery, diversity of knowl-\\nedge, need for multimodal presentation (audio guides and\\ntactile), targeted tours, accessible websites, better lighting,\\nlarge print and braille labels, the need for staff training, and\\ndifficulty in navigation within the institution. Our model\\nand evaluation add to this body of knowledge by helping\\nclarify stakeholder values and conflicts as well as the role IT\\ntechnologies can play.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,884,303,917],\"text\":\"3 FORMATIVE STUDY: ACCESSIBLE\\nPRESENTATION\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,395,955],\"text\":\"As a first step in providing access to BAG's collection we\\nconducted a formative study investigating digital design and\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,584,746,616],\"text\":\"fabrication techniques for provision of accessible artworks.\\nThis examined a broader range of artworks than [51] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300250_pdf_shortened_page_2_figure_011.png\",\"bbox\":[420,121,747,457],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A grid displays two artworks, each shown in three stages: an original image, a simplified tactile graphic, and a physical fabrication. The top row features a black sculpture of a bear and a spherical tree, rendered as a 3D print. The bottom row presents a colorful abstract painting of a woman and child, reproduced as a laser-cut piece.\"},{\"label\":\"figure_cap\",\"bbox\":[420,482,746,555],\"text\":\"Figure 1: Two of the original artworks and accessible for-\\nmats produced for the formative study and also presented\\nin the main study: Happy Ending? (2014) ©Michael Doolan\\nand i ate the rainbow up............ (2008) ©Del Kathryn Barton.\\nCollection Bendigo Art Gallery. Images courtesy the artists.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,630,482,646],\"text\":\"Materials\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,651,747,825],\"text\":\"Accessible materials were created for five artworks selected\\nfor their importance in the gallery collection and their diver-\\nsity in medium and style. The artworks were: Circe (c1920) by\\nBertram Macennal, a bronze statuette of a woman; Conjurer\\nIII (2012) by Benjamin Armstrong, a tall wood sculpture of an\\nimagined creature; Happy Ending? (2014) by Michael Doolan,\\nan outdoor fiberglass sculpture of a cartoon-like tree, teddy\\nand bird; i ate the rainbow up...... (2008) by Del Kathryn\\nBarton, a modern painting of two women; and The Young\\nFamily (2003) by Patricia Piccinini, a lifelike latex sculpture\\nof a hybrid human/pig mother and babies.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,826,747,954],\"text\":\"Various techniques were used, with design decisions made\\nto optimise the usability of each format. Laser cut graphics\\nwere constructed from 3mm acrylic sheets in contrasting\\ncolours for two of the artworks. I ate the rainbow up.... ...\\nused separate layers of acrylic for the background, body,\\nfaces and hands, with etching for details on the faces and\\nbackground. Higher profile glitter glue was applied to represent\\nthe rainbow. Cireo proved extremely difficult to 3D scan due\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 20\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"its dark reflective surface, and was instead represented using\\na single layer of acrylic for the figure's side profile, mounted\\non cardboard for a textural contrast.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,394,315],\"text\":\"3D printing was trialled for the three sculptures. The artist\\nprovided the 3D files for Happy Ending? . The Young Family\\nwas 3D scanned. The whole sculpture was 3D printed in one\\npiece and details were also printed separately of the mother's\\nface and one of the babies. As it is simple in form, Conjurer III\\nwas able to be quickly computer modelled. All printing was\\nvia FDM using PLA except for The Young Family , which was\\nSLA printed using photopolymer resin to better represent\\nthe high level of detail in the model.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,316,394,396],\"text\":\"As a point of comparison, tactile graphics were created us-\\ning microcapsule paper, as this is the most common method\\nused for tactile graphics in Australia and provides high con-\\ntrast for use with low vision. A4 size clear colour prints of\\nthe artworks were also provided.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,430,134,448],\"text\":\"Procedure\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,451,394,578],\"text\":\"Materials were presented to PVIs attending a regular Day\\nCentre Program at Vision Australia Bendigo. A total of 39\\nPVIs consented to answer questions as part of the study: 21\\nmen and 16 women. They were aged from 42 to 99, with\\nan average age of 78 years. Ten participants were legally\\nblind and the remainder had low vision. Only three had\\ncongenital vision impairment, with the remainder having\\nacquired vision loss, usually later in life.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,579,394,659],\"text\":\"Two or three artworks were presented at each session.\\nVolunteer guides from BAG gave a verbal description of the\\nartwork to the whole group, then tactile and visual repre-\\nsentations of the artworks were shown individually to the\\nparticipants.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,693,117,710],\"text\":\"Results\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,394,955],\"text\":\"When provided, the laser cut and 3D print were the most\\npopular formats, with more than half of the participants\\npreferring them over all other formats. Some participants\\ncommented that they preferred the laser cut format because\\nthey were using touch in combination with their residual\\nvision. The laser cut was the clearest format to see with sim-\\nplified forms and high contrasts. In the case of Circe , some\\nparticipants also commented that they preferred the laser\\ncut because it was the smoothest, giving the best impres-\\nsion of the sculpture's hard texture and fluid curves—it was\\n“pleasing to touch” and “more feminine”. Nonetheless, the\\ntactile graphic or clear print were preferred by some others.\\nPreference was dictated by the type and degree of vision\\nimpairment. Further, some participants liked the option of\\nhaving multiple complementary formats.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,123,706,156],\"text\":\"4 MAIN STUDY: VALUES IDENTIFICATION &\\nINITIAL MODEL DESIGN\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,160,747,352],\"text\":\"When preparing materials for the formative study, it became\\nclear that stakeholders had differing values. Although not\\nrequired for copyright purposes, the gallery had been careful\\nto obtain permission from living creators of the artworks\\nbefore translating them into other media. One artist refused\\npermission and so this artwork was not used. To investigate\\nthis and other value conflicts, we conducted a four-hour\\nworkshop with major stakeholders. It had two parts. The\\nfirst was to identify stakeholder values and value conflicts\\nusing value sensitive design. In the second part, we explored\\nways in which BAG could provide access to PVIs in accord\\nwith these values.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,367,498,384],\"text\":\"Participants\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,388,747,546],\"text\":\"Initial planning identified the following major stakeholder\\ngroups in the provision of accessible art: (a) vision impaired\\nvisitors to the gallery; (b) the gallery and its staff who would\\nneed to implement accessibility measures; and (c) artists\\nwhose works were being made accessible. Invitations to a\\nworkshop were extended to people who represented at least\\none stakeholder group, recruited through researcher and\\ngallery networks. Participant profiles are shown in Table 1 .\\nTwo of the five PVTs had acquired vision loss (both low vi-\\nsion). Ages ranged from 20 to 85 years of age.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[421,560,633,576],\"text\":\"Table 1: Workshop participant profiles\",\"reading_order\":14,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[425,577,745,696],\"text\":\"
category123456789101112
resident************
artist************
educator************
BAG staff/vol************
low vision
blind******
\",\"reading_order\":15,\"tags\":[],\"alt_text\":\"A table displays participant IDs from 1 to 12 across the top, and categories including resident, artist, educator, BAG staff/vol, low vision, and blind down the left side. Asterisks within the grid indicate which categories each participant belongs to.\",\"figure_path\":\"tables/3290605-3300250_pdf_shortened_page_3_tab_15.png\"},{\"label\":\"sec_2\",\"bbox\":[421,710,487,727],\"text\":\"Procedure\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,730,746,809],\"text\":\"Prior to the workshop, participants completed a 10-minute\\nsemi-structured interview to gather their initial thoughts on\\nthe values associated with accessible art. Their ideas were\\nthen presented as part of the workshop to help ensure that a\\nfull range of diverse viewpoints were raised.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,889],\"text\":\"The workshop was held in the gallery space at BAG. It\\nbegan with an explanation of the project so far, with exposure\\nto the accessible versions created for I ate the rainbow up.... ...\\n... and Happy Ending? and touch access to the latter in the\\ngallery gardens (See Figure 1 ).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,746,955],\"text\":\"A discussion was then facilitated on the topic of stakehold-\\ners and values, prompted by the summary of points raised in\\nthe pre-workshop interviews. We asked: Who are the people\\ninterested in accessibility? What are their reasons? Are there\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 20\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,172],\"text\":\"any tensions between the interests of the different stakehold- \\ners? Should the artists be involved in the process of making \\nan artwork accessible and, if so, what should their role be?\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,172,394,396],\"text\":\"In the second half of the workshop a Future Workshop [31]\\nmethodology was applied to explore strategies for a realistic\\nmodel for access to art by PVIs. As part of the critique phase,\\nparticipants examined (with the aid of verbal description) the\\npainting Gentlemen, \\\"the Queen\\\" (1894) by Albert Chevallier\\nTayler and a response to the artwork, an installation titled I\\nforgot to remember (The most organised violence in the world)\\n(2018) by Denis Chapman. In the fantasy phase, we asked\\nthe workshop participants to suggest how they would like\\nartworks in the gallery to be made accessible if there were\\nno constraints in terms of money, resources, time and tech-\\nnology. The workshop ended with an implementation phase,\\nwhen participants were asked to suggest what BAG could\\ndo in practice to improve the experience of PVIs.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,394,460],\"text\":\"After the workshops, a questionnaire was sent to the at-\\ntendees to assess their individual views about the values and\\nstrategies discussed. Nine responses were received, covering\\nPVIs, gallery guides, artists and educators.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,485,230,502],\"text\":\"Values and value conflicts\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,506,394,729],\"text\":\"Participants identified many additional stakeholders who\\ncould be affected by making BAG's collection accessible to\\nPVI's friends and family of PVI's who may be able to enjoy a\\nmore shared experience of the gallery; the vision impaired\\ncommunity who could benefit from increased awareness;\\nof the need for inclusion and participation in all aspects of\\nlife; the wider disability community, many of whom may\\nalso be able to benefit from some of the accessible formats\\nand increased awareness; other artists whose exposure to\\naccessible art could expand their thinking about art and how\\nto convey ideas; sighted visitors and the Bendigo Community\\nwho will be exposed to new ideas about access and inclusion;\\nand the Bendigo City Council, which funds the gallery and\\nwishes to attract more visitors to the city.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,729,394,873],\"text\":\"Many values were explicitly and implicitly raised during\\nthe workshop. Two researchers independently coded the\\nresponses then compared results, discussing and resolving\\nconflicts. The analysis was informed by Schwartz's Theory\\nof Basic Values [46] and by values identified in other value\\nsensitive design investigations. Values identified were:\\n\\nInclusion: This is about ensuring the gallery experience\\nis available to everyone and that PVls have access to the\\nartworks. It is closely related to fairness and equity.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,889,362,955],\"text\":\"From my perspective of being totally blind, I\\nhave been to art galleries and I've felt myself be-\\ndragged along ... They might describe some-\\nthing to you and say \\\"this painting is red\\\" and\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,124,715,205],\"text\":\"will think, \\\"well, so what?\\\" It doesn't mean any-\\nthing to me ... the descriptions just get scram-\\nbled in my brain. Because of that, I don't frequent\\nart galleries as it stands at the moment. It has\\ndiminished my interest in it [visual art].\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,207,746,271],\"text\":\"Respect: This is about due regard for all people regardless of\\ndifference or disability. Participants discussed the importance\\nof raising awareness of PVT's needs by gallery staff and in\\nthe wider community.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,274,715,387],\"text\":\"I think that having works that are accessible is\\nalso important for the general community as\\nwell because having those works there increases\\ntheir understanding about what those things are.\\nIt's a two way education process between what\\nthe people with needs are getting as well as the\\nwider community.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,389,746,469],\"text\":\"Stimulation: This includes intellectual stimulation, aesthetic\\npleasure, emotional response, entertainment and sensory en-\\ngagement with artworks in the gallery by PVI s. Artists also\\nsaid that they were creatively stimulated by thinking about\\nhow their art could be made accessible to PVI s.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,470,746,549],\"text\":\"Social connection: This includes connection by PVIs to\\nfriends through shared visits/experiences with the gallery,\\nconnection to the local community through shared knowl-\\nedge and pride in the gallery and its events as well connection\\nbetween the artist and audience, which includes PVIs.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,551,716,648],\"text\":\"I'm thinking about Bendigo being a small com-\\nmunity. Out there, they're talking about exhibi-\\ntions on here and you really aren't able to con-\\ntribute unless you've been up to the exhibition.\\nI think if it's made accessible to all, it certainly\\nwould be of benefit in our community.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,652,746,733],\"text\":\"Autonomy: PVis wished to have the same level of indepen-\\ndence and control as sighted visitors. For instance, it was very\\nimportant to them to be able to visit when they like, have a\\nchoice of exhibits, and be able to safely and independently\\nexplore the gallery.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,735,714,783],\"text\":\"I could happily do that by myself. It would give\\nme more autonomy; I would stop and look at\\neach work and take my time.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,786,746,834],\"text\":\"(Artistic) Integrity: Audio descriptions and presentation of\\nartworks in alternative formats should be non-misleading\\nand true to the artistic vision.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,838,715,918],\"text\":\"What is the essence of the concept they are try-\\ning to relate? How do we communicate this in\\na non-visual way that can also be easily under-\\nstood by anyone with vision or no vision and\\nmake it relevant?\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,745,954],\"text\":\"Ownership & property: This includes copyright, physical\\nownership, IP, moral and cultural ownership of the artworks\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 20\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"by the gallery, artist and community, or entities lending\\nartworks to the gallery.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,156,394,205],\"text\":\"Fiscal responsibility: Gallery staff have a responsibility to\\nensure the gallery remains financially viable and makes fair\\nuse of limited resources.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,208,346,224],\"text\":\"It's an issue of resources, time, practicalities.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,228,393,261],\"text\":\"Stewardship: This is about ensuring the gallery preserves\\nits artworks for future generations.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,264,361,317],\"text\":\"As a policy we have to say no touching because\\nif it breaks then we have a very large cost.\\n\\n\\nYou can't damage the artworks.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,321,394,370],\"text\":\"Self-Achievement: This includes job satisfaction by gallery\\nstaff, self-expression by artists, reaching a wider audience\\nby artists and learning about art and art history by PVIs.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,373,356,405],\"text\":\"It is great for us to be able to empower people\\nthen see their response.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,408,394,537],\"text\":\"Workshop participants identified several value conflicts.\\nInclusion-Fiscal responsibility: The most obvious value\\nconflict arises because BAG has limited budget and resources,\\nand so cannot, for instance, afford to pay for hand-crafted\\nhigh quality replicas of all of its artworks. Gallery guides\\nexpressed concern that resources used to support PVTs could\\nreduce available support for other visitors, including those\\nfrom other disadvantaged groups.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,540,362,606],\"text\":\"Our art education department is fairly small. It\\nis just myself part time and another part time.\\nWe don't have a full time position so we juggle\\nquite a lot.... It's just a matter of balance.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,609,394,673],\"text\":\"On the other hand, there was also agreement that making the\\nartwork accessible through touch and other sensory channels\\nwould benefit all visitors to the gallery, not only those with\\nvisual impairments.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,676,361,742],\"text\":\"Universal design can be good for those with a\\ndisability or vision impairments but what is good\\nfor those people or specific to those people is\\nhelpful for everybody else as well.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,745,394,920],\"text\":\"Inclusion-Stewardship: The next obvious value conflict is\\nbetween artwork conservation and access. Touch and bright\\nlight can harm most artworks but potentially allow much bet-\\nter access by PVTs to sculptures and paintings. This conflict\\nhas been extensively studied by Candlin [12] , who has also\\nexamined the changing attitude to touch in museums [15] .\\nBAG uses dim lighting and has a no touching policy. Pad\\ngallery staff agreed that for some artworks, supervised touch\\nand use of torches might be permitted by PVTs, although the\\nthree volunteer guides participating in the workshop had\\nreservations about loosening rules for conservation.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,394,954],\"text\":\"Inclusion-Ownership & property: Gallery staff expressed\\nconcern about infringing copyright by artists or their estates\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,331],\"text\":\"or other galleries for works on loan, and also moral own-\\nership of artworks by living artists or their estates when\\ncreating reproductions or providing images in a public web-\\nsite. Aboriginal artworks posed further complex questions\\nabout moral and cultural ownership. The gallery's concerns\\nwere not only due to legal obligations, but also to maintain\\na respectful relationship with the artists and their culture.\\nOn the other hand, they did not want to give control to\\nartists in dictating how accessible or educational materials\\nrelating to the works are produced and used by the gallery.\\nThis is a clear conflict of values and its resolution depends\\nupon values of the gallery, artists, local community and legal\\nframework the gallery is operating in.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,331,746,571],\"text\":\"Inclusion-Integrity: A fundamental value conflict raised in\\nthe workshop was between inclusion, which requires trans-\\nlating an artwork to other modalities, and artistic integrity,\\nwhich requires that these new representations do not misrep-\\nresent the artwork. Gallery guides indicated that they were\\nuncomfortable with interpreting the work as part of an audio\\ndescription. They felt that it was their role to present objec-\\ntive facts about the artwork: its title and year of creation,\\na description of the main elements, as well as contextual\\ninformation about the artist and style. This accords with\\nABS audio description guidelines [5] and [28] , who reports\\nthe “importance of just describing the piece of art without a\\nphilosophical or conceptual critique”. On the other hand, in\\nour workshop some PVIs clearly wanted more to aid their\\nunderstanding and engagement.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,575,716,719],\"text\":\"If we can understand the work, we can see it.\\nIt has nothing to do with the retina. It's un-\\nderstanding. Seeing is understanding. To under-\\nstand the work, whether you approached it tac-\\ntilely, if you had limited vision, if it has been\\nexplained to you, if you are coming with your\\nown ideas about the work, once you understand\\nthe drive that created the work, the meaning,\\nthe message, the essence, you will see it.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,724,746,789],\"text\":\"Kleage [33, pg. 121] also feels that adequately explaining art-\\nworks requires subjective interpretation. She recommends\\nthat we \\\"abandon the pretext of objectivity [in audio descrip-\\ntions]. It is impossible and beside the point.\\\"\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,789,746,853],\"text\":\"One artist at the workshop suggested obtaining a state-\\nment from (living) artists about their artistic intent, though\\nsaid that only some artists would be comfortable providing\\nthis as others wanted the artwork to speak for itself.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,857,715,953],\"text\":\"I think you always have to go back to the artist\\nand what they were intending to get a faithful\\nrepresentation. And then that's difficult because\\nit depends on what level of detail you need to\\ngo into.... It's important to always bring it back\\nto the artist.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 20\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[100,125,362,221],\"text\":\"Some artists would be alarmed at being restricted\\nto an interpretation, rather than a whole suite of\\ninterpretations. The understanding [is] that they\\nare handing the artwork over to their audience\\nand each person in the audience's interpretation\\nis equally valid. There is that dilemma.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,231,394,326],\"text\":\"There was no agreement on this issue, with post-workshop\\nquestionnaire responses ranging from \\\"disagree\\\" to \\\"strongly\\nagree\\\" for the statement \\\"When providing a description of an\\nartwork for a person with a vision impairment, it is important\\nonly to describe what can be seen, without any subjective\\nstatements or assumptions.\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,327,394,405],\"text\":\"To overcome questions of subjectivity, some participants\\nsuggested that the audio description could include a con-\\nversation about the artwork. This could explore possible\\nmeanings but, by its format, would clarify that these were\\nindividual views open for discussion.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,406,394,741],\"text\":\"An even deeper conflict concerned the extent to which\\ntactile translations can remain faithful to the original visual\\nartwork. This was not so much an issue for presentation of\\nsculptures, though it was observed that 3D printed models\\ncould be misleading because size, weight and texture might\\nnot match that of the artwork. One participant felt that the\\n25cm high 3D print of the 3.5m high sculpture Happy End-\\ning? did not adequately capture the impact of the original\\nartwork and also that the texture was not as smooth as the\\noriginal. Previously, De Coster and Loots [19] questioned the\\ninherent integrity of any tactile presentation, stating \\\"this\\nemphasis on touch carries the danger of denying the impor-\\ntance of art's visual character.\\\" Caro Howell (quoted in [15,\\npg. 136]) highlighted that touch can only play a small part\\nin understanding the vast majority of artworks and that for\\nartworks such as Marcel Duchamp's Fountain (a ready-made\\nurinal) \\\"It is not about touch, it is about ideas.\\\" Nonetheless\\nblind participants at the workshop emphasized the impor-\\ntance of touch and how useful they found the combination\\nof audio description and tactile presentation. Remarking on\\nthe general issue, one artist said\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,751,362,863],\"text\":\"The thing to remember with those sorts of inter-\\npretations of an artwork, is that it's the same as\\nhaving a diagram in an art text book that's ex-\\nplaining the perspective of a particular painting\\nor the compositional arrangement of a particular\\npainting. It is not the painting, but it is explain-\\ning the painting or certain facets of the work.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,873,394,954],\"text\":\"Stimulation-Integrity: A closely related conflict is between\\nthe desire of PVI for tactile and audio translations to engage\\nand delight their senses and artistic integrity, as achieving\\nthis may require a departure from that which was conveyed\\nvisually in the original artwork.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,125,714,237],\"text\":\"There has to be interpretation at some point\\nto encapsulate the other senses that are height-\\nened. Somebody who has a sensory disability\\nlike blindness or deafness ... the other senses\\nare heightened. So you have to experience the\\nworld in a different way anyway. At some point\\nthere has to be interpretation.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,274,540,291],\"text\":\"Initial Design Ideas\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,294,746,406],\"text\":\"The vision impaired participants called for techniques to\\nengage their other senses, such as tactile models or graphics,\\na soundscape or a recreation of the scene being represented.\\nThere was a strong desire for engagement using the senses\\nrather than relying just on descriptions. PVIs wanted to\\ntouch the artworks, smell the oil paintings, smell the frames,\\nand listen to associated sounds and music.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,407,746,582],\"text\":\"There was some conflict between the needs of people who\\nhave low vision versus those who are blind. One partici-\\npant with low-vision highlighted the fact that most PVIs\\nhad some vision, yet galleries and the researchers appeared\\nto be focussing on access by the fully blind, ignoring the\\nneeds of the larger group. Visitors with low vision wanted\\nbrighter lighting to afford better use of the vision they do\\nhave, and measures to allow them to navigate the gallery\\nindependently. Blind visitors acknowledged that they would\\nnot be likely to walk through the gallery independently but\\nwanted more information to be able to plan their visit.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,583,746,728],\"text\":\"After the workshop, participants were asked to rate all\\nof the strategies that had been suggested. As seen in Ta-\\nble 2 , strategies enabling independent access to the gallery\\n(autonomy) rated most highly. While some strategies, such\\nas enlarged images, were clearly of use to only a subgroup\\n(people with low vision but not those who are blind), many\\nwere considered to have cross-over and also be helpful to\\ngeneral gallery visitors. As discovered in the formative study,\\na combination of approaches seems most appropriate.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,766,593,783],\"text\":\"5 VALUES-BASED MODEL\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,787,510,802],\"text\":\"Guiding princ\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,805,746,870],\"text\":\"Based on the previous studies and a critical review of the lit-\\nerature, we identified the following guiding principles for our\\nvalues-based model for equitable access by PVIs to gallery\\ncollections. The brackets indicate relevant values.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,873,746,954],\"text\":\"(1) Develop and maintain a respectful, informed ongoing part-\\nnership between all stakeholders. Stakeholders at the work-\\nshop provided feedback about how important and empow-\\nering it was to be involved. Surveys indicate that respect\\nand knowledge of disability (or lack of these) by gallery\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,119,1012],\"text\":\"Paper 20\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300250", "source_image_path": "test_data/3290605-3300250/3290605-3300250_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300250/results/output_json/3290605-3300250_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[68,122,394,182],\"text\":\"Table 2: Strategies for access suggested at the second work-\\nshop. Median rating by participants (n=9) on a 3-point scale\\nof \\\"not helpful\\\" (\\\"), \\\"somewhat helpful\\\" (\\\") or \\\"very helpful\\\"\\n(\\\") for people who are blind, have low vision or are sighted.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[71,197,402,520],\"text\":\"
method of accesstarget group
blindlow visionsighted
signage for navigation******
accessible labels*****
group tours for PVIs*****
description of visual elements*****
map of gallery*****
accessibility feedback*****
description in writing*****
touch access to materials*****
additional information*****
gallery staff training*****
supplementary objects*****
touch access to artworks*****
tactile representation*****
models of 3D artworks****
images on iPad***
improved lighting***
artist's statement of intent***
soundscape***
scents***
touch access to painting frames***
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table illustrating various methods of access and their relevance to different target groups: blind, low vision, and sighted. Methods of access include signage for navigation, accessible labels, group tours, descriptions of visual elements, and touch access to artworks, among others. Asterisks denote the relevance for each target group.\",\"figure_path\":\"tables/3290605-3300250_pdf_shortened_page_7_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,555,394,589],\"text\":\"staff significantly affects enjoyment of a gallery visit by\\nPVLs [2, 27, 28, 42]. (Inclusion, Respect)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,591,394,640],\"text\":\"(2) Support independent, autonomous access. The workshop\\nhighlighted the importance of independence and autonomy\\nto PVIs. Supported by [3, 28, 42] (Autonomy, Respect)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,642,394,739],\"text\":\"(3) Cater for individual PVI differences in reasons for visiting\\nthe gallery and background knowledge . The workshop, in\\naccord with other studies [12, 28] , makes it clear that PVIs\\nvisit the gallery for diverse reasons and with a broad range\\nof background knowledge of the visual arts. (Stimulation,\\nSocial Connection, Self-Achievement (Learning))\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,742,395,854],\"text\":\"(4) Cater for individual PVI differences in visual acuity and\\nother sensory, physical and mental abilities. Both studies make\\nit very clear that the needs of fully blind and low-vision\\nvisitors differ dramatically. This difference is also discussed\\nin [12, 42, 50] . Furthermore, vision impairments frequently\\noccur with other disabilities, in part because vision loss is\\nmost often age-related. (Inclusion)\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,954],\"text\":\"(5) Accessible translations of an artwork should not be mislead-\\ning, but should provide sufficient information for the work to be\\nenjoyed and understood. Our studies identified that some PVTs\\nwanted contextual information including technical informa-\\ntion about the artwork itself and information about artistic\\nintent. Where practical, the artist should be asked to provide\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"this and perhaps also advise on how the work might be trans-\\nlated to different sensory modalities. (Inclusion, Integrity,\\nStimulation, Self-Achievement (Learning))\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,746,205],\"text\":\"Note that Principles 3 and 4 are in accord with inclusive\\naccess and ability-based design [53] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,215,464,231],\"text\":\"Model\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,747,396],\"text\":\"In collaboration with gallery staff, we developed the follow-\\ning general model for providing PVI with access to BAG\\nand its collection. The first step in implementing the model\\nwill involve institutional change: Awareness training for all\\nstaff including focus group with PVIIs [34] and creation of an\\nadvisory group including members of relevant stakeholder\\ngroups (staff, PVI, artists) to advise and monitor gallery\\nprogress (Principle 1). The model provides three comple-\\nmentary ways of accessing the gallery to cater for different\\nlevels of vision impairment and mobility (Principle 4).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,747,554],\"text\":\"Accessible website: Providing accessible online informa-\\ntion about the gallery and its collection is one of the most\\neffective strategies for inclusion. Regardless of accessibility\\nof the gallery space, many PVIs will rarely visit the gallery\\nitself because of mobility issues. Allowing access through a\\nwebsite allows PVIs in the local community to easily keep\\nup to date with the latest exhibits, communicate access op-\\ntions and help PVIs prepare for a visit. The need for accessi-\\nble websites to help preparation has been previously noted\\nin [2, 27, 42] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,554,747,666],\"text\":\"Guided gallery tour : For people with severe vision impair-\\nments, the most practical option is to provide organised\\nguided tours in which an individual or small group is shown\\nthree or four artworks using a mix of accessible represen-\\ntations, and supervised touch of selected artworks. A small\\ngroup size allows the guide to tailor the choice of artworks\\nand discussion to the group (Principle 3).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,746,715],\"text\":\"Self-guided gallery tour : The most novel aspect of the\\nmodel is to support autonomous self-guided tours (Princi-\\nple 3) by PVI s with low-vision or a companion.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,715,747,891],\"text\":\"Principles 4 and 5 require that the gallery provides a mix\\nof multisensory presentations [11] of artworks that are tai-\\nlored to the artwork. The formative and main study made\\nit clear that a variety of presentation methods are needed\\nwhen presenting artworks to PVIs, and that the best combi-\\nnation depends upon the artwork, level of vision and viewer\\npreferences. The mix includes audio description, tactile pre-\\nsentations (3D models, bas-reliefs, layered bas-reliefs, tactile\\ngraphics), enhanced images of the artwork designed for peo-\\nple with low-vision, soundscapes, and role-play (i.e., taking\\nthe position of an actor in the artwork).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,900,484,917],\"text\":\"Role of IT\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,746,954],\"text\":\"Various kinds of IT play a central role in this values-based\\nmodel. Most obviously, accessible presentation of the gallery\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 20\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300250/results/markdown/3290605-3300250_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,36,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[83,120,734,217],\"text\":\"Co-Design Beyond Words: 'Moments of Interaction'\\nwith Minimally-Verbal Children on the Autism\\nSpectrum\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[138,236,347,298],\"text\":\"Cara Wilson\\n\\nQueensland University of Technology\\nBrisbane, Queensland\\n\\ncara.wilson@qut.edu.au\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[137,311,348,376],\"text\":\"Bernd Ploderer\\n\\nQueensland University of Technology\\nBrisbane, Queensland\\n\\nb.ploderer@qut.edu.au\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[468,236,676,299],\"text\":\"Margot Breeton\\n\\nQueensland University of Technology\\nBrisbane, Queensland\\n\\nm.breeton@qut.edu.au\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[467,313,675,376],\"text\":\"Laurianne Sitbon\\n\\nQueensland University of Technology\\n\\nBrisbane, Queensland\\n\\nlsitbon@qut.edu.au\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,385,142,401],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,405,395,758],\"text\":\"Existing co-design methods support verbal children on the\\nautism spectrum in the design process, while their minimally-\\nverbal peers are overlooked. We describe Co-Design Beyond\\nWords (CDBW), an approach which merges existing co-\\ndesign methods with practice-based methods from Speech\\nand Language Therapy which are child-led and interests-\\nbased. These emphasise the rich detail that can be conveyed\\nin the moment , through recognising occurrences of, for exam-\\nple, Joint Attention, Turn Taking and imitation. We worked\\nin an autism-specific primary school over 20 weeks with ten\\nchildren, aged 5 to 8. We co-designed a playful prototype,\\nthe TangiBall, using the three iterative phases of CDBW: the\\nFoundation Phase (preparation for interaction), the Inter-\\naction Phase (designing-and-reflecting in the moment) and\\nthe Reflection Phase (reflection-on-action). We contribute\\na novel co-design approach and present moments of inter-\\naction , the micro instances in design in which minimally-\\nverbal children on the spectrum can convey meaning beyond\\nwords, through their actions, interactions, and attentional\\nfoci. These moments of interaction provide design insight,\\nshape design direction, and reveal unique strengths, inter-\\nests, and abilities.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,385,525,401],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,405,746,438],\"text\":\"• Human-centered computing → HCI design and eval-\\nuation methods\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,452,502,469],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,473,747,521],\"text\":\"Co-Design, Participatory Design, Autism, Child-led interac-\\ntion, Minimally-verbal, Non-verbal, Speech and Language\\nTherapy\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,529,555,543],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,545,747,634],\"text\":\"Cara Wilson, Margot Brereton, Bernd Ploederer, and Laurianis Sit-\\nbon. 2019. Co-Design Beyond Words: 'Moments of Interaction' with\\nMinimally-Verbal Children on the Autism Spectrum. In CHI Con-\\nference on Human Factors in Computing Systems Proceedings (CHI\\n2019) , May 4–9, 2019, Glasgow, Scotland UK. ACM, New York, NY,\\nUSA, 15 pages. https://doi.org/10.1145/3290605.3300251\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,650,550,667],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,671,747,815],\"text\":\"Both the concept of 'having a voice' and the concept of 'being\\nverbal' are heavily relied upon in the design process but, we\\nquestion, how does one have a voice in design if one is not\\nverbal [1, 43] ? It is estimated that around 30 % of children\\non the autism spectrum 1 are minimally-verbal , which means\\nthey communicate with; no spoken language at all; atypical\\nnon-speech sounds only; some words or phrases in limited\\ncontexts; or echolitic language (repeating the language of\\nothers but not generating it) [60] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,815,747,895],\"text\":\"Despite the high proportion of children on the autism\\nspectrum who are minimally-verbal, these children are sel-\\ndom catered to in existing co-design approaches. Many clas-\\nsic co-design techniques (e.g. Cooperative Inquiry [11, 23] )\\nrely heavily on activities that require verbal communication,\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,898],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nalso be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@em.org.\\nCHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,925,266,954],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-05...$15.00\\nhttps://doi.org/10.1145/3206505.3300251\",\"reading_order\":21,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[421,912,746,953],\"text\":\"$^{1}$Here we use the terms child on the autism spectrum or child on the spec-\\ntrum because these are most commonly used in the community of our study\\nparticipants.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 21\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,220],\"text\":\"high cognitive load (such as brainstorming and group dis-\\ncussion), and fine motor skills (such as detailed drawing).\\nSuccessful participation also requires broad metacognitive\\nand social skills and the ability to attend to design activities\\nfor long periods. This is often beyond the current skillset of\\nminimally-verbal children on the autism spectrum.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,220,394,331],\"text\":\"Design work which does focus on minimally-verbal in-\\ndividuals (such as Augmentative and Alternative Commu-\\nnication) often has the focus of increasing verbal ability or\\nmonitoring progress [1, 36, 44, 64] . While this is valuable,\\nthere is little work that supports the child's existing commu-\\nnicative abilities [40] during co-design and/or seeks to build\\non their existing strengths and interests.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,332,394,553],\"text\":\"We argue that this highlights a fundamental need to re-\\nthink our approach to design with this group – moving away\\nfrom an expectation that children should fit within neat, ex-\\nisting methods, and taking responsibility for the possibility\\nthat our existing methods may not be inclusive enough. We\\nargue that the onus is on designers and researchers to adapt\\nmethods which can support minimally-verbal children on\\nthe spectrum to be fully included in the design process as\\nthey are [68, 69] i.e. through understanding existing abilities\\nand building on these. We ask, how can we support and un-\\nderstand existing communicative competencies, as opposed\\nto focusing on the negating of perceived limitations? Further,\\nhow do we move towards ensuring that `having a voice' in\\ndesign is not solely for the verbal?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,554,394,746],\"text\":\"We turned to the fields of Education and Speech and Lan-\\nguage Therapy, where there are many effective existing prac-\\ntices which provide approaches to understanding and sup-\\nporting children as they are . These include approaches like\\nMore Than Words [59] and the Floortime Approach [20] ,\\nwhich are widely implemented techniques for interacting\\nwith children with complex communication needs [46, 50] .\\nThey focus on following the child's lead (their existing in-\\nterests and attentions) in order to better understand their\\nactions and interactions. However, there currently exists no\\ntranslation of these tried-and-tested methods from special\\nneeds practice into Human-Computer Interaction (HCI).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,746,394,889],\"text\":\"Working in an autism-specific primary school over two\\nschool terms (20 weeks) with ten children aged 5 to 8, we un-\\ndertook design sessions in which prototypes were developed\\nusing Co-Design Beyond Words, an approach which draws\\nupon techniques from Speech and Language Therapy and\\nutilises them in design. The approach has three phases; the\\nFoundation Phase (where we prepare for interaction), the\\nInteraction Phase (where we interact and reflect-in-action)\\nand the Reflection Phase (where we reflect-on-action).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,955],\"text\":\"Central to this approach are moments of interaction – mi-\\ncro instances of Joint Attention (JA), Turn Taking (TT) and\\nImitation (IM) – which result in an interaction with another\\nperson. We have observed that these moments of interaction\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,188],\"text\":\"arise when children are supported to follow their interests\\nand utilise their strengths in a design setting. These moments\\ncan provide design insights, which, in our experience, have\\nbeen inaccessible through existing co-design methods.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,746,283],\"text\":\"We contribute Co-Design Beyond Words, a new approach\\nto co-design with minimally-verbal children on the spectrum\\nwhich follows their interests, builds on their abilities, and\\nsupports their interaction. Through this approach, we are\\nable to build a cumulative picture of a child's design needs\\nand elicit new design directions.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,323,549,340],\"text\":\"2 RELATED WORK\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,342,639,359],\"text\":\"Current landscape: Autism and HCI\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,363,746,746],\"text\":\"Individuals on the spectrum may typically have challenges in\\nsocial communication and interaction, as well as restricted,\\nrepetitive patterns of behaviours, interests or activities [2] .\\nWe suggest that it is critical to design with children on the\\nspectrum because, as Ringland et al. [49, p.39] assert, \\\"chil-\\ndren with autism are doubly disempowered, both as children\\nand as people living with disabilities\\\". Spiel et al. [56, 57]\\nidentify important ethical considerations pertaining to the\\nskewed power relations [15] between researcher and child.\\nRecent thinking on Neurodiversity positions autism not as\\na neurological disorder but as a natural neurological varia-\\ntion [30] , moving away from the idea of causation and cure,\\nand instead towards the \\\"celebration of autism as an insepa-\\nrable aspect of identity\\\" [32, p.59] . Researchers in HCI have\\nbegun to emphasise the importance of this paradigm shift\\nin thinking [39] ; from the biomedical model of disability,\\nwhich is limitation-centric, focussing on perceived deficits\\nof individuals, to the social model of disability, whereby our\\nsocietal structures (e.g. access to services) are held account-\\nable for the way in which individuals experience disability.\\nAbility-Based Design [69] reflects this, representing a shift\\nfrom deficit-focused design to design which allows, and in-\\ndeed encourages, people of all abilities to remain as they\\nare [68] while technology is shaped by and with them.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,747,746,955],\"text\":\"In design, the child's role has evolved from design infor-\\nmant to design partner [12] , with recent research explor-\\ning how children can initiate design processes [70] and be-\\ncome full design protagonists [29] and participatory evalua-\\ntors [58] . While involving children with special educational\\nneeds and disabilities in design is an increasing priority in\\nChild-Computer Interaction (CCI) e.g. [4, 5, 12, 16–18] , the\\nprogressive approaches to participation in this field are not\\nyet fully inclusive of minimally-verbal children on the spec-\\ntrum. As Read et al. [48] suggest, the core aim of Partici-\\npatory Design (PD) with children is ensuring their active\\nengagement in the design process. However, existing co-\\ndesign approaches involve e.g. sustaining attention for long\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 21\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,204],\"text\":\"periods, group interaction, and processing numerous ver-\\nbal cues, which present barriers to active engagement for\\nminimally-verbal children on the spectrum. We suggest there\\nis an opportunity to extend current co-design approaches to\\naddress this gap.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,205,394,620],\"text\":\"Our work draws on the traditions of Co-Design and Partic-\\nipatory Design. Here, we explain our use of these terms and\\nour choice of the term “ Co-Design Beyond Words ” to describe\\nour approach. Participatory Design [9] has two fundamental\\ntenets – pragmatic and moral. First, from a pragmatic per-\\nspective, people for whom the design is intended are experts\\nin their own lives and have vital knowledge to contribute.\\nSecond, from a moral perspective, people should have a say\\nin design that affects their lives. That is, PD concerns issues\\nof power and working out how power in design is shared [3] .\\nCo-Design [54] is a more recent formulation of Participa-\\ntory Design [55] that focuses on aspects of collaboration of\\nstakeholders in design, but it is not in essence different from\\nParticipatory Design, if designers ensure the fundamental\\ntenets of Participatory Design and power sharing are upheld.\\nWe choose to use the expression Co-Design here, because,\\nto many, the term Participatory Design suggests that partici-\\npants are informants that do not have a significant input in\\ndesign. This was never the intention of Participatory Design,\\nhowever, we feel that the term Co-Design, emphasising col-\\nlaboration, is simply more fitting. There may be debate as to\\nwhether minimally-verbal children can participate as equals\\nand leaders in Co-Design. We argue that this can be the\\ncase; if designers are willing to offer sufficient choices and\\nopen-ended opportunities, and pay attention to children's\\nresponses. We return to this in the discussion section.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,645,306,662],\"text\":\"Existing Co-Design Approaches in CCI\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,665,394,808],\"text\":\"Cooperative Inquiry is a PD approach tailored to support\\nchildren to become full design partners in an intergenera-\\ntional design team [11, 23] . It utilises techniques such as\\nbrainstorming, prototyping, Big Paper (group drawing of\\nideas on a large sheet of paper), Sticky Nothing, Bags of Stuff\\n(bags full of craft materials), stand-up meetings (delivering\\ndesign ideas to the group), Mixing Ideas [21] , and Layered\\nElaboration [63] . These techniques are undertaken typically\\nwith children aged 7 to 11.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,808,394,955],\"text\":\"This seminal work and other approaches (e.g. Fictional In-\\nquiry [10] and Comicboarding [24] ), have provided a strong\\nfoundation in addressing the power imbalances at play in\\ndesign with children. There is also a wealth of motivat-\\ning work extending techniques for children on the spec-\\ntrum [13, 18, 19, 25–27, 37, 38, 57, 65, 66] . Some use Coop-\\nerative Inquiry approaches [14, 22] , re-interpret these ap-\\nproaches [18] , or build novel techniques for involving chil-\\ndren on the spectrum during co-design [6, 17, 19, 37] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,283],\"text\":\"However, it seems that the children participating in these\\nstudies have the verbal and cognitive abilities to design along-\\nside neurotypical peers, individually, or based on verbal inter-\\naction. Almost all co-design is done by giving children a task\\nthat requires metacognition and meta-analysis on their part,\\nsuch as brainstorming, group discussion, or design ideation.\\nDuring these activities, children are given direction and are\\nable to sustain this direction for several minutes, while also\\ninteracting with other children or proxies. Typically, these\\napproaches do not align well with our participants' abilities.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,746,395],\"text\":\"We note a need for methods to engage children for whom\\ncommunicating design goals and insights may not be a simple\\ndialogical exercise. Recent research has investigated ways to\\ndesign through concrete actions, images, and art activities\\nwith adults and children [7, 34, 47, 66, 67] . In this work we\\npay particular attention to the interactions and strategies for\\ninteraction in such activities.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,395,746,603],\"text\":\"Benton et al.'s Diversity for Design framework [6] is an\\napproach to developing PD methods with neurodiverse chil-\\ndren, built on an existing framework from the field of Edu-\\ncation and extended for use in a design context. Brown et\\nal. [8] also address interdisciplinary methods in work with\\nchildren on the spectrum. We take inspiration from this work\\nand from Fauenberger et al. [19, p.39] who suggest “there is\\na constant need to adapt and re-interpret existing methods”\\nwhen working with children on the spectrum, arguing for\\nmaking the methodological choices in design more trans-\\nparent to others. This paper thus attempts to articulate an\\napproach for co-design through translation of techniques\\nfrom other disciplines.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,613,671,631],\"text\":\"Interdisciplinary Interaction Approaches\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,633,746,777],\"text\":\"Mason and Danby [40] assert that children are experts in\\ntheir own forms of communication and, consequently, we\\nsuggest that each child's existing communication styles are\\njust as valid as more common and verbal forms of communi-\\ncation. Through the lens of multimodal analysis, Malinverni\\net al. [38, p.55] suggest a move towards “overcom[ing] the\\nlimitation of frameworks that focus only on intentional lan-\\nguage communication prompts, such as written or spoken\\nlanguage”. How can we work towards understanding these?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,777,746,954],\"text\":\"Video Interaction Analysis (VIA) [31] is a common ap-\\nproach to examining both verbal and non-verbal interac-\\ntion. It is described as \\\"an interdisciplinary method for the\\nempirical investigation of the interaction of human beings\\nwith each other and with objects in their environment\\\" [31,\\np.39] . In this approach, researchers use observation and video\\nrecordings to allow for collaborative analyses by multiple\\nresearchers. The focus can be on subtle, non-verbal inter-\\nactions e.g. gestures, looks, body positioning. These can be\\ninterpreted differently by each researcher who watches the\\nrecording.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 21\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[68,124,395,364],\"text\":\"Speech and Language Therapy Approaches. Through\\nour experience working in an autism-specific primary school,\\nwe expound the importance of practice-based interaction\\napproaches from Speech and Language Therapy. These ap-\\nproaches focus not only on verbal interaction, but also on\\nnon-verbal, physical, embodied, and playful interactions\\nwhich exist prior to and alongside verbal interaction. Such\\napproaches have been found to have a positive impact on\\nreceptive and expressive language skills [46, 50] and come\\nfrom a practice-based, rather than research-based, perspec-\\ntive, where they have been used for over 20 years by practi-\\ntioners and educators [20, 50, 59] . Importantly though, we do\\nnot seek to increase language ability, rather to use these in-\\nteractional approaches in the service of understanding more\\nabout each child in the moment and in the context of design.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,371,395,691],\"text\":\"The Floortime Approach . Greenspan et al. [20] highlight\\nthe importance of floor-time interactions with a child with\\nspecial needs, an approach which encourages parents to get\\ndown on the floor with their child and interact and play,\\nfollowing the child's interests and motivations. The key here\\nis to follow the child's lead and play at whatever captures\\ntheir interest, but to do so in a way that encourages the child\\nto interact with you, such as flapping your arms if the child\\nis flapping theirs. They encourage the adult to find ways to\\nturn all of the child's actions or seeming non-actions into in-\\nteractions. The Floor-Time Approach describes its four goals\\nas the encouragement of; attention and intimacy, two-way\\ncommunication, logical thought, and the expression and use\\nof feelings and ideas. By encouraging cycles of interaction\\nwith the child, more meaning can be exchanged. Within this\\napproach, Greenspan et al. [20] suggest we can enable atten-\\ntion, engagement and intimacy through, for example, finding\\nmutual pleasure (\\\"join him in the myriad of little things that\\ngive him pleasure\\\" p.134), holding attention through senses,\\nand exploring the child's interests together.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,697,395,954],\"text\":\"Joint Attention, Turn-Taking and Imitation. Greenspan\\net al. [20] suggest there are three pillars to communication\\nwith a child with special needs. Joint Attention (JA) involves\\nsharing a common focus with someone by looking at and\\nsending messages about the same object or event [46, 62] .\\nChildren can respond to or imitate Joint Attention. Turn\\nTaking (TT) is when the adult and the child each have a turn\\nat participating in the interaction e.g. through body move-\\nment, eye contact, facial expressions or sounds in physical\\nand sensory play [59, p.59] . A 'turn' refers to any of the inter-\\nactions the child may do – a look, a gesture, a sound, a word.\\nImitation (IM) is the ability to copy other people's sounds,\\nfacial movements, body movements, and actions with ob-\\njects [46, 62] . All of the above can be explored through 'toy\\nplay', where the best way to help children in these pillars\\nis to explore their interests with them, be on their physical\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,745,156],\"text\":\"level (e.g. play on the floor together) and imitate what the\\nchild is doing [46, 62] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,164,747,357],\"text\":\"The More Than Words (MTW) Approach . Similarly, The\\nMTW approach [59] is a socio-interactionalist program devel-\\noped for interaction with children on the spectrum who also\\nhave speech and language delays. The key here is that adults\\ncan enhance the child's social participation in interaction by\\ninterpreting and responding to the child's communicative\\nattempts as if each were intentional. This means following\\nthe child's lead to create communicative interactions around\\nthe child's interests or focus of attention, where \\\"discovering\\nwhat has captured your child's interest will help you share\\nthe moment with them\\\" [59, p.17] . We explain three of the\\nmany techniques in detail.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,357,747,546],\"text\":\"The 'Observe, Wait, Listen' (OWL) approach advises\\nadults to, first, observe what the child is interested in. For\\nexample, notice what the child is looking at or the thing they\\nare pointing at or reaching to. Second, waiting gives us time\\nto observe a child's interests by: stopping talking, leaning\\nforward, and looking at the child expectantly. Third, listening\\nis described as paying close attention to all of your child's\\nwords and sounds. In our case, the words were very few.\\nThey advise that, even if figuring out the child's message\\nis difficult, to try to imitate their actions or sounds to show\\nyou are listening, and then watch closely for any additional\\ninformation.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,547,747,645],\"text\":\"The Four 'I's tell us how to follow the child's lead dur-\\ning play, through; 1) Interests – include what the child is\\nshowing they are interested in, 2) Interpreting – say aloud\\nwhat you interpret the child to mean, 3) Intruding - on the\\nchild's individual play in order to create an interaction, and\\n4) Imitating - copy what the child is doing [59, p.421] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,645,746,708],\"text\":\"R.O.C.K. is an acronym which stands for R (repeat – your\\nquestion or action), O (offer opportunities), C (cue your child),\\nK (keep it going). This is a useful technique to employ when\\ninteractions become stilted or the child is disengaged.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,708,746,820],\"text\":\"While the above approaches are commonly employed in\\nthe service of learning how to verbally communicate, we\\nsuggest there is scope to extend these into an exploratory\\nco-design setting where focus is not on quantifying and\\nincreasing communication, but on understanding minimally-\\nverbal children's interaction in design and how this can and\\nmust be elicited and read by the researcher.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,832,504,850],\"text\":\"3 METHOD\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,852,678,870],\"text\":\"Context, Participants and Design Concept\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,954],\"text\":\"This work is embedded in an ongoing exploratory project at\\nan autism-specific primary school in Brisbane, Australia. The\\nbroad research goal of this project is to co-design technolo-\\ngies which support social interaction, engagement, and self-\\nexpression with minimally-verbal children on the spectrum.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 21\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,252],\"text\":\"Within this, we investigate which methods can best help us\\nachieve this goal. A design brief emerged through on-going\\ndiscussions with researchers, teachers, and speech therapists,\\nbuilding on observations from our field work and ideas from\\nchild-led approaches. The design brief was to explore how a\\ntangible technology might support the self-expression, engage-\\nment, and social interaction of minimally-verbal children on\\nthe autism spectrum .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,492],\"text\":\"Our participants were ten children aged between 5-8 years\\nold, from four classes at the specialist school. In line with\\nIbrahim et al. [28] and Wilson et al. [66, 67] , we focus on\\nthe strengths of our participants, deliberately steering away\\nfrom defining them in diagnostic terms. Further details on\\nparticipants can be found in the examples to follow. Other\\nparticipants in the study include the children's class teach-\\ners (4), speech therapists (2), and occupational therapist (1).\\nBased on 2.5 years of field work at the school, the first au-\\nthor has been able to develop relationships with children\\nand teachers as a participant observer [33] . We conducted\\none-to-one and researcher-to-group sessions over 20 weeks\\n(2 terms) to engage with children through co-design, explore\\nthe child's personal interests, and work towards low-fidelity\\nprototypes that communicate and support these interests.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,492,395,778],\"text\":\"We present our method by using examples of children\\ncollaborating in the design of a new kind of interactive ball.\\nThe idea of a ball emerged through earlier work with tablet-\\nbased technologies [66, 67] where we could see the potential\\nfor more shareable and tangible designs. Through undertak-\\ning participant observations and craft-inspired activities to\\naddress our design brief, we saw that children were engaged\\nby ball-based activities when playing in the playground with\\npeers, and that balls were integrated into many activities\\nused by teachers and therapists. Design activities, involving\\ndrawing, collaging and crafting, inspired by Druin et al. [11] ,\\nbegan to include the use and collaborative decoration of a\\nsimple polyethylene ball. We continued to explore a new kind\\nof ball design in our co-design sessions, conceptualising a\\nball-like technology, which is inherently shareable, passable,\\nsupports turn taking, facilitates embodied use, is used in mul-\\ntiple ways in many kinds of children's games, and develops\\ncoordination and gross motor skills.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,395,955],\"text\":\"Based on these initial sessions, the co-design sessions be-\\ngan to explore the design concept of a recordable ball, the\\nTangiball . Crucially, our co-design work revealed that the\\nball should enable children to record and share their own\\nvoices, sounds, and noises, as will be discussed. The proto-\\ntype is a simple polyethylene ball bought from an art store,\\nwith a cheap, widely available button speaker attached to it\\nwith tape. It took roughly five minutes to create. However,\\nit was very informative in providing design feedback e.g.\\nhow the children held the ball, interacted with each other's\\nsounds, and moved spatially.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,350],\"text\":\"The TangiBall prototype is one of several different design\\nartefacts which were conceptualised during the co-design\\nprocess. For example, we also observed children's fascination\\nwith Velcro and their teachers' integration of this material\\ninto classroom strategies. In-keeping with one of our aims,\\nto support children to self-express, we developed a process\\nof 'Velcro-Collaging', where children would create collages\\nby securing e.g. photos, stickers, textured materials with\\nVelcro to a large felt board. Therefore, although we focus on\\none thread of co-design in this paper (the ball prototype), it\\nis important to note that we base our approach on a much\\nbroader scope and wider set of design sessions, which have\\nprovided us with multiple avenues for exploration in future\\ndesign work.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,375,661,393],\"text\":\"Data Collection and Analytic Approach\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,747,699],\"text\":\"Rich qualitative data was collected during the 20-week period\\nthrough; video recordings and photos taken during co-design\\nsessions, field notes created by the first author to reflect on\\nthe approach and the outcomes of each session, and inter-\\nviews with teachers and therapists who participated in these\\nactivities. Overall, we collected 791 photographs and 267\\nvideos. Our analytic approach was based on the pillars of\\ncommunication ([A. TT. IM) as described by Greenspan [20]\\nand the principles of Video Interaction Analysis [31] . These\\nhelped us understand how these pillars of communication\\nwere enacted through verbal and non-verbal interaction, and\\nthrough engagement with design materials and the TangiBall.\\nIn watching the videos as a research team, we asked ques-\\ntions such as: How are the children transitioning spatially?\\nWhat are the rhythms and actions being repeated? What are\\nthe small manoeuvres at play? How are they interacting with\\nother artefacts? Where does their attentional focus lie? What\\nare they engaged with/disengaged with? What are the disrup-\\ntions to the normal stream of activity? Why?\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,699,747,955],\"text\":\"Through this analysis we arrived at the concept of mo-\\nments of interaction , which we use as the unit of analysis\\nto enable us to evaluate the approach. As Light [35, p.186]\\nproposes, there is a need to consider different scales of in-\\nteraction in our design endeavour in order to understand\\n“ the highly situated micro-dynamics from which behaviour,\\nmethods, planning, networks and participation are all con-\\nstituted.\\\" Children on the spectrum can find JA, TT, and IM\\nchallenging and thus, we use these as analytic lenses in the\\nprocess of identifying engagement in the co-design process.\\nFor example, a child who typically does not make eye con-\\ntact during social interaction may be observed looking the\\nresearcher in the eye when attended to through a child-led\\napproach. This will be explained in the following section.\\nWe utilise the data presentation style of Jordan and Hen-\\nderson’s Interaction Analysis [31] , while also sketching the\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 21\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 5\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,157],\"text\":\"interactions, noting reflections-in-action of the researcher,\\nand coding for instances of JA, TT, and IM.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,175,364,208],\"text\":\"4 THE CO-DESIGN BEYOND WORDS (CDBW)\\nAPPROACH\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,212,394,291],\"text\":\"This section details what we mean by a moment of interac-\\ntion and outlines the three phases of CDBW which enable\\nus to better understand and leverage these moments in co-\\ndesign contexts with individuals who may not communicate\\nverbally.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,311,216,328],\"text\":\"Moments of Interaction\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,394,491],\"text\":\"A moment of interaction is an instance of social connection,\\ncommunication, or understanding between people, in this\\ncase, between child-participant and researcher-participant.\\nIn our research context, moments of interaction are the cul-\\nmination of micro instances of Joint Attention (JA), Turn\\nTaking (TT) and Imitation (IM) which result in an identifiable\\ninteraction with another person. Thus, CDBW works at a\\ndetailed level of granularity, with socially observable aspects\\nof children's action. These lead to greater insight into how\\ninteraction occurs in co-design sessions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,394,730],\"text\":\"Current co-design techniques, such as brainstorming, group\\ndiscussion, and creative activities require children to; a) work\\nin groups interacting with other children, b) retain socioemo-\\ntional information, c) maintain concentration over several\\nminutes, and/or d) engage in high-level reasoning. By con-\\ntrast, attention of a minimally-verbal child on the spectrum\\nto a task may last only a few seconds or minutes, and their\\nability to jointly attend and interact with another person may\\nbe fleeting, lasting perhaps only seconds or a fraction of a\\nsecond. Often this means engagement solely occurs at partic-\\nular times of high motivation and interest. Therefore, a child\\nwho has challenges in maintaining JA, TT, IM (which typi-\\ncally results in speech delays) may need an attentive adult or\\ntherapist facilitating interaction at the moment-to-moment\\nlevel, as is typically done in speech therapy.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,955],\"text\":\"Inspired by seminal work by Jordan and Henderson [31] on\\nInteraction Analysis, we pay attention to changes in engage-\\nment, spatial transitions, beginnings, endings, and disrup-\\ntions. Drawing on practice-based approaches for minimally-\\nverbal children on the spectrum or with other special needs,\\nwe extend these micro-interactions to include instances of\\nJA, TT, and IM. We examine when these occur, between\\npeers or between child and researcher. For example, changes\\nin engagement are micro-interactions, as are instances of\\nturning to look the researcher in the eye, paying attention to\\nthe same object as another, turning away from the activity,\\nshowing disinterest in an artefact, responding to social cues,\\nattempts at words and sounds etc. We use adaptations of the\\nkits of materials proposed by e.g. Cooperative Inquiry [11] ,\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,205],\"text\":\"as these appeal to sensory needs and interests, but the meth- \\nods of using these are insufficient at present for this group. \\nIn particular we are guided by pivotal moments in which we \\ncan observe a shift in the focus and attention of the child \\nwhich is different from their typical behaviour.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,215,666,232],\"text\":\"The Phases of Co-Design Beyond Words\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,747,348],\"text\":\"This section outlines the three phases of Co-Design - Be-\\nyond Words (CDBW): the Foundation Phase, the Interac-\\ntion Phase, and the Reflection Phase. The CDBW approach\\nemerged based on reflecting upon and combining the afore-\\nmentioned child-led approaches [20, 59] and current co-\\ndesign approaches in designing with children [11, 23] . CDBW\\nthen continued to evolve during the co-design sessions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,355,747,483],\"text\":\"Foundation Phase: Preparation for Interaction. The aim\\nof this phase is to build an understanding of who the child is\\nas they are . The researcher's role in the Foundation Phase\\nis that of a playful participant observer [33] who builds a\\ndeep understanding of the child and their context. It is also a\\nspace for the researcher to begin using practice-based tech-\\nniques with the child in their daily setting i.e. in a classroom\\ncontext.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,483,747,723],\"text\":\"Preparation for interaction occurs on two levels: interper-\\nsonal and pragmatic. Interpersonal preparation considers\\nthe socio-emotional context of the child, and should consider\\ntheir sensory preferences, their experiences, their strengths,\\ntheir interests, their triggers, and their challenges. This phase\\ninfluences both the interaction and the reflection phases, as\\nknowledge of the child can shape understanding in the mo-\\nment as we observe and interact with the child in their typical\\ncontext. On this interpersonal level, children on the spec-\\ntrum often have very unique sensory preferences, which can\\nimpact interactions with others. This level of detail about a\\nchild is difficult to convey through case notes or reports, as\\nthey may have many contextually specific sensory prefer-\\nences, which are best observed and understood 1) over time\\nand 2) in person.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,723,747,882],\"text\":\"On a pragmatic level, as we prepare for interaction, we con-\\nsider the materials, resources, and tangible artefacts needed\\nto replicate and extend existing co-design techniques. In\\nthis phase, we prepare to use sets of materials that appeal to\\nsensory preferences. For example, we use `bags of stuff' as de-\\nscribed by Druin and colleagues [11] including pens, stickers,\\nsticky tape, felt, glue, and glitter, as an approach to crafting\\nlow-fi prototypes. In the TangiBall example, we used crafting\\nand collaging techniques to turn a simple polystyrene ball\\ninto a personal prototype.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,748,954],\"text\":\"Interaction Phase: Designing and Reflecting in the Mo-\\nment. Here, we move out of educator-defined classroom\\nactivities and into child-defined one-to-one or group co-\\ndesign work. This phase consists of two intertwined and\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 21\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,171],\"text\":\"co-dependent parts: interaction and reflection-in-action, each\\nof which is critical in understanding and supporting moments\\nof interaction .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,394,410],\"text\":\"Interaction In a co-design session with one or two chil-\\ndren, we utilise a child-led technique in order to follow and\\nbuild upon the interests and sensory preferences of each\\nchild. For example, we may present a low-fi prototype to the\\nchild and then use the Four I's technique ( interest, intrude,\\ninterpret, imitate) to investigate their response to it. Or per-\\nhaps we will OWL ( observe, wait, listen ) if it seems a child\\nis overwhelmed by the environment. These are the action-\\nbased approaches that everything else pivots on. Here we ask,\\nwhat is happening in the moment? Are there instances of\\nJoint Attention, Turn Taking and Imitation? Our focus is on\\nmoment-to-moment interaction on a micro-level – turning\\nto face a peer, smiling, pointing at an object, turning away\\nfrom the researcher, pushing an artefact away – in order to\\nboth follow and influence the attention of the child.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,394,634],\"text\":\"Being agile and responsive to the child's lead enables the\\nresearcher to adapt their interactional turn to the child's\\npreferences or environmental influences. Importantly, the\\ninteractions we seek to identify and support are at a different\\nlevel of granularity from existing co-design methods, and the\\nscope and scale is therefore different. We distinguish between\\ninteractions and actions as being with and without people\\nrespectively, although we recognise that this is not clear cut.\\nThe grey area arises because a response to another person\\nmight be, for example, an action with an object. We make\\nthis distinction, because for most children on the spectrum,\\ninteraction with people is typically more challenging than\\nwith objects due to the need to attend, listen, process and\\nrespond.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,394,842],\"text\":\"Reflection-in-action : As Schon [53] defines it, reflection-\\nin-action is about experimenting in action (p.133), \\\"bringing\\npast experience to bear in a unique situation\\\" (p.137) and\\n\\\"construct[ing] an understanding of the situation as we find\\nit\\\" (p.129). It is a kind of experimenting (p.133), whereby\\nthe practitioner reflects in action through \\\"a web of moves,\\ndiscovered consequences, implications, appreciation and fur-\\nther moves\\\". Here, we reflect in the moment about the in-\\nteractions occurring. This process helps us to address the\\nquestions which arise during interaction, such as; How is\\nthe child responding? Why are they responding in this way?\\nHow might I shape or modify this interaction based on my\\nknowledge of the child? What might I try next?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,394,955],\"text\":\"Based on our understanding of each child, we can look for\\nsubtle changes in their behaviours and interactions. We can\\nwatch to see what they do with resources at hand and how\\nthey engage. Opportunities are given to interact with mate-\\nrials or resources, while looking at where is fun and playful\\nto go next. Thus, reflection-in-action occurs instantaneously\\nand improvisationally, enabling us to shape and modify our\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,267],\"text\":\"next actions to align more with the design goal or, in our\\ncase, the child's lead. This reflection is also based on our\\nunderstanding of each child as built in the Foundation Phase,\\nand applying this knowledge in-situ to the `unique case' as\\nSchon [53] puts it. Reflection-in-action means stepping back\\nto reflect in the moment and, if necessary, finding another\\n`way in'. It can help lead to moments of interaction and to\\ndesign information being conveyed at these critical, pivotal,\\ninteractional points.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,278,747,533],\"text\":\"Reflection Phase: Reflection-on-Action. Reflection - on-\\naction occurs after the design session has finished and the\\nresearcher is reflecting on the session as a whole. Again,\\nthis is best described by Schon [53, p.62] who suggests that\\nreflection on one's practice may involve \\\"reflect[ion] on [...]\\nthe feeling for a situation which has led [the researcher] to\\nadopt a particular course of action, on the way in which he\\nhas framed the problem he is trying to solve, or on the role\\nhe has constructed for himself\\\". This is space to think about\\nwhat the previous phases mean for design. The researcher\\nhere can ask strategic questions, such as: What opportunities\\nwere identified? What are the existing strategies at play? What\\ndo we know about the child as a result of this process? What\\ndoes what we have learnt mean for design? It both looks at\\nwhat we have observed during the interaction phase and\\nalso how we move forward with design work.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,534,746,855],\"text\":\"Video Interaction Analysis can support reflection by en-\\nabling researchers to check back and replay co-design ses-\\nsions, identifying and analysing moments of interaction , with\\nan interdisciplinary team. Here, collecting video data of typ-\\nical actions and interactions will provide a benchmark for\\nunderstanding changes and differences in the way the chil-\\ndren engage and interact during co-design. Thus, the reflex-\\nive process of designing the technology is a combination\\nof reflection-on-action (which affects how all vignettes play\\nout) and then reflection-on-action (which asks how we do\\nput all the situations together to see what can we best do\\nto design). This can help us determine the features of a de-\\nsign – what is engaging and what is not, trial and error with\\nreflection-in-action. Moments of interaction are important\\nbecause we see what the children's competencies are, how\\nthey navigate situations, and how they interact. By reading,\\ninterpreting, and making moves based on these interactions,\\nwegarner a deeper understanding of design needs. We reflect\\non what the children have shown us to be their strengths\\nand capabilities, and then on what this means for design.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,870,729,885],\"text\":\"5 FINDINGS AND ANALYSIS: CDBW IN ACTION\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,746,954],\"text\":\"The following examples will be used to illustrate the CDBW\\napproach. First we describe the Foundation Phase, which pro-\\nvides a summary of our understanding of each child based\\non our initial observations. Next, in the Interaction Phase,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 21\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300251", "source_image_path": "test_data/3290605-3300251/3290605-3300251_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300251/results/output_json/3290605-3300251_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,267],\"text\":\"we describe a moment of interaction with each child, either\\nwith no technology or low-tech prototypes, revealing how\\nthe situation plays out and the actions of the children and the\\nresearcher that constitute the interaction. In the Reflection\\nPhase, reflecting on this goes a long way to building an un-\\nderstanding of the child, which is the crux of this approach.\\nThen we discuss how design evolves as a consequence of un-\\nderstanding these abilities and interests. The examples below\\nare derived from the design development of the TangiBall.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300251_pdf_shortened_page_7_figure_003.png\",\"bbox\":[67,282,393,472],\"reading_order\":3,\"tags\":[],\"alt_text\":\"Two young children are sitting on the floor, engaged in an activity involving a white spherical object. The child on the left holds the sphere, which has colorful markings, while the child on the right reaches towards it with a crayon or marker. Their faces are blurred, and they appear to be in a room with a brick-patterned wall.\"},{\"label\":\"figure_cap\",\"bbox\":[68,482,393,514],\"text\":\"Figure 1: Boz (left) and Ann jointly attending to the design\\nprototype and turn taking during creative collaboration\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,533,336,551],\"text\":\"Example 1: Ann, Bob and the Ball Prototype\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,554,394,792],\"text\":\"Foundation: From initial classroom activities we have ob-\\nserved that Bob (age 8) is very good at maths, but drawing\\nis his main interest – particularly drawing houses and cities.\\nHis receptive language is excellent and he can generate and\\nspeak a few words and phrases, mainly relying on echolic\\nlanguage (i.e. repeating scripts or dialogue from media). Ann\\n(age 7) loves crafting and sparkly things. In the first phase,\\nshe often gestured for the researcher to remove her shoes so\\nshe could check what colour of nail varnish the researcher\\nhad on her toes, becoming especially animated when they\\nwere blue and matching with her own. She responds to direc-\\ntion after a period of processing, and generates and speaks a\\nfew words which are mainly directive, such as\\n\\\"\\nask mummy\\n\\\"\\nand \\\"\\nwant off\\\" (e.g. the swing). Ann makes an arm-over-head\\nmovement when excited.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,792,394,921],\"text\":\"Context, Setting and Participants: The classroom has desks\\npushed back with chairs on top to clear a floor space. There\\nis a polystyrene ball and craft materials on the floor. The\\nactors are Ann, Bob, and Ros (the Researcher). Bob and Ann\\nare sitting on the floor together, in the same posture but both\\nturned slightly away from the other. Ros stands and also sits\\nwith the children. They have mirrored body posture, but no\\ninteraction.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,394,953],\"text\":\"Interaction: Ros says \\\"OK guys, let's decorate the ball\\\". Ros\\nthen Observe-Wait-Listens to see if they are interested in\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,267],\"text\":\"working collaboratively or independently. To begin with,\\nboth engage in parallel play but do not pay joint attention to\\nthe task – Ann peels off stickers from a sticker sheet while\\nBob draws lots of multi-coloured lines all over the ball (as per\\nhis main interest as revealed in the Foundation Phase). Ann\\nputs a small sticker on top of a bigger sticker and colours it\\nin. Ros says: “Oh you’re putting a sticker on top of a sticker”.\\nAnn does arm-over-head movement that she does when\\nexcited as Ros acknowledges her sticker modification.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,268,746,364],\"text\":\"Reflection-in-action: Seeing Ann's excitement about the\\nsticker she has created, Ros recognises an opportunity for\\nJoint Attention and Turn Taking, hoping to integrate Ann's\\nwork with Bob's work on the ball. Bob is still drawing on\\nthe ball, eyes on his task, disengaged from Ann and Ros's\\ninteraction.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,364,746,426],\"text\":\"Interaction: Ross says to Ann \\\"Do you want to stick it on\\nnow?\\\" (pause) \\\"You can put it on the ball\\\". Ann hesitates. She\\nflicks her eyes to Bob [JA] This is the beginning of interaction\\nwith each other, but Bob doesn't pass Ann the ball.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,427,746,538],\"text\":\"Reflection-in-action: Ros reflects that even though she in-\\ntended her instruction to encourage Bob to pass the ball, she\\nmay need to be more explicit in her request to Bob. This is\\nshown by Ann turning to look at the researcher quizzically\\n- she is trying to do the task but is not met with coopera-\\ntion. The researcher reflects and rephrases the question - a\\nmoment of interaction occurs between the two children.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,538,746,698],\"text\":\"Moment of Interaction: Ros says “Bob can you pass the\\nball to Ann so she can put on her sticker?” Bob puts the\\nball on the floor between them, holding on with two hands\\n[TT], still reluctant to let go of the ball, but showing he has\\nunderstood the request and complying with it. Ann reaches\\nover and places her modified sticker on the ball, putting her\\nhand over her head while she does so – her excitement move\\n[TT] (Fig.1). This is the change in interaction, the notable\\nshift, the moment of collaboration and insight – the moment\\nof interaction .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,698,746,825],\"text\":\"Moment of interaction: Bob exclaims and giggles, gets very\\nanimated, he turns to look at Ann [JA]. Then continues\\nstaring at Ann's sticker and touching it, picking the ball up\\nand admiring it. He pushes the sticker down to make sure it\\nis well stuck on and rolls the ball around [IM]. Ann moves\\nher hand back to her lap, looks at Bob and then looks at Ros.\\nRos is laughing and Ann smiles at her, flicking eyes to ball\\nand Bob [JA].\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,746,954],\"text\":\"Reflection-on-action: We have witnessed many of the chil- \\ndren’s abilities in this short encounter that used a polystyrene \\nball and craft materials. Bob has shown us that he is en- \\ngrossed by drawing and finds it extremely motivating. He is \\nalso good at listening when words are directed to him explic- \\nitly. Ann shows her creativity in layering one sticker on top \\nof another to create her own unique sticker and that she is \\nkeen to do things asked of her correctly. Both children show\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,119,1013],\"text\":\"Paper 21\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300251/results/markdown/3290605-3300251_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[85,118,730,182],\"text\":\"EarTouch: Facilitating Smartphone Use for Visually\\nImpaired People in Mobile and Public Scenarios\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[177,199,636,220],\"text\":\"Ruolin Wang$^{12}$, Chun Yu$^{123\\\\dagger}$, Xing-Dong Yang$^{4}$, Weijie He$^{1}$, Yuanchun Shi$^{123}$\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[190,232,623,247],\"text\":\"$^{1}$ Department of Computer Science and Technology, Tsinghua University, Beijing, China\",\"reading_order\":5,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[230,247,582,261],\"text\":\"$^{2}$Key Laboratory of Pervasive Computing, Ministry of Education, China\",\"reading_order\":6,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[222,261,590,276],\"text\":\"$^{3}$ Global Innovation eXchange Institute, Tsinghua University, Beijing, China\",\"reading_order\":7,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[171,275,644,290],\"text\":\"$^{4}$ Department of Computer Science, Dartmouth College, Hanover, New Hampshire, United States\",\"reading_order\":8,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[145,290,670,304],\"text\":\"{ wrl16, hwj15 } @mails.tsinghua.edu.cn, { chunyu, shiyc } @tsinghua.edu.cn, Xing-Dong.Yang@dartmouth.edu\",\"reading_order\":9,\"tags\":[\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,316,141,332],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,337,395,559],\"text\":\"Interacting with a smartphone using touch input and speech\\noutput is challenging for visually impaired people in mobile\\nand public scenarios, where only one hand may be available\\nfor input (e.g., while holding a cane) and using the loud-\\nspeaker for speech output is constrained by environmental\\nnoise, privacy, and social concerns. To address these issues,\\nwe propose EarTouch, a one-handed interaction technique\\nthat allows the users to interact with a smartphone using\\nthe ear to perform gestures on the touchscreen. Users hold\\nthe phone to their ears and listen to speech output from\\nthe ear speaker privately. We report how the technique was\\ndesigned, implemented, and evaluated through a series of\\nstudies. Results show that EarTouch is easy, efficient, fun\\nand socially acceptable to use.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,569,173,587],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,592,399,625],\"text\":\"• Human-centered computing → Accessibility technolo-\\ngies: Participatory design;\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,635,149,652],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,656,394,688],\"text\":\"Accessibility; Vision Impairment; Smartphone; One-handed\\nInteraction; EarTouch; Capacitive Sensing\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,695,202,710],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,711,396,754],\"text\":\"Ruibin Wang, Chun Yu, Xing-Dong Yang, Weijie He, Yuanchun Shi.\\n2019. EarTouch: Facilitating Smartphone Use for Visually Impaired\\nPeople in Mobile and Public Scenarios. In CHI Conference on Human\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,318,746,361],\"text\":\"Factors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland Uk. ACM, New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3290605.3300254\",\"reading_order\":18,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300254_pdf_shortened_page_0_figure_019.png\",\"bbox\":[441,386,733,521],\"reading_order\":19,\"tags\":[],\"alt_text\":\"The image displays two line drawings of people using smartphones for audio. Figure 'a' shows a person holding a phone with sound waves emanating from a \\\"speaker\\\" at the bottom of the device near their ear. Figure 'b' shows a person holding a phone to their ear, with an \\\"ear speaker\\\" at the top of the device labeled near their ear.\"},{\"label\":\"figure_cap\",\"bbox\":[421,526,746,556],\"text\":\"Figure 1: (a) FingerTouch vs. (b) EarTouch. The Shadow indi-\\ncates the range of sound propagation of speech output.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,566,549,583],\"text\":\"1 INTRODUCTION\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,587,747,825],\"text\":\"Smartphones have become an important part of the life for\\nBlind and Visually Impaired (BVI) persons, who rely on\\nscreen readers (e.g., VoiceOver [31] and Talkback [41] ) to\\ninteract with the phone. However, interacting with a smart-\\nphone using touch and speech output has significant limita-\\ntions for BVI users in mobile and public scenarios as input\\noften requires both hands, with one hand holding the phone\\nand the other interacting with the screen. This can be frus-\\ntrating while in transit, especially when one hand is occupied,\\nsuch as holding a cane. Additionally, using the smartphone\\nspeaker for output is constrained by environmental noise,\\nprivacy and social concerns in public settings. BVI users\\nhave to hold the smartphone close to the ear, which enables\\nauditory comprehension at the expense of input comfort and\\nconvenience (Figure 1 .a).\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,747,953],\"text\":\"In this paper, we propose EarTouch, a one-handed inter-\\naction technique that allows BVI persons to interact with\\na smartphone using the ear to tap or draw gestures on the\\ntouchscreen. Since the smartphone is held against the ear, the\\nuser can hear the speech output played via the ear speaker\\nprivately (Figure 1 .b). This technique is unique because it\\nsupports touch and auditory reception in one natural pos-\\nture, facilitating one-handed use and addressing privacy and\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,765,230,780],\"text\":\"† denotes the corresponding author.\",\"reading_order\":24,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":25,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,899,273,910],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":26,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,914,276,925],\"text\":\"© 2019 Association for Computing Machinery.\",\"reading_order\":27,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,266,939],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":28,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,940,244,953],\"text\":\"https://doi.org/10.1145/3290605.3300254\",\"reading_order\":29,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 24\",\"reading_order\":30,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":31,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,189],\"text\":\"social concerns as an alternative to headphones. Designed\\nto be used in mobile and public scenarios, the technique sup-\\nports common tasks for BVI users, like answering a phone\\ncall or sending an audio message.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,189,395,379],\"text\":\"The proposed technique creates a new space for novel\\ninteractions for BVI users. However, there exist technical\\nand human-factor challenges to overcome. The ear is soft\\nwith a complex shape. Therefore, its contact pattern with the\\ntouchscreen is complicated and easily deformed, as opposed\\nto the contact pattern of a finger touch, this makes it hard for\\nthe phone to track the ear's movement and gestural input.\\nAdditionally, the ergonomics of interaction are reversed: Ear-\\ntouch gestures have to be performed by moving the device and\\nnot the input apparatus (ear). So the design of interaction\\nparadigm cannot be generated by directly leveraging the\\nknowledge that we have about finger-based touch.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,395,650],\"text\":\"To extract design goals for EarTouch, we first conducted\\nformative interviews to better understand the current prac-\\ntice of BVI smartphone users while in mobile and public\\nscenarios. To explore the feasibility of EarTouch, we con-\\nducted a user-elicitation study to identify a set of ear-touch\\ngestures that are socially appropriate and acceptable, as well\\nas being comfortable to perform by the BVI users. Based on\\nthe results of our study, we then designed and implemented\\nour EarTouch prototype on a commodity smartphone using\\nthe capacitive images of the touchscreen and inertial sensor\\ndata. Finally, we conducted two user studies to evaluate the\\ntechnique efficiency and user experience in practical sce-\\nnarios. Results showed that EarTouch was easy, fast, and\\nfun to use, and address privacy and social concerns. Our\\nparticipants acquired EarTouch in less than 10 minutes and\\nexpressed a strong interest in using this technique in their\\ndaily life.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,651,395,809],\"text\":\"Our contributions are three-fold: (1) formative interviews\\nwith 30 BVI smartphone users, and a user-elicitation study\\nwith 23 BVI participants to motivate and guide the design of\\nEarTouch; (2) EarTouch, a novel interaction technique includ-\\ning ear-touch gestures set, suitable application tasks and an\\nimage processing algorithm that can recognize and track ear\\nmovement on the touchscreen of a commercial smartphone;\\nand (3) two user studies with 22 BVI participants in total,\\nevaluating the performance of one-handed interactions and\\nuser experience in mobile and public scenarios.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,820,205,837],\"text\":\"2 RELATED WORKS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,394,889],\"text\":\"In this section, we briefly discuss the existing research on\\nsmartphones, including issues of screen readers for BVI per-\\nson, works on one-handed techniques and novel touch input.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,901,383,918],\"text\":\"Issues of Screen Readers in Mobile Public Scenarios\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,922,395,954],\"text\":\"Since the introduction of Slide Rule [23] , screen readers have\\nbecome the most important tool for BVI smartphone users.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"However, research to-date suggests that BVI smartphone\\nusers still face numerous challenges in daily life, especially\\nin mobile and public scenarios, where issues such as the\\nconstraints to two-handed interaction [1, 11, 24, 51] , envi-\\nronmental noise [4, 11, 24] , privacy [1, 2, 24, 36, 51] , social\\nconcerns [1, 46, 51] , social etiquette [1, 51] , safety [4, 5, 46]\\nand portability [36] issues of using earphones are common.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,746,426],\"text\":\"Touch interaction with a screen reader often requires\\nthe smartphone to be held stable, and thus requires two\\nhands [13, 16] . BVI persons invented more gestures that\\nused two hands than sighted persons [25] while multi-touch\\ntechniques [9] are nearly impossible to perform with one\\nhand [32] . Researchers have suggested that performing ges-\\ntures while walking is particularly difficult [11] . Freeing the\\nhand from holding a cane or guide dog to interact with the\\ntouchscreen is regarded as being unsafe [1] and cumbersome\\n[24, 51] . Kane et al. [24] found more than 70 % of the partic-\\nipants carried a cane in public, this shows a pressing need\\nfor an effective one-handed interaction technique.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,427,747,747],\"text\":\"Speech output is difficult to properly comprehend in a\\nnoisy environment [4, 11, 24] . Privacy is another big concern\\nin public scenarios, which may restrict the use of smart-\\nphones [1, 2, 24, 36, 51] . This problem worsens in situations\\nwhere the user is unaware of their social environment [2] . In\\naddition to privacy, playing auditory output in public may\\ndraw attention from nearby people, making it less social\\nacceptability [51] . On the other hand, from the user's per-\\nspective, playing auditory output loudly in the public may\\ndraw unwanted attention from the others [1, 46] . Research\\nhas shown that there is a desire from the visually impaired\\ncommunity to avoid noise from the screen reader intrud-\\ning to the personal space of nearby people [51] , this can be\\nchallenging, especially in a quiet public environment, where\\nthe simplest task could be difficult to perform without inter-\\nfering the others [1] . Headphones can provide the desired\\nprivacy for auditory interaction [51] . However, safety is one\\nof the major concerns for not using headphones because\\nbackground sound is blocked [4, 5, 46] . The portability issue\\nof using headphones has also been mentioned [36] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,757,573,775],\"text\":\"One-Handed Techniques\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,746,921],\"text\":\"One-handed interaction techniques have been widely studied\\non smartphones for sighted users, including applications for\\ntext entry [7, 14, 52] , target acquisition [26, 30] , and web\\nbrowsing [45] . To support this wide range of applications,\\nnovel input techniques have also been developed to allow\\nusers to interact with the smartphone via tapping the body\\nof the phone [43, 44] , gesturing on the back of the device\\n[49] , gesturing on or above the screen [8, 19, 30, 53] , and\\nbending [15] to tilting [47] the device.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,746,953],\"text\":\"In contrast, relatively little effort has been made to support\\none-handed smartphone use for visually impaired users. The\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 24\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,221],\"text\":\"existing works include text entry using Braille [3, 6, 12] , tar-\\nget acquisition using tactile icons when walking [40] , outdoor\\nnavigation using bluetooth [28] and access to application\\nshortcuts [32] . We argue that visually impaired users should\\nnot be cut off from the latest advances for sighted users, such\\nas techniques that improves one-handed usability.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,231,184,248],\"text\":\"Novel Touch Input\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,460],\"text\":\"Beyond fingertips, other body parts could extend input pos- \\nsibilities by serving as an input device or an input surface. \\nResearches have looked into the different parts of the body \\nas an input device for the touchscreen, including using the \\nknuckle [18], nose [54], and back of the hand [35]. Holz, et \\nal. [22] use the capacitive image of the ear, fist, and palm \\nfor smartphone authentication. Different parts of the body \\ncan also serve as a touch input surface. With the additional \\nsensing technique worn on finger or body, users could use \\nthe finger to touch on the ear [27, 33, 34, 38], cheek [50], and \\npalm [37, 38]. In EarTouch, ear serves as an input device on \\nsmartphone touch screens. Our work support ear gestures \\nto facilitate smartphone interaction for BVI users.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,471,255,488],\"text\":\"3 FORMATIVE INTERVIEWS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,491,394,650],\"text\":\"Although prior studies provided some insights, we want to\\nbetter understand the current practice and issues in smart-\\nphone usage of BVI persons in mobile and public scenarios,\\nand to uncover the reasons behind these issues. Specifically,\\nwe wanted to understand: (1) the current use of hands and\\nspeech output when interacting with a smartphone in daily\\nlife while in transit, issues and how people deal with them;\\n(2) motivations and situations, in which people will need one-\\nhanded techniques and alternatives for headphones, which\\nmotivated and guided EarTouch.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,650,394,778],\"text\":\"We conducted formative interviews with 30 BVI smart-\\nphone users (10 females) between the age of 20 and 29 (av-\\nerage 23). Participants used an Android phone or iPhone\\nand screen readers. 14 of them were totally blind and the\\nremaining participants had residual vision. All of them lived\\nin a city with a population over 20 million people. Data was\\nrecorded by written notes, audio, and questionnaires, based\\non which our findings were reported.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,789,273,805],\"text\":\"Issues of Two-handed Interaction\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,808,394,954],\"text\":\"Most (27/30) participants used both hands to interact with\\na smartphone on a daily basis: one holding the phone, the\\nother one interacting with the screen by using touch-and-\\nexplore, flicking left and right, generating multi-touch ges-\\ntures, etc. With this practise, participants would have to free\\nboth hands first if they wanted to use the phone, their cur-\\nrent tasks would have to be interrupted. In mobile scenarios,\\nsimple, frequent or time-sensitive actions (e.g., picking up a\\ncall) can be very frustrating. Participants reported that they\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"would stop walking, stand still and then interact with their \\nsmartphone, with their cane held under the armpit tightly.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,157,746,381],\"text\":\"Participants also reported posture was affected by consid-\\nerations for environmental noise, privacy and social concerns\\nin public settings. When using speakers, they need to adjust\\nthe volume of the speaker and lift up the phone as close as\\npossible (see Figure 1a ), this made it difficult and tiresome\\nto interact with the touchscreen at the same time. Except\\nfor the discomfort, and the tiresome and unnatural feeling,\\nparticipants commented that this posture was so socially awk-\\nward because this posture seems different to their sighted\\ncounterparts. To ensure listening privately or clearly, they\\nmay even listen to the phone with the loud speaker held\\nagainst the ear, and the phone is thus held horizontally. In\\nthis case, they need to frequently switch the smartphone\\nfrom the input position to listening position.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,392,631,408],\"text\":\"Issues of One-handed Interactions\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,746,715],\"text\":\"Only 3 participants use one hand to interact with smartphone\\non a daily basis. Their use of one-handed interaction is lim-\\nited to special conditions and methods, such as putting the\\nphone inside trouser pockets to free the holding hand, flick-\\ning on the screen by one finger of the holding hand which\\nhas been shown inefficient [10, 39] , or using the nose, chin\\nor lips to touch. The majority of participants commented\\nthat these methods are not generalizable. Within the 27 par-\\nticipants who mainly use two-hands, 2 participants perform\\none-handed interactions when needed. The remaining 25 par-\\nticipants think one-handed interaction is difficult, especially\\nwhile in transit. First, the size of current smartphones are too\\nlarge for the thumb to cover the screen space to use explore-\\nby-touch (the user moves the finger around the screen to\\nhear screen contents) or flicking on the screen. Second, when\\nwalking or in a public space, participants hold their phone\\ntighter to prevent it from dropping onto the street. This con-\\nstrains movements of the holding hand and makes it even\\nharder for the user to interact with the touchscreen.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,727,634,744],\"text\":\"Is one-handed interaction needed?\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,748,746,811],\"text\":\"The answer is definitely yes. Participants told us many sit-\\nuations where they hope the smartphone can be used by\\none hand, as summarized in Table 1 . The most frequently\\nmentioned situation is when the hands are occupied, such\",\"reading_order\":15,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[507,833,659,850],\"text\":\"Table 1: one-handed needs\",\"reading_order\":16,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[439,866,723,967],\"text\":\"
casesmentions
Hands occupied at home or work space25
Walking with a cane or guide dog20
Hand holding a bus handle16
Walking when holding the hand of a guide12
Receiving or placing a call10
\",\"reading_order\":17,\"tags\":[],\"alt_text\":\"A table lists five different cases alongside their respective mention counts. The cases are \\\"Hands occupied at home or work space\\\" (25), \\\"Walking with a cane or guide dog\\\" (20), \\\"Hand holding a bus handle\\\" (16), \\\"Walking when holding the hand of a guide\\\" (12), and \\\"Receiving or placing a call\\\" (10).\",\"figure_path\":\"tables/3290605-3300254_pdf_shortened_page_2_tab_17.png\"},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 24\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,744,1012],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300254_pdf_shortened_page_3_figure_002.png\",\"bbox\":[84,130,727,269],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image illustrates nine distinct physical gestures for interacting with a device held near the ear, depicted as a sequence of human head outlines and rectangular devices with orange interaction indicators. Each gesture, from \\\"Tap\\\" to \\\"Continuous Rotation,\\\" is labeled with its name, a numerical value, and a suggested function (e.g., \\\"listen,\\\" \\\"active,\\\" \\\"navigate\\\"). The gestures involve various movements like tapping, pressing, swiping, and rotating the device relative to the head.\"},{\"label\":\"figure_cap\",\"bbox\":[106,281,707,298],\"text\":\"Figure 2: Final set of car interactions including ratings of \\\"easy to perform\\\" (5 = strongly agree) and typical use\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,307,394,403],\"text\":\"as when holding a cane, bus handle, or shopping bags. Note\\nthat one-handed interaction is most wanted when in public\\nor while in transit, where safety, privacy, and social awk-\\nwardness are the major concerns. It is also wanted in time-\\nsensitive situations, such as receiving or placing a call be-\\ncause it takes time to free up a hand.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,418,218,434],\"text\":\"Issues of Speech Output\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,439,394,597],\"text\":\"When using the speaker for speech output in public, most\\n(25/30) participants considered privacy, social awkwardness\\n(e.g., social acceptability and social etiquette) as their ma-\\njor concerns. The remaining 5 participants are willing to\\ngive up their privacy or accept social awkwardness to trade\\nfor ease and comfort. When using headphones, most (28/30)\\nparticipants were concerned about hearing damage. 11 par-\\nticipants still rely highly on using headphones for speech\\noutput to avoid issues of using speakers, while the remaining\\nintentionally restrained their headphone usage.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,598,395,885],\"text\":\"When using headphones while in mobile scenarios, users\\nconsidered safety and portability issues as major concerns.\\n25 users reported ever using only one earphone, which is\\nless blocking of surrounding sounds, to address safety con-\\ncerns. The remaining 5 participants just try to avoid head-\\nphones. The trade-off using a single earphone is sound qual-\\nity/cleanness due to environmental noises. Participants often\\nhad to increase the volume sharply, so two earphones are still\\npreferred in general if headphones have to be used. Beyond\\nthe portability issue mentioned by Naftali et al. [36] , our\\nparticipants reported organizing and using headphones as\\nbeing a challenge without vision, especially in cases where\\nthe users are in a hurry (e.g., picking up a call). To avoid\\ntangled wires, two participants used wireless headphones.\\nParticipants also mentioned open-air/bone-conduction head-\\nphones, but none of them use it in daily life for concerns of\\nprice, battery life and sound quality. They needed an alterna-\\ntive for headphones to address privacy and social concerns.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,899,152,916],\"text\":\"Design Goals\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,920,394,952],\"text\":\"Based on the interview results, we summarized four points\\nthat have to be considered in order to design a one-handed\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,307,747,451],\"text\":\"interaction technique for BVI users to use in mobile and\\npublic scenarios, which motivate the idea of EarTouch. First,\\nthe technique should support common smartphone tasks\\neffectively and efficiently. Second, it should provide the user\\nwith an alternative to headphones for speech output. Third,\\nthe new technique should allow the user to perform touch\\ninput and receive speech output with the phone held in a\\nrelatively fixed position. Finally, The technique should be\\ninconspicuous to avoid social awkwardness.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,463,735,478],\"text\":\"4 Brainstorming EarTouch Interactions\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,483,747,786],\"text\":\"We conducted a participatory design workshop with 23 visu-\\nally impaired smartphone users (all participated in formative\\ninterviews) to brainstorm EarTouch interactions. Our work-\\nshop followed the same procedure used in [17, 29] , where\\nwe divided participants into four groups of six or five partic-\\nipants. During brainstorming, participants were encouraged\\nto think aloud and use their smartphones as a prop to imag-\\nine potential interactions. Each group had a moderator, who\\nwas also responsible for recording notes of the discussions.\\nThe workshop contained three phases, with the first phase\\nfocusing on brainstorming possible ear gestures, the second\\nphase focusing on brainstorming potential applications for\\nthe ear-touch interactions, and the last phase focusing on\\nthe design requirements for the ear-touch interactions. In\\neach phase, the groups first discussed separately, then the\\nmoderators presented the ideas from each group to all partic-\\nipants to solicit feedback. The entire workshop lasted around\\n100 minutes. Figure 2 shows the final set of interactions we\\npicked from our workshop.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,797,684,814],\"text\":\"Phase 1: Brainstorming Ear-touch Gestures\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,818,746,851],\"text\":\"This phase focused on brainstorming all the possible ear-\\ntouch gestures without deeply considering usability.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,857,747,954],\"text\":\"Ear-touch gestures that mimic finger use. Ear could per-\\nform many common single finger gestures, including tap,\\ndouble tap, long touch, swipe, and free-form shape gestures.\\nUsing common touchscreen gestures allows the user to adopt\\nthe existing mappings between the gestures and their corre-\\nsponding actions to minimize learning.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 24\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,124,394,267],\"text\":\"Ear-touch gestures specific to the Ear. The unique charac-\\nteristics of the ear (auricle) enable many new forms of touch\\ninteractions. The auricle is soft and consists of different parts\\nsuch as helix and earlobe. Using different parts of the au-\\nricle to touch or using different levels of pressure to touch\\ncan trigger different actions. Additionally, when rotating the\\nscreen on the ear, the orientation of the auricle in relation\\nto the screen's x, y coordinate system can be detected for\\ncontinuous or discrete input.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,280,350,297],\"text\":\"Phase 2: Brainstorming Potential Applications\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,301,394,412],\"text\":\"The most mentioned applications for ear-touch interactions\\nwere making/receiving phone calls or voice messages, using\\na map, and ride-sharing apps. Participants expressed a strong\\ndesire to use them with one hand on-the-go in a relatively\\nprivate and socially acceptable manner. To show how well\\near-touch can support these applications, we discuss the\\nrequired interactions into three major categories:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,421,394,582],\"text\":\"Touch input Only. There are situations, where the user\\nneeds to finish a task as quick as possible without needing\\nto listen to the speech output. Examples include making\\nan emergency call, sending a predefined message, starting\\nto record a classroom lecture, and launching a frequently\\nused app. Ear-touch enables this type of interactions with\\none hand when on-the-go. This relieves users from multiple\\nactions and distracted from feedback when walking. It could\\nalso facilitate use in quiet public space such as classrooms to\\navoid social etiquette.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,590,394,686],\"text\":\"Touch input with speech output. In situations, where the\\nuser needs to listen to the speech output (e.g., retrieving caller\\ninformation, checking time, or navigating a map), ear-touch\\nallows the user to listen to the default speaker of the phone\\nsince the phone is held in the talking position. This largely\\nmitigates the issues in privacy and social awkwardness.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,694,394,873],\"text\":\"Touch and speech input with speech output. There are many\\nsituations, where the user needs to alternate between touch\\nand speech input while listening to the speech output. For\\nexample, when interacting with a ride-sharing app, the user\\nis required to touch the screen to navigate the map or the\\napp interface, use speech to specify destination, and listen\\nto speech feedback for feedback to the input. Ear-touch is\\nperformed with the phone held in the talking position, natu-\\nrally suitable for this type of interactions. The user does not\\nneed to frequently switch the phone's position for talking,\\nlistening, and touch input.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,883,262,901],\"text\":\"Phase 3: Design Considerations\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,904,394,953],\"text\":\"In the last phase of this work, we present all the proposed\\ngestures and applications to our participants, and let them\\nreflect on the interactions and give design suggestions. We\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,189],\"text\":\"selected eight gestures for our implementation and study.\\nFigure 2 summarizes the gestures, participants ratings (5 =\\neasy to perform), and potential application for each gesture\\nbased on the following design guidelines.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,195,746,324],\"text\":\"Ease of use. The ear-touch gestures should be simple, easy\\nand reliable to use. They should require minimal effort from\\nthe user to learn, since understanding or discovering new\\ngestures and the associated functions is difficult for visually\\nimpaired users. Participants mentioned not every BVI person\\nhas the graphic concept of drawing letters or numbers. They\\nalso found it hard to precisely interact with the touchscreen\\nusing different part of the auricle.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,330,746,570],\"text\":\"Operation limitations. Ear-touch should not replace finger\\ninteractions and it is widely acceptable to only focus on a\\nsmall set of applications that work well to solve the afore-\\nmentioned issues. For example, participants agreed that ear-\\ntouch should not be used for precise pointing because ears\\nhave a larger contact area than the fingertip, although it may\\nsupport accessing tiny icons by shortcuts. They were also\\nunsure about swiping the screen using the ear for a relatively\\nlong distance because the helix may fold when moving the\\ntouchscreen forward, which may suggest less use of explore-\\nby-touch. Finally, participants noted that ear-touch should\\nnot be used for a long period of time (e.g., browsing the news)\\ndue to potential fatigue issues, while they all agreed on the\\neffectiveness of ear-touch for time-sensitive tasks, such as\\nthe ones we listed in Table 3 .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,582,650,598],\"text\":\"5 MODE SWITCH FOR EARTOUCH\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,603,746,807],\"text\":\"We consider ear-touch as a good complement to finger input\\non smartphones in mobile and public scenarios. Therefore,\\nour technique should allow the users to switch between the\\ntwo input methods. Since the auricle has a unique shape,\\na naive approach to distinguish the ear from the finger is\\nby comparing their contact patterns. We found that users\\npreferred to interact with the phone using a part of the ear\\n(e.g., top helix in Figure 4 ) for easy and efficient operations.\\nAs such, a complete contact pattern of the ear cannot be\\nguaranteed, which makes it difficult to distinguish an ear-\\ntouch from a finger touch. For example, the contact pattern of\\nthe ear could be similar to that of the thumb when touching\\nthe screen on the side.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,746,954],\"text\":\"We designed a mode switch technique to account for these\\nconcerns. Our idea is to use the complete contact pattern of\\nthe ear as an explicit trigger of the EarTouch Mode, where all\\nthe subsequent touch events will be interpreted as EarTouch.\\nAs shown in Figure 3 , our system is by default in the Idle\\nMode. It constantly checks the capacitive images of the touch\\nobject and detects whether or not it is the ear. If it is, the\\nsystem will start the EarTouch Mode. Otherwise, it takes\\nall the input as finger touch. Exiting the EarTouch mode is\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 24\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,189],\"text\":\"triggered by putting the smartphone back in front of the\\nuser (as shown in Figure 1.a). This is the position for normal\\ntouch input, and can be reliably detected using the inertial\\nsensor of the smartphone.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300254_pdf_shortened_page_5_figure_003.png\",\"bbox\":[107,199,357,293],\"reading_order\":3,\"tags\":[],\"alt_text\":\"A state machine diagram illustrates two states, \\\"Idle\\\" and \\\"Ear Mode,\\\" connected by various transitions. From \\\"Idle,\\\" a \\\"Non-Full Ear\\\" event keeps it in \\\"Idle,\\\" while a \\\"Full Ear\\\" event moves it to \\\"Ear Mode.\\\" From \\\"Ear Mode,\\\" \\\"All Events\\\" keep it in \\\"Ear Mode,\\\" and a \\\"Reset\\\" event returns it to \\\"Idle.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[68,305,394,351],\"text\":\"Figure 3: The state transition of our mode switch design.\\nVoice feedback is provided to a user to indicate the entering\\nand exiting of Ear Mode.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,358,394,469],\"text\":\"Our mode switch technique has the following benefits. It\\nis robust and reliable, with which, a user is easily aware of\\nthe system state and confident for interaction. Additionally,\\nwith the complete contact pattern of the ear, the system can\\ndetect which ear is used or even the user's identity [22] . This\\nis important contextual information that can be further used\\nfor rich interactions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,482,321,498],\"text\":\"6 EAR RECOGNITION AND TRACKING\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,502,394,582],\"text\":\"We implemented our EarTouch prototype on a Huawei Mate10\\nrunning Android OS. We obtained the capacitive images of\\nthe touchscreen from the hardware abstraction layer, and\\ntransferred the data to the application layer in 45 Hz using\\nthe jni mechanism.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,594,157,612],\"text\":\"Preprocessing\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,615,394,710],\"text\":\"The raw data from the touchscreen is a 32x18 matrix of\\nsensor values. We followed Hinckley et al.'s approach [21]\\nby interpolating the data into a 160x90 matrix using the\\nLanczos4 algorithm. Background noise was removed under\\na fixed threshold. Figure 4 shows a few examples of the\\nresulting capacitive images.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300254_pdf_shortened_page_5_figure_010.png\",\"bbox\":[74,722,386,821],\"reading_order\":10,\"tags\":[],\"alt_text\":\"Six panels, labeled a through f, display various light-colored, irregularly shaped objects on a black background. The shapes range from multiple curved, elongated forms and singular hooked structures to a large amorphous blob and a small oval.\"},{\"label\":\"figure_cap\",\"bbox\":[68,828,392,874],\"text\":\"Figure 4: Some example images of touch after preprocessing\\n(a) full ear, (b) the top helix of an ear, (c) the dome-shaped\\nhelix of an ear, (d) ear+face, (e) face, and (f) finger.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,884,170,901],\"text\":\"Ear Recognition\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,394,953],\"text\":\"Because the ear is soft and its shape is complicated, the cap-\\naticive image of the ear may appear differently depending\\non how the ear is in contact with the touchscreen, as shown\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,328,747,454],\"text\":\"in Figure 4 (a)-(d). The most challenging problem is to distin-\\nguish the ear from the fingertip, as shown in Figure 4 (b) and\\n(f). Section 5 discusses this issue and describes how we avoid\\nthis problem using a mode switch mechanism. Additionally,\\nif the cheek touches the screen correspondingly with the ear,\\nit should be removed from considerations. As such, we define\\nour recognition algorithm as a three-category classification\\nproblem to distinguish between the full ear, face and others.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300254_pdf_shortened_page_5_figure_015.png\",\"bbox\":[447,121,717,243],\"reading_order\":15,\"tags\":[],\"alt_text\":\"This multi-panel figure illustrates a visual analysis process, starting with a blurry, pixelated, light-colored curved shape in panel (a) on a gray background. This shape is refined into a smooth, distinct, segmented object on a black background in panel (b). Panels (c) and (d) show bounding box detection, with (c) displaying an axis-aligned yellow rectangle, and (d) presenting a rotated orange rectangle, a teal circle, and two small central dots (one orange, one teal) superimposed over the shape.\"},{\"label\":\"figure_cap\",\"bbox\":[420,254,746,313],\"text\":\"Figure 5: The Pipeline of image processing. (a) Raw Image\\n(b) preprocessing interpolation (c) clustering algorithm (d)\\nrecognize ear (bounding box, weighted center, circle fitting\\nfor judging orientation)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,455,747,614],\"text\":\"Figure 5 provides an example of a complete ear in con-\\ntact with the touchscreen. Our recognition pipeline has four\\nsteps: 1) We extracted individual connected regions using a\\nflooding algorithm. 2) We used K-means clustering to merge\\nthe adjacent regions into a single one. 3) We fit the bounding\\nbox for each region. 4) For each region, we classified it into\\nthree categories: ear, face or others, using a C4.5 decision\\ntree with a set of features including the area of the region,\\nnumber of sub-regions, the width and length of the bounding\\nbox, and the location.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,629,502,646],\"text\":\"Ear Tracking\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,649,747,952],\"text\":\"Tracking the position of the ear on the touchscreen is chal-\\nlenging because the auricle deforms when the touchscreen\\nis lifted, or moved against the ear. To address this issue, we\\nfirst defined two states: EarOn and EarOff . EarOn is identi-\\nfied if the ear contacts on screen in a stable state when the\\nbrightness reaches the peak within a time window size of\\n10 frames. The starting position of the ear is determined as\\nthe weighted center of its contact region. EarOff is identi-\\nfied if the ear leaves the touchscreen. Second, we tracked\\near movement using the KCF (Kernelized Correlation Filter)\\nalgorithm [20] , suitable in detecting small and non-rigid de-\\nformation with high efficiency and accuracy. The limitation\\nof the algorithm is that it is unable to deal with large de-\\nformations of the tracked object. To address this problem,\\nwe extended the algorithm by maintaining two KCF track-\\ners with one actively producing the tracking result, while\\nthe other works in the background ready to kick in if the\\nactive KCF loses track of the ear on the touchscreen due to\\nthe accumulative deformation of the ear. The two trackers\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 24\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 6\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"alternate every 500ms to ensure that the ear movement can\\nbe reliably tracked. The relative movement of the ear on the\\ntouchscreen can be estimated by comparing two successive\\nframes. We also employed a cubical smoothing algorithm to\\nsmooth the trajectory of the ear movement.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,215,148,231],\"text\":\"Ear Gestures\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,236,394,365],\"text\":\"We recognized the gestures shown in Figure 2 using the data\\nfrom the capacitive images and the phone's inertial sensor.\\nThe latter is used to capture the rotational degree of the\\nrotating gestures. To recognize users' intention, we adopt\\nanother C4.5 decision tree model, which takes into account\\nof time (from EatOn to the present), moving distance and\\nrotation degree. Finally, a double tap was registered if two\\nconsecutive taps occurred within 300 ms.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,375,184,392],\"text\":\"System Evaluation\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,358,412],\"text\":\"We evaluate our algorithm with offline classification.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,417,394,499],\"text\":\"Training data. The data we used for developing the im-\\nage processing algorithm and training classification models\\nwere collected from the visually impaired participants who\\nsimulated gestures after brainstorming and sighted persons\\nafter pilot studies.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,394,730],\"text\":\"Testing data. Testing samples were collected with sixteen\\nvisually impaired participants, where the recorded data in-\\ncluding: 1) each kind of gestures (tap, double tap, long touch,\\nfree-form shape, swipe in four directions, rotate in two di-\\nrections) repeated 10 times, 2) the complete shape of the\\near (to enter the Ear Mode), 3) the process of putting smart-\\nphone down to the normal touch position (to quit the Ear\\nMode), 4) finger touches by interacting with daily apps as\\nnegative samples. Data was recorded from the touchscreen\\n(e.g., capacitive images) and the smartphone's inertial sensor.\\nNot all the collected data can be used due to log file writing\\nerrors. We discarded them from our analysis, resulting in\\n1600 samples for 1), 148 samples for 2), 158 samples for 3),\\nand 157 samples for 4).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,737,394,834],\"text\":\"Results. With all the remaining data, our system achieved\\nan accuracy of 96.2 % on detecting the start of the Ear Mode\\nand 98.7 % on detecting the end of the Ear Mode, zero false\\nrecognition of the Ear Mode during finger touch, and 95.8 %\\non recognizing the gestures with a delay less than 500 ms.\\nTable 2 shows the the confusion matrix between each gesture.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[157,851,304,867],\"text\":\"Table 2: confusion matrix\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[74,883,386,966],\"text\":\"
TruthPredictedAcc
TopDouglasTopSwipeRotateExploreLong touch100%
Top16000000099%
Douglas71530000095.6%
Swipe224615111198.1%
Rotate10030011197.9%
Free-form10901471391.9%
Long touch00001159199.8%
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"This is a confusion matrix displaying predicted versus true classifications for six interaction types: Tap, Double Tap, Swipe, Rotate, Free-form, and Long touch. Diagonal values represent correct predictions, off-diagonal values show misclassifications, and a rightmost column provides per-category accuracy, with an overall accuracy of 95.8%.\",\"figure_path\":\"tables/3290605-3300254_pdf_shortened_page_6_tab_11.png\"},{\"label\":\"sec_1\",\"bbox\":[420,124,742,140],\"text\":\"7 USER STUDY 1: PERFORMANCE OF EARTOUCH\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,747,241],\"text\":\"The goal of this study was to compare the efficiency of\\nEarTouch (customized UI and Text-To-Speech) and Finger-\\nTouch (unmodified Android UI and Talkback) in performing\\ndaily tasks on a smartphone using one hand. We were also\\ninterested in collecting users' subjective feedback regarding\\nthe usability of the two techniques in one-handed situations.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,251,588,267],\"text\":\"Participants and Apparatus\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,271,747,480],\"text\":\"16 BVI participants (5 females, aged from 20 to 30, all par-\\nticipated in interviews and participatory design workshop)\\nvolunteered in this study. 7 of them had participated in the\\nelicitation study while all the remaining participants were\\nnew to this concept. All of our participants had a minimum\\n5 years experience of using a smartphone. 13 participants\\nbarely used the smartphone using one hand, while the other 3\\nreported that sometimes they used the thumb or index finger\\nfor one-handed input if they had to (Figure 6 ). Our study ap-\\nparatus was a 5.9-inch (150.5 mm x 77.8 mm) Huawei Mate10\\nsmartphone. In our study, only one participant used index\\nfinger and the remaining participants used thumb finger of\\nthe holding hand.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300254_pdf_shortened_page_6_figure_016.png\",\"bbox\":[522,488,643,563],\"reading_order\":16,\"tags\":[],\"alt_text\":\"Two illustrations show different hand positions for holding and interacting with a smartphone. The left depicts one hand holding the phone with the thumb positioned on the lower screen, while the right illustrates two hands holding the phone, with one finger extended to reach the top of the screen.\"},{\"label\":\"figure_cap\",\"bbox\":[436,574,729,591],\"text\":\"Figure 6: thumb or index finger for one-handed input\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,599,558,615],\"text\":\"Design and Procedure\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,619,747,874],\"text\":\"The independent variable is Technique (EarTouch vs. Fin-\\ngerTouch), which was counter-balanced among participants.\\nBased on formative interviews, we selected 7 tasks to repre-\\nsent the common tasks BVI users may perform on a smart-\\nphone in one-handed situations. Table 3 summarizes the\\ntasks as well as how the tasks were performed using EarTouch\\nand FingerTouch. Operations of FingerTouch were standard\\nAndroid operations supported by Talkback. All the tasks\\nwere perform one-handedly and speech output were played\\nthrough speakers. At the beginning of the experiment, we\\nintroduced both techniques to participants, who were then\\ngiven 10 minutes to practice them. Participants were asked\\nto complete each task three times using one of the two tech-\\nniques in a seated position. Within each Technique condition,\\nthe presentation order of the 21 (7*3) tasks was randomized\\nfor each participant.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,884,561,901],\"text\":\"Results and Discussion\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,747,954],\"text\":\"All participants acquired EarTouch in less than 10 minutes\\n(average = 8.06, SD = 1.44). With FingerTouch, participants\\nwere able to finish 83.04% of the tasks, some of them failed\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 24\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,746,1013],\"text\":\"Page 7\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300254", "source_image_path": "test_data/3290605-3300254/3290605-3300254_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300254/results/output_json/3290605-3300254_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[313,122,500,138],\"text\":\"Table 3: Tasks and Operations.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,154,743,537],\"text\":\"
Answer a phone call
EarTouchTap to hear the caller info; double-tap to answer the phone; swipe in any direction to reject or hang up a call
FingerTouchTalkback supported using explore-by-touch (e.g., touch to find the location of a desired button) or swipe (e.g., left or right) to navigate a linear list of the screen widgets, double tap to trigger an action. Participants first located the desired widget then trigger it.
Send a voice message
EarTouchLong touch to initiate voice input ->hold the phone against the ear to speak ->lift up the phone to send the voice message or swipe up to withdraw the action.
FingerTouchDouble tap the "Talk" button without lifting the finger of the second tap to initiate voice input, lift the finger up to send the message or swipe up to withdraw.
Specify a map destination using voice and start navigation
EarTouchLong touch to initiate voice input to specify a map destination ->swipe forwards or backwards to navigate search results ->double-tap to confirm ->swipe down to start navigation.
FingerTouchExplore-by-touch or swipe left/right to locate the desired widgets (e.g., voice input button or search result), then double tap to start navigation.
Shortcut menu
EarTouchRotational gesture to start the menu ->swipe forwards or backwards to navigate menu items; double-tap to select a menu item.
FingerTouchDraw an "L" gesture to start the menu (standard Android operation) ->swipe left or right to navigate menu items ->double tap to select a menu item.
Enter a series of numbers
EarTouchTouch to select number 5 ->lift up to enter 5 or otherwise ->rotate the phone forward to access 4,3,2, 1, 0 or backwards to access 6,7,8,9 ->lift up to enter the selected number.
FingerTouchNavigate a 3 x 4 numeric number pad using explore-by-touch ->lift up to select the number.
Launch an app
EarTouchTouch and navigate a 2*3 grid of targets of 4cm wide and 5cm high ->lift up to select a target (target size was determined via a pilot study)
FingerTouchSame as EarTouch except that participants used the finger.
Listen to time or battery level
EarTouchTap the top half of the touchscreen to access time; tap the bottom half of touchscreen to access battery level
FingerTouchExplore-by-touch or swipe left/right to navigate a linear list of targets
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A table compares \\\"EarTouch\\\" and \\\"FingerTouch\\\" interaction methods for seven tasks, including answering calls, sending voice messages, specifying map destinations, and launching apps. Each row details the specific gestures and actions required for each method to complete the given task.\",\"figure_path\":\"tables/3290605-3300254_pdf_shortened_page_7_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,557,395,671],\"text\":\"to finished one or more tasks due to fatigue and error-prone.\\nWith EarTouch, they were able to successfully completed all\\nthe tasks (100 % ). In total, we collected 3?*/16=336 trials for\\nEarTouch and 279 trials for FingerTouch. 23 errors occurred in\\n336 EarTouch trails, mainly when using continuous rotation\\ngestures. 19 errors occurred in 279 FingerTouch trails, mainly\\nwhen touching and exploring with needs of moving hands.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,680,395,824],\"text\":\"Task completion time. The mean task completion time was\\n5.81s (SD=4.46) for EarTouch and 7.55s (SD=6.22) for Finger-\\nTouch. EarTouch was significantly faster than FingerTouch\\n(F(1,6)=11.6, p=0.01). The overall time was calculated using\\nthe data from participants who succeeded in all the tasks\\nusing both techniques (data from 9 people removed). The\\nsame strategy was used for comparison of each individual\\ntask (See details in Table 4 ) We discussed the performance\\nof EarTouch and FingerTouch as follows.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,824,395,953],\"text\":\"(1) Phone, Message, Navigation and Time/Battery: With\\nFingerTouch, all these tasks required participants to acquire\\nsmall widgets, such as icons, button, or search bar by us-\\ning explore-by-touch or flicks, which was time consuming\\nand frustrating. In contrast, the same set of tasks could be\\nperformed using quicker ear gestures with EarTouch, for\\nexample, using long touch of ear for voice input instead of\\nsearching for the voice input button, tapping the top half\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,559,748,943],\"text\":\"of screen to access time in lock screen interface. Users are\\nreieved from looking for the exact target position.\\n(2) Message and Navigation : With FingerTouch, partici-\\npants were required to switch the smartphone between dif-\\nferent postures. To be specific, they had to hold the smart-\\nphone in front of the chest for touch input and lift it up to\\near for speech output, then hold it close to the mouth for\\nvoice input, finally switch back to the posture for touch in-\\nput. With EarTouch, all interactions could be carried with\\nthe smartphone held in the talking position, which relieves\\nusers from switching postures.\\n(3) Numbers and Launching apps : To input numbers, par-\\nticipants used touch and take-off strategy with FingerTouch,\\nwhich should be faster than using continuously rotation in-\\nput with EarTouch. To launch an app, both tasks required\\nusing touch and take-off strategy in a grid of touch icons\\nwith one using the finger and the other one using the ear. The\\nresult suggested that their performances were competitive.\\n(4) Shortcut menu : With FingerTouch, opening the menu\\nrequired drawing directional gesture like an \\\"L\\\", which is dif-\\nficult because the one-handed posture constrains the finger\\nmovement of the holding hand. In contrast, performing a ro-\\ntational gesture to open the menu using EarTouch was much\\neasier, enabling more participants to finish the task. After\",\"reading_order\":7,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 24\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":9,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300254/results/markdown/3290605-3300254_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[330,102,483,129],\"text\":\"Cluster Touch\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[89,136,724,157],\"text\":\"Improving Touch Accuracy on Smartphones for People with Motor and Situational Impairments\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[286,165,526,246],\"text\":\"Martez E. Mott and Jacob O. Wobbrock\\n\\nInformation School | DUB Group\\nUniversity of Washington\\nSeattle, WA USA 98195-2840\\n{memott, wobbrock}@uw.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,271,142,287],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,292,395,627],\"text\":\"We present Cluster Touch, a combined user-independent\\nand user-specific touch offset model that improves the\\naccuracy of touch input on smartphones for people with\\nmotor impairments, and for people experiencing\\nsituational impairments while walking. Cluster Touch\\ncombines touch examples from multiple users to create a\\nshared user-independent touch model, which is then\\nupdated with touch examples provided by an individual\\nuser to make it user-specific. Owing to this combination,\\nCluster Touch allows people to quickly improve the\\naccuracy of their smartphones by providing only 20 touch\\nexamples. In a user study with 12 people with motor\\nimpairments and 12 people without motor impairments,\\nbut who were walking, Cluster Touch improved touch\\naccuracy by 14.65 % for the former group and 6.81 % for the\\nlatter group over the native touch sensor. Furthermore, in\\nan offline analysis of existing mobile interfaces, Cluster\\nTouch improved touch accuracy by 8.21 % and 4.84 % over\\nthe native touch sensor for the two user groups,\\nrespectively.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,633,173,650],\"text\":\"CCS CONCEPTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[70,654,363,668],\"text\":\"• Human-centered computing $\\\\rightarrow$ Accessibility technologies.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,676,150,693],\"text\":\"KEYWORDS\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,694,373,724],\"text\":\"Ability-based design; accessibility; motor impairments; touch\\ninput; touch modeling; smartphones; situational impairments\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_2\",\"bbox\":[70,732,188,745],\"text\":\"ACM Reference format:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,746,394,825],\"text\":\"Martez, E. Mott and Jacob O. Wobrock. 2019. Cluster Touch: Improving\\nTouch Accessibility on Smartphones for People with Motor and Situational\\nImpairments. In 2019 CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019) . May 4–9, 2019. Glasgow, Scotland,\\nUK. ACM, New York, NY, USA. Paper 27. 14 pages.\\nhttps://doi.org/10.1145/3296695.3300257\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300257_pdf_shortened_page_0_figure_014.png\",\"bbox\":[450,264,717,498],\"reading_order\":14,\"tags\":[],\"alt_text\":\"Two smartphones are shown side-by-side, each displaying a pattern of small arrows on its screen. The left phone's screen shows numerous scattered arrows pointing in various random directions. The right phone's screen displays a more organized grid of arrows, which consistently point upwards and slightly to the right.\"},{\"label\":\"figure_cap\",\"bbox\":[421,498,745,555],\"text\":\"Figure 1: Cluster touch takes touch examples from\\nindividuals (left) and combines them with a user-\\nindependent model to create a user-specific touch model\\n(right). Arrows convey corrective touch offsets by region.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,568,558,585],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,589,747,706],\"text\":\"Touch input is one of the most ubiquitous forms of\\ninteracting with computing systems. As an input method,\\ntouch is direct, fast, and intuitive, which makes it popular\\namong users. The popularity of touch input can be\\nattributed to the proliferation of touch-enabled devices such\\nas smartphones, tablets, wearables, public kiosks, and\\ninteractive wall displays.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,707,747,940],\"text\":\"Smartphones are one of the most pervasive touch-\\nenabled devices in the world today. Smartphones offer\\nmany benefits to users, like the ability to communicate with\\nfriends and family, complete work on-the-go, and access\\nthe internet while away from the home or office. For people\\nwith motor-impairing conditions like cerebral palsy or\\nmuscular dystrophy, smartphones can also provide a sense\\nof freedom and empowerment [31,42] . However, many\\nusers with motor-impairing conditions encounter\\naccessibility challenges when interacting with their\\nsmartphone touch screen [22,23,42,51] . Inaccurate touch\\ninput on smartphones can make it difficult to perform\\neveryday tasks such as sending text messages, composing\\nemails, taking photos, or playing games [39,42,51] . Users\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,833,393,908],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full\\ncitation on the first page. Copyrights for components of this work owned by others\\nthan ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,907,253,919],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":20,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,920,386,941],\"text\":\"© 2019 Copyright is held by the owner/author(s). Publication rights licensed to ACM.\\nACM ISBN 978-1-4503-5970-2/19/05 $15.00.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,942,238,953],\"text\":\"DOI: https://doi.org/10.1145/3290605.3300257\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 27\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,101,394,201],\"text\":\"undergoing the effects of situational impairments [49,50]–\\ninduced by activities such as walking—also experience\\ndifficulties with touch accuracy [3,20,32,33] . Actions like\\nwalking induce vibrations that can cause users to be less\\naccurate when touching the screen, resulting in more input\\nerrors [3,20] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,201,394,385],\"text\":\"Prior research in lab [10,14,16,22,23,30,40,51] and field\\n[1,31,38,42] settings have highlighted the numerous\\naccessibility challenges experienced by people with motor\\nimpairments when interacting with touch-enabled devices.\\nHowever, our understanding of the magnitude and\\ndirection of touch offsets made by users with motor\\nimpairments, and users undergoing the effects of situational\\nimpairments, is limited. Understanding offset errors will\\nallow us to implement touch models that can accommodate\\nand correct users' touches, resulting in more accurate touch\\ninput.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,385,394,620],\"text\":\"To improve the accuracy of touch input on smartphones\\nfor people with motor impairments, and people without\\nmotor impairments undergoing the effects of situational\\nimpairments, specifically walking, we present: (1) an\\nexploration of the touch error offsets committed by four\\nusers with motor impairments, and eight users without\\nimpairments while standing and walking, and (2) a\\ncombined user-independent and user-specific touch model\\ncalled Cluster Touch . In our touch-offset exploration, we\\nfound that the direction of touch offsets made by users with\\nand without motor impairments were similar, but the\\nmagnitude of the errors was more pronounced for users\\nwith motor impairments, and for users without motor\\nimpairments while walking, than for stationary people.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,620,394,820],\"text\":\"Cluster Touch consists of a user-independent model that\\ncombines touch examples from multiple users to learn\\nsmartphone touch behaviors across all regions of the\\nscreen. Cluster Touch combines the user-independent\\nmodel with examples from a given user to make the model\\nuser-specific, allowing it to more accurately correct touch\\noffsets generated by that user (see Figure 1 ). The advantage\\nof Cluster Touch is that it allows users to calibrate their\\nsmartphone touch screens quickly by only providing ~20\\ntouch examples. This advantage is significant for people\\nwith motor impairments, who often fatigue quickly and for\\nwhom extensive calibration can be a deterrent.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,820,394,936],\"text\":\"To evaluate Cluster Touch, we conducted three separate\\nevaluations. First, we conducted an interactive target-\\nselection study with 12 participants with motor\\nimpairments and 12 participants without impairments, but\\nwho were walking. Cluster Touch improved touch accuracy\\nby 14.65 % and 6.81 % over the native touch sensor for the\\ntwo user groups, respectively.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,101,746,318],\"text\":\"Second, in an offline analysis of predicted touch\\naccuracy, Cluster Touch was 20.20 % and 5.61 % more\\naccurate than the native touch sensor in predicting\\nintended touch locations for users with and without motor\\nimpairments, respectively. Also, we compared these results\\nto two prior statistical machine learning models of touch\\ndesigned to improve touch accuracy [9,55] . We found that\\nCluster Touch was 11.36 % more accurate than the Gaussian\\nProcess model [55] and 10.79 % more accurate than the\\nLinear Offset model [9] for participants with motor\\nimpairments. For participants without motor impairments\\nwho were walking, Cluster Touch was 4.64 % more accurate\\nthan both the Gaussian Process and Linear Offset models.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,319,746,418],\"text\":\"Third, we evaluated Cluster Touch in an offline analysis\\nof predicted touch accuracy on existing smartphone user\\ninterfaces. We found that Cluster Touch improved touch\\naccuracy by 8.21 % and 4.84 % over the native touch sensor\\nfor users with and without motor impairments,\\nrespectively.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,419,747,703],\"text\":\"The contributions of this work are: (1) an examination of\\nthe touch offsets of people with motor impairments, and of\\npeople without motor impairments who are standing and\\nwalking; (2) Cluster Touch, a combined user-independent\\nand user-specific touch model that corrects touch offsets on\\nsmartphones; (3) empirical results from three separate\\nevaluations of Cluster Touch, two offline and one\\ninteractive, all showing improvements over the native\\ntouch sensor for people with motor impairments and\\npeople who are walking; and (4) empirical results\\ncomparing Cluster Touch to two prior statistical machine\\nlearning models of touch [9,55] . This work advances our\\nunderstanding of the touch behaviors of people with motor\\nimpairments, and of people undergoing the effects of\\nsituational impairments, and provides an ability-based\\ndesign [57,58] approach for improving the accuracy and\\naccessibility of smartphone touch screens.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,718,560,735],\"text\":\"2 RELATED WORK\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,740,746,840],\"text\":\"This work adds to, and builds upon, prior research on\\ntouch screen accessibility for people with motor\\nimpairments, probabilistic and statistical models of touch\\ninput, theories of touch input, the effects of situational\\nimpairments, and ability-based design. These topics are\\nbriefly covered below.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,851,710,884],\"text\":\"2.1 Touch Screen Accessibility for People with\\nMotor Impairments\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,887,746,938],\"text\":\"Understanding and improving the accessibility of touch\\nscreens has been a mission for many researchers over the\\nyears, and researchers have investigated different aspects\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,967,120,984],\"text\":\"Paper 27\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,967,745,984],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,218],\"text\":\"of touch screen use. Some research has focused on users'\\nlived experience, seeking to understand how people with\\nmotor impairments use and interact with touch screens in\\ntheir daily lives [1,31,38,39,42] . In these investigations,\\nresearchers found that mobile touch-enabled devices can\\nprovide a sense of freedom and empowerment to users\\nwith motor impairments [31,42] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,218,395,485],\"text\":\"In addition to naturalistic explorations of touch screen\\naccessibility, researchers have also investigated touch\\nscreen use in lab settings [10,14,17,22,23,30,40,51,59] .\\nTrewin et al. [51] found that users with motor\\nimpairments experienced difficulties when performing\\nsliding and tapping gestures, which often resulted in more\\nerrors and the accidental activation of other smartphone\\nfeatures, such as zooming. Guerreiro et al. [22,23]\\ninvestigated how well users with motor impairments\\ncould perform different interaction techniques. The\\nauthors found that users' performance varied depending\\nwhere on the screen the user was targeting. Our work\\nbuilds upon this prior research by understanding the\\ntouch error offsets created by users with motor\\nimpairments while touching the screen, and corrects those\\nerrors with Cluster Touch.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,485,395,837],\"text\":\"Other researchers have created new algorithms and\\ninput techniques to improve the accessibility of touch\\ninput for people with motor impairments. Biswas and\\nLangdon [6] devised a set of models based on an analysis\\nof users' hand strength to improve pointing accuracy on\\ndifferent input devices. Montague et al. [38] created a\\nnovel tape-gesture recognizer that uses probabilistic\\ninstead of heuristic criteria to identify taps made by users\\nwith motor impairments. Montague et al. [37] also created\\na Shared User Modeling Framework that adjusts the\\nlocation and size of user interface elements to best\\naccommodate the touch behavior of the user.\\nWacharamanotham et al. [53] introduced Swabbing , an\\ninteraction technique designed for older adults that allows\\nusers to drag their finger across the screen and lift to\\nselect their intended target. Mott et al. [40] created Smart\\nTouch , a template-matching algorithm that allows users to\\ntouch using whichever part of their hand they choose. A\\ngoal of Cluster Touch is to allow users to calibrate their\\nsmartphone touch screens quickly, improving touch input\\naccuracy without changing the underlying interface.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,848,370,866],\"text\":\"2.2 Probabilistic and Statistical Models of Touch\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,869,395,935],\"text\":\"Touch is an inherently uncertain form of input. Because a\\ntouch represents an entire area-unlike a mouse cursor,\\nwhose hotspot occupies only a single pixel-the true\\nlocation a user intends to touch is left to the system to\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,101,746,401],\"text\":\"interpret. Researchers have devised methods and\\ntechniques to leverage the uncertain nature of touch input\\nto improve touch accuracy. Schwarz et al. [48] created an\\narchitecture, a framework [46] , and new methods [47] for\\nhandling uncertain inputs such as touch. Bayesian Touch\\n[5] by Bi and Zhai is a target acquisition technique that\\nabandons the commonly used bounding box selection\\nheuristic in favor of a statistical selection method based on\\nBayes' rule and the bivariate Gaussian distribution\\nprinciple of finger touch [4] . ProbUl [8] by Buschek and\\nAlt replaces static target bounding regions with\\nprobabilistic gestures, allowing users to perform a wide\\narray of actions on otherwise static targets. Probabilistic\\nmethods have shown great promise in improving touch\\naccuracy, but they require systems to be target-aware [2] ,\\nmeaning the system must be aware of the size, location,\\nand state off all on-screen targets—a difficult feat to\\naccomplish both practically and theoretically [13] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,401,747,737],\"text\":\"Other researchers have treated touch input as a\\nmachine learning problem and have used different\\nalgorithms to improve touch accuracy. Weir et al. [54,55]\\nused Gaussian Process regression to build user-specific\\nmodels of touch. Buschek et al. [9] created a machine\\nlearning approach for training user-specific touch models\\nthat work across different devices. TouchML [7] by\\nBuschek and Alt is a machine learning toolkit that\\nprovides access to different touch-offset models. Touch-\\noffset models based on machine learning have been shown\\nto be effective for improving touch accuracy, but they\\noften require hundreds of touch examples to reach their\\nbest performance [55] . Providing hundreds of touch\\nexamples can be problematic for people with motor\\nimpairments, as they typically take longer to input\\ntouches and experience fatigue faster than users without\\nmotor impairments. Cluster Touch creates a user-specific\\nmodel with only 20 touch examples, which allows users to\\ncalibrate their smartphone touch screen quickly and\\nwithout exerting much effort.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,749,598,766],\"text\":\"2.3 Theories of Touch Input\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,769,747,936],\"text\":\"Holz and Baudisch [28,29] conducted two studies to\\nunderstand users' perceptions of touch. In their first\\nstudy, they introduced the general perceived input point\\nmodel [28] , which claimed that the primary source of\\ntouch input error is not caused by the fat finger problem\\n[52] , but is caused by users' perception of touch input,\\nwhich creates systematic errors when using touch. They\\nfound that applying a reverse touch offset could correct\\nerroneous touch points. In their second study [29] , the\\nauthors explored different touch models based on visible\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 27\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,101,395,284],\"text\":\"finger properties. Again, the authors found that applying a\\ncorrective touch offset could improve accuracy. Henze et\\nal. [25] conducted a large scale analysis of touch input\\ngathered from a mobile game. The authors found that the\\ndirection of touch error offsets varied depending on the\\nregion of the screen. Together, these studies show that\\nusers introduce systematic touch errors, and that a reverse\\noffset can correct these errors. Cluster Touch builds on\\nthese prior efforts by examining and correcting touch\\noffsets created by people with motor impairments, and\\npeople undergoing the effects of situational impairments.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,296,316,315],\"text\":\"2.4 Situational Impairments and Touch\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,318,395,602],\"text\":\"Situationally-induced impairments and disabilities, or\\n\\\"situational impairments\\\" for short, are caused by\\nenvironmental factors that temporarily affect users'\\nabilities to interact with computing devices [49,50] .\\nEveryday activities such as walking or carrying a bag of\\ngroceries can have adverse effects on touch accuracy\\n[31,14,44] . Lin et al. [33] found that tapping accuracy was\\nsignificantly reduced while walking. Kane et al. [32]\\nproposed walking user interfaces to enlarge targets while\\nusers walk to maintain touch accuracy. WalkType [20] by\\nGoel et al. is a technique to improve text entry on mobile\\ndevices by leveraging accelerometer data. Musi ´ c et al. [41]\\nshowed that users' gait phase can be used as a signal for\\nan offset model to improve touch accuracy. In our work,\\nwe demonstrate that technology developed to aid people\\nwith motor impairments also benefits users in motor-\\nimpairing situations.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,614,229,632],\"text\":\"2.5 Ability-Based Design\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,395,885],\"text\":\"Ability-based design [57,58] is a set of concepts,\\nprinciples, and examples that implore designers to focus\\non the abilities that users possess, rather than on what\\nabilities users lack. Ability-based design encourages\\ndesigners to place the burden of adapting to users'\\nabilities on systems, rather than force users to adapt\\nthemselves to meet the ability-demands of the\\ntechnologies they use. The SUPPLE system [18,19]\\nembodies this principle well, as SUPPLE automatically\\ngenerates customized user interfaces based on a user's\\nmouse-pointing performance. Cluster Touch embraces\\nability-based design by allowing users to calibrate their\\nsmartphone touch screens to better accommodate their\\ntouch behaviors, rather than having to adapt themselves\\nto the demands of existing touch screens.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,101,680,118],\"text\":\"3 EXPLORATION OF TOUCH OFFSETS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,122,746,239],\"text\":\"Touch input is imprecise because a finger occupies an area\\ninstead of a single pixel [52] , and because users have their\\nown mental models of how finger contact corresponds to\\ntheir desired touch-point on the screen [28,29] . When a\\nuser attempts to acquire a target, the distance between the\\nreported touch location and the location of the intended\\ntarget is a two-dimensional touch-offset vector ( Figure 2 ).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300257_pdf_shortened_page_3_figure_009.png\",\"bbox\":[512,240,675,453],\"reading_order\":9,\"tags\":[],\"alt_text\":\"An illustration depicts a hand with its index finger touching a vertical smartphone screen. On the screen, a red crosshair labeled \\\"Target\\\" is shown slightly above and to the left of a blue dot labeled \\\"Touch\\\". A dotted line connects the \\\"Target\\\" and \\\"Touch\\\" points, with the label \\\"Touch offset\\\" indicating the distance between them.\"},{\"label\":\"figure_cap\",\"bbox\":[421,454,745,497],\"text\":\"Figure 2: The difference between a user's touch location\\nand the location of the intended target is a two-\\ndimensional touch-offset vector.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,503,747,704],\"text\":\"Prior research has investigated touch error offsets\\n[9,25,28,29,55] . Our work adds to prior work by examining\\nthe touch error offsets created by people with motor\\nimpairments, and people without motor impairments\\nexperiencing situational impairments. Without the\\nknowledge of how touch offsets affect these users' touch\\naccuracies, it is difficult to devise solutions to correct for\\nthese errors. To better understand these touch offsets, we\\nconducted a preliminary study where we collected touch\\ndata from users with and without motor impairments\\nrepeatedly touching a randomly-placed crosshairs\\ndisplayed on a Google Nexus 6 smartphone.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,716,526,733],\"text\":\"3.1 Participants\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,737,746,936],\"text\":\"We recruited 4 people with motor impairments (3 female,\\n1 male, average age 31.5, SD=6.8), and 8 people without\\nimpairments (5 female, 3 male, average age 27.4, SD=5.1)\\nto participate in our exploratory study. Participants with\\nmotor impairments were paid $30 USD for their\\nparticipation, and participants without motor impairments\\nwere paid $15. Participants were recruited through word\\nof mouth and through listservs of organizations that\\nsupport people with various motor impairments. All\\nparticipants were right-handed. Two participants with\\nmotor impairments had cerebral palsy, one had muscular\\ndystrophy, and one had multiple sclerosis.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,119,1012],\"text\":\"Paper 27\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"sec_2\",\"bbox\":[69,102,163,119],\"text\":\"3.2 Apparatus\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,122,395,256],\"text\":\"Touch data was collected using an experiment testbed\\ndeveloped for Android 8.1 using C# and the Xamarin\\nframework. The testbed captured and logged all touch\\nevents. For each touch event, the reported $x$ - and $y$ -\\ncoordinates of the touch were captured along with a\\ntimestamp. All sessions were conducted on a Google\\nNexus 6 smartphone (15.14 cm diagonal with a screen\\nresolution of 1440 × 2560 pixels) running Android 8.1.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,267,163,283],\"text\":\"3.3 Procedure\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,287,395,523],\"text\":\"Each participant completed a single lab session that lasted\\nbetween 30 minutes to an hour. Participants with motor\\nimpairments completed 540 target selection trials in each\\nsession while seated. Non-motor-impaired participants\\ncompleted 540 selections trials while standing, and\\nanother 540 selection trials while walking on a treadmill.\\nThe treadmill's speed was set to allow for a comfortable\\nwalking pace for each participant. Non-motor-impaired\\nparticipants were asked to hold the phone in their non-\\ndominant hand, and to touch the screen with the index\\nfinger of their dominant hand. Participants with motor\\nimpairments were asked to hold the phone in whichever\\nway was most comfortable for them, and to touch the\\nscreen with a finger on their dominant hand (Figure 3 ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300257_pdf_shortened_page_4_figure_006.png\",\"bbox\":[103,527,375,690],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A hand wearing a yellow sleeve touches a black smartphone with a lit blue screen, both resting on a light-colored surface. A dark object is partially visible in the background.\"},{\"label\":\"figure_cap\",\"bbox\":[68,691,392,718],\"text\":\"Figure 3: A participant with motor impairments completes\\na target selection trial on the Google Nexus 6 smartphone.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,726,395,943],\"text\":\"A single crosshairs was shown on the screen in each\\ntrial. Users were instructed to touch the center of the\\ncrosshairs as accurately as possible. The crosshairs were\\nspaced equally around the screen but shown in a random\\norder. No crosshair's center appeared within 150 pixels of\\nthe screen border. A trial began when a finger contacted\\nthe screen and ended once the finger was lifted. A new\\ncrosshair was displayed on the screen at the end of each\\ntrial. No feedback regarding touch locations was provided.\\nFour (participants $\\\\times$ 540 (trials) = 2160 trials were\\ncollected from participants with motor impairments. We\\nremoved 54 outliers (touches that occurred more than\\n15 mm away from the intended target), resulting in a total\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,102,746,152],\"text\":\"of 2106 trials. Eight (participants) $\\\\times$ 540 (trials) $\\\\times$ 2\\n(postures) = 8640 trials were collected from participants\\nwithout motor impairments.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,164,497,181],\"text\":\"3.4 Results\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,185,746,252],\"text\":\"We collected a total of 2160 + 8640 = 10,800 trials from our\\n12 participants. In the following sections, we provide an\\nanalysis of our collected touch data, which focused on two\\nproperties of touch error offsets: direction and magnitude.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,747,487],\"text\":\"3.4.1 Offset Direction . Offset direction refers to the\\nlocation of touches relative to the intended target. Prior\\nresearch has found that the direction of offsets varies\\ndepending where on the screen users touch [9,25,55] . To\\nanalyze the direction of touch offsets, we segmented the\\nscreen into 9 regions along its x-axis and 15 regions along\\nits y-axis. We selected these dimensions to provide an\\nadequate number of examples per segmented region along\\neach screen axis. We calculated the percentage of touches\\nthat occurred to the left and right of, as well above or\\nbelow, the intended crosshairs in each x- and y-region.\\nFigure 4 shows a heat map of the offset directionality\\nalong the x-axis (left or right), and along the y-axis (above\\nor below).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300257_pdf_shortened_page_4_figure_013.png\",\"bbox\":[434,493,762,832],\"reading_order\":13,\"tags\":[],\"alt_text\":\"Six smartphone screens display heatmaps illustrating touch distribution patterns. The top row shows left-right touch preferences, and the bottom row shows top-bottom preferences, for users in M.I., Walking, and Standing states. Color gradients on each screen indicate the density of touches in different areas.\"},{\"label\":\"figure_cap\",\"bbox\":[420,835,746,905],\"text\":\"Figure 4: Heat maps of percentages of touches that\\noccurred to the left (yellow) or right (blue) of the intended\\nchusters (top), and of touches that occurred below\\nyellow or blue the rightmost chusters (bottom). The right (bottom),\\n\\\"MI.\\\" stands for users with motor impairments.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,912,746,945],\"text\":\"Participants in our three user groups exhibited similar\\ntouch behaviors across the various screen regions. As\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,119,1012],\"text\":\"Paper 27\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,335],\"text\":\"shown in the top of Figure 4 , most participants' touches\\noccurred to the right of the intended crosshairs. Overall,\\n83.3 % of touches occurred to the right of the crosshairs for\\nparticipants with motor impairments; and 63.7 % and 69.7 %\\nof touches occurred to the right for users without\\nimpairments while walking and standing, respectively.\\nTouch behaviors differ from the left to the right side of the\\nscreen, with crosshairs displayed on the right side\\nproducing a greater percentage of touches occurring to\\nthe left of the crosshairs. Across all three user groups,\\ncrosshairs shown on the left-third region of the screen\\nresulted in 35.2 % of touches occurring to the left, and\\ncrosshairs shown on the right-third of the screen resulted\\nin 53.6 % of touches occurring to the left.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,336,394,551],\"text\":\"Regarding the y-axis, most participants' touches\\noccurred below the intended crosshairs: 84.6 % of touches\\nproduced by participants with motor impairments were\\nbelow the intended crosshairs, and 59.2 % and 63.6 % of\\ntouches occurred below for users without impairments\\nwhile walking and standing, respectively. The bottom of\\nFigure 4 shows that touches occur above the intended\\ncrosshairs more frequently as crosshairs near the bottom\\nof the screen. For the three user groups, crosshairs shown\\non the top-third of the screen resulted in 31.7 % of touches\\noccurring above, and crosshairs shown on the bottom-\\nthird of the screen resulted in 42.5 % of touches occurring\\nabove.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,552,394,752],\"text\":\"3.4.2 Offset Magnitude. The average distance between\\nthe touch and the intended crosshairs was 3.79 mm\\n( $SD=0.71$ ) for participants with motor impairments, and\\n2.86 mm ( $SD=0.60$ ) and 2.46 mm ( $SD=0.31$ ) for participants\\nwithout impairments while walking and standing,\\nrespectively. Similar to offset direction, the magnitude of\\ntouch errors varies depending on the screen region\\n[22,25] . We segmented the screen into 9 regions along its\\nx-axis and 15 regions along its y-axis and calculated the\\naverage x- and y-offset distance for each region. Figure 5\\nshows a heat map of the average x-offset (top) and y-offset\\n(bottom) error.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,753,394,938],\"text\":\"As shown in the top half of Figure 5 , the magnitude of\\nx-offsets tends to be smaller on the right side of the screen\\ncompared to the left side. The average magnitude of x-\\noffset errors was 2.26 mm (SD=0.91) for participants with\\nmotor impairments, and 1.76 mm (SD=0.38) and 1.53 mm\\n(SD=0.25) for participants without impairments while\\nwalking and standing, respectively. Changes in magnitude\\nof the y-offsets were less pronounced along the y-axis but\\naccounted for more of the total touch error. The average\\nmagnitude of y-offset errors was 2.70 mm (SD=0.64) for\\nparticipants with motor impairments, and 1.89 mm\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,100,745,134],\"text\":\"(SD=0.59) and 1.61 mm (SD=0.23) for people without\\nimpairments while walking and standing, respectively.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,146,518,162],\"text\":\"3.5 Discussion\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,167,746,267],\"text\":\"Our results provide useful insights into the touch\\nbehaviors of people with motor impairments, and people\\nwithout impairments who are walking and standing.\\nSimilar to previous investigations [25, 55] , our exploration\\nof touch-offset direction found that touch locations vary\\ndepending\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,712,747,896],\"text\":\"where on the screen the user is targeting. The direction of\\nx- and y-offsets were similar across all three user groups,\\nwith participants typically aiming below and to the right\\nof their intended crosshairs. On average, participants with\\nmotor impairments produced fewer touches above and to\\nthe left of intended crosshairs than participants who were\\nwalking or standing. However, the trend of producing\\nmore touches to the left of crosshairs located on the right\\nportion of the screen, and touches above crosshairs\\nlocated on the bottom portion of the screen, was true for\\nall groups.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300257_pdf_shortened_page_5_figure_010.png\",\"bbox\":[434,274,760,646],\"reading_order\":10,\"tags\":[],\"alt_text\":\"The image shows six smartphone outlines arranged in two rows, each containing a grid of colored squares. A color scale ranging from 0mm (blue) to 4mm (red) is displayed alongside each row. Below each phone are labels: \\\"M.I.\\\", \\\"Walking\\\", and \\\"Standing\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[421,650,746,707],\"text\":\"Figure 5: Heat maps of the average $x$ -offset error (top) and\\naverage $y$ -offset error (bottom). Areas shown in red\\nindicate more error. \\\"M.I.\\\" stands for users with motor\\nimpairments.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,897,746,948],\"text\":\"The average touch error was much higher for\\nparticipants with motor impairments compared to\\nparticipants walking or standing. The y-offset error was\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,119,1012],\"text\":\"Paper 27\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,251],\"text\":\"bigger than the x-offset error for all three user groups, but\\nthere was less noticeable change in the magnitude of y-\\noffsets along the y-axis. The bottom heat map in Figure 5\\ndoes show higher magnitude y-offset errors along the top-\\nleft portion of the screen for participants with motor\\nimpairments, which suggests that reaching towards this\\nregion of the screen was difficult. The magnitude of x-\\noffsets was smaller along the right side of the screen\\ncompared to the left side for the three user groups.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,453],\"text\":\"Taken together, these results show that the direction of\\ntouch offsets is similar for all three user groups, but the\\nmagnitude of these offsets differs across groups.\\nCorrecting erroneous offsets will allow people with motor\\nimpairments, and people undergoing the effects of\\nsituational impairments such as walking, to have more\\nsuccessful experiences when engaging in everyday tasks\\nsuch as texting on their smartphones. Leveraging what we\\nlearned from this exploration of touch offsets, we created\\nCluster Touch , a combined user-independent and user-\\nspecific touch offset model that corrects touch offsets to\\nprovide more accurate touch predictions.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,476,316,495],\"text\":\"4 THE DESIGN OF CLUSTER TOUCH\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,498,394,784],\"text\":\"Our Cluster Touch model was designed to improve the\\naccuracy of touch input on smartphone touch screens for\\npeople with motor impairments, and for people in motor\\nimpairing situations. A key goal for Cluster Touch is to\\nallow users to quickly improve the accuracy of their\\nsmartphone touch screen. Providing touch examples can\\nrequire significant time and physical effort by people with\\nmotor impairments [40] . Thus, it is important that Cluster\\nTouch improves touch accuracy while requiring as little\\neffort from users as possible. As a result, Cluster Touch is\\na combined user-independent and user-specific touch\\nmodel. The user-independent model captures common\\ntouch behaviors across multiple individuals. The user-\\nindependent model is then updated with touch examples\\nprovided by an individual user, allowing the model to\\nadapt to his or her specific touch behavior. This section\\ndescribes our user-independent and user-specific models.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,793,252,810],\"text\":\"4.1 User-Independent Model\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,815,394,949],\"text\":\"From our exploration of touch offsets, we found that touch\\nbehaviors, such as touching to the right of crosshairs\\nlocated on the left part of the screen, are similar across\\nuser groups. Cluster Touch takes advantage of this finding\\nby combining touch examples from multiple users to\\ncreate a user-independent touch model. To build our user-\\nindependent model, we collect $N$ touch examples from\\nindividual users. Each example consists of the recorded\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,101,746,183],\"text\":\"touch location t and the location of the intended target i,\\nwhere t and i are two-dimensional screen coordinates. For\\neach example, the x- and y-offsets $\\\\alpha_x$ and $\\\\alpha_y$ are computed\\nby subtracting the location of the recorded touch from the\\nlocation of the intended target:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[546,185,743,221],\"text\":\"$$\\\\begin{array} { r } { o _ { x } = i _ { x } - t _ { x } } \\\\\\\\ { o _ { y } = i _ { y } - t _ { y } } \\\\end{array} \\\\quad( 1 ) $$\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,221,746,423],\"text\":\"The screen is segmented into 10 equal partitions along\\nthe $x$ - and $y$ -axes (i.e., 10 columns for the $x$ -dimension and\\n10 rows for the $y$ -dimension). Ten partitions were chosen\\nso that each partition held approximately 10 % of the data\\nfor each axis. (Note that the number of partitions used to\\nbuild the user-independent model differs from the number\\nof partitions used to explore touch offsets in the previous\\nsection.) Each $x$ - and $y$ -offset is placed into one of these\\npartitions depending on the location of i . The average $x$ -\\noffset $\\\\sigma_x$ is computed for each partition along the $x$ -axis,\\nand the average $y$ -offset $\\\\sigma_y$ is computed for each partition\\nalong the $y$ -axis:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[550,424,746,491],\"text\":\"$$\\\\begin{array} { r } { o _ { x } = \\\\frac { \\\\sum o _ { x } } { n } } \\\\\\\\ { o _ { y } = \\\\frac { \\\\sum o _ { y } } { n } } \\\\end{array} \\\\quad( 2 ) $$\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,490,746,790],\"text\":\"Next, we use k-means clustering [24] on our averaged\\nbinned x- and y-offsets to identify screen regions where\\nthe magnitude of touch offsets are similar along the x- and\\ny-dimensions of the screen (see Figure 6 ). From multiple\\niterations of testing, a k of 3 was chosen, which roughly\\ncreates clusters along the top, middle, and bottom of the\\nscreen in the y-dimension, and clusters along the left,\\nmiddle, and right of the screen in the x-dimension.\\nBecause k-means was computed for the binned x- and y-\\noffsets separately, our model consists of 6 total clusters (3\\nalong each axis). Each cluster $\\\\boldsymbol{c}$ contains the location of\\nthe cluster in its respective x- or y-dimension, and a\\ncorrective offset. The benefit of using clusters is that it\\nallows for the generalization of touch behaviors to screen\\nregions, removing the need to collect touch examples from\\nevery part of the screen. As a result, to update the user-\\nindependent model, only a few examples from each\\ncluster region are needed.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,801,575,820],\"text\":\"4.2 User-Specific Model\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,823,746,940],\"text\":\"The user-independent model captures general smartphone\\ntouch behavior but is unaware of the touch abilities of any\\nspecific user. Our exploration of touch offsets showed that\\nusers' magnitudes vary between groups, with users with\\nmotor impairments exhibiting the greatest amount of\\nerror. Thus, the goal of our user-specific model is to keep\\nthe location of our found clusters—as they represent the\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 27\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300257", "source_image_path": "test_data/3290605-3300257/3290605-3300257_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300257/results/output_json/3290605-3300257_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,102,394,151],\"text\":\"locations where offsets tend to be similar—but to update\\nthe magnitude of the corrective offset of each cluster to\\nbetter correct offsets produced by the given user.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,151,394,284],\"text\":\"To make our user-independent model user-specific, we\\ncollect touch samples from an individual user. For each\\nsample, we calculate the x- and y-offsets (Eq. 1 ) and bin\\nthem in their respective dimensions according to the\\nproximity of $\\\\mathbf{t}$ to the location of each cluster $\\\\mathbf{c}$ . There are\\nthree bins per dimension, one for each cluster. The\\naverage x- and y-offsets are then computed for each bin\\n(Eq. 2 ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300257_pdf_shortened_page_7_figure_004.png\",\"bbox\":[71,284,391,668],\"reading_order\":4,\"tags\":[],\"alt_text\":\"Two line graphs with scatter plot overlays display \\\"Average offset distance\\\" on the y-axis against \\\"Screen Location\\\" on the x-axis. The top graph, labeled \\\"X-Axis Clusters,\\\" shows predominantly negative average offset distances, while the bottom graph, \\\"Y-Axis Clusters,\\\" shows negative and some slightly positive average offset distances.\"},{\"label\":\"figure_cap\",\"bbox\":[69,668,393,726],\"text\":\"Figure 6: A plot of the average binned offsets along the\\nscreens $x$ - and $y$ -axes. Cluster locations are shown in\\norange. Each cluster has a location (the value on the $x$ -\\naxes) and a corrective offset (the value on the $y$ -axes).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,732,394,800],\"text\":\"Cluster offsets $\\\\mathbf{c}$ are updated to $\\\\mathbf{c}'$ by averaging the\\ncorrective offset for each cluster ( $\\\\mathbf{c}_2$ and $\\\\mathbf{c}_3$ ) with the\\naverage offset ( $\\\\mathbf{o}_2$ and $\\\\mathbf{o}_3$ ) in the bin closest to each\\ncluster:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[188,802,391,863],\"text\":\"$$\\\\begin{array} { r } { { \\\\mathbf c } _ { \\\\overline { { x } } } ^ { \\\\prime } = \\\\frac { { \\\\mathbf c } _ { \\\\overline { { x } } } + { \\\\mathbf o } _ { \\\\overline { { x } } } } { 2 } } \\\\\\\\ { { \\\\mathbf c } _ { \\\\overline { { y } } } ^ { \\\\prime } = \\\\frac { { \\\\mathbf c } _ { \\\\overline { { y } } } + { \\\\mathbf o } _ { \\\\overline { { y } } } } { 2 } } \\\\end{array} \\\\quad( 3 ) $$\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,864,394,930],\"text\":\"We tested different weighted averages and found that\\nsimply averaging the binned and cluster offsets provided\\nadditional accuracy without introducing too much\\nvariance.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,101,556,118],\"text\":\"4.3 Touch Prediction\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,122,746,290],\"text\":\"Given a new touch $t$ , we find clusters $c'_{x\\\\,y}$ and $c'_{y\\\\,x}$ that are\\nclosest to $t_x$ and $t_y$ . If $t_x$ or $t_y$ are located between two\\nclusters, we compute the interpolated corrective offset\\nbetween the clusters depending on the location of $t$\\nrelative to the two clusters. If $t_x$ or $t_y$ are not located\\nbetween clusters (e.g., a touch occurs left of the leftmost\\ncluster), the corrective offset of the closest cluster is taken.\\nTo predict the new touch point $t'$ , we add the corrective\\noffsets $\\\\sigma$— either interpolated or taken directly from a\\ncluster—from each dimension to the given touch:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[543,291,743,327],\"text\":\"$$\\\\begin{array} { r } { t _ { s } ^ { \\\\prime } = t _ { s } + o _ { x } } \\\\\\\\ { t _ { s } ^ { \\\\prime } = t _ { s } + o _ { y } } \\\\end{array} \\\\quad( 4 ) $$\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,338,637,356],\"text\":\"4.4 Number of Training Examples\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,359,747,543],\"text\":\"Because the goal of Cluster Touch is to allow users to\\nquickly improve the accuracy of their touch screens, we\\ntested different numbers of training examples to see how\\nthey impacted performance. We built a user-independent\\nmodel from touch samples provided by participants from\\nour exploratory study who were standing and created\\nuser-specific models with touch data from our participants\\nwith motor impairments. We incremented the number of\\nsamples $E$ from 10 to 200 to see how well the combined\\nmodel performed with various numbers of training\\nexamples (Table 1 ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[421,556,745,602],\"text\":\"Table 1: Mean error distance in millimeters (lower is\\nbetter) for different numbers of training examples.\\nStandard deviations are shown in parentheses.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[416,605,736,671],\"text\":\"
Mean Error Distance (mm)
E=0E=10E=20E=50E=100E=150E=200
2.842.612.572.552.542.542.53
(0.59)(0.29)(0.24)(0.23)(0.23)(0.22)(0.22)
\",\"reading_order\":15,\"tags\":[],\"alt_text\":\"This table presents mean error distances in millimeters across different values of E, ranging from E=0 to E=200. Each column lists a mean value with its standard deviation in parentheses below it. The mean error distance generally decreases as the value of E increases.\",\"figure_path\":\"tables/3290605-3300257_pdf_shortened_page_7_tab_15.png\"},{\"label\":\"para\",\"bbox\":[421,688,746,823],\"text\":\"Table 1 shows that increasing the number of training\\nexamples can improve touch accuracy. However, this\\nincrease in accuracy comes at the expense of time, which\\ncan be problematic for people with motor impairments.\\nFor our evaluation of Cluster Touch, we decided E=20\\ntraining examples provided a good balance between speed\\n(the time required to provide the touch samples) and\\naccuracy.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,837,674,855],\"text\":\"5 EVALUATION OF CLUSTER TOUCH\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,859,746,943],\"text\":\"To determine how accurately Cluster Touch can predict\\nusers' intended touch locations, we performed an\\nevaluation of Cluster Touch with 12 participants with\\nmotor impairments and 12 walking participants. For our\\nevaluation, we conducted three separate analyses. First,\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,119,1012],\"text\":\"Paper 27\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300257/results/markdown/3290605-3300257_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[68,117,744,184],\"text\":\"The Channel Matters: Self-disclosure, Reciprocity and\\nSocial Support in Online Cancer Support Groups\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[246,196,566,251],\"text\":\"Diyi Yang, Zheng Yao, Joseph Seering, Robert Kraut\\n\\nSchool of Computer Science, Carnegie Mellon University\\n\\n{diyi.yang,zao2,seering.robert.kraut}@cs.cmu.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,260,141,275],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,279,395,615],\"text\":\"People with health concerns go to online health support\\ngroups to obtain help and advice. To do so, they frequently\\ndisclose personal details, many times in public. Although\\nresearch in non-health settings suggests that people self-\\ndisclose less in public than in private, this pattern may not\\napply to health support groups where people want to get\\nrelevant help. Our work examines how the use of private\\nand public channels influences members' self-disclosure in\\nan online cancer support group, and how channels moderate\\nthe influence of self-disclosure on reciprocity and receiving\\nsupport. By automatically measuring people's self-disclosure\\nat scale, we found that members of cancer support groups\\nrevealed more negative self-disclosure in the public chan-\\nnels compared to the private channels. Although one's self-\\ndisclosure leads others to self-disclose and to provide support,\\nthese effects were generally stronger in the private channel.\\nThese channel effects probably occur because the public\\nchannels are the primary venue for support exchange, while\\nthe private channels are mainly used for follow-up conver-\\nsations. We discuss theoretical and practical implications of\\nour work.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,626,172,644],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,648,396,697],\"text\":\"• Human-centered computing → HCI theory, concepts\\nand models; Empirical studies in collaborative and so-\\ncial computing; Computer supported cooperative work\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,708,149,725],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,729,394,762],\"text\":\"Self-disclosure; Channel Difference; Social Support; Online\\nHealth Support Groups; Online Communities\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,262,555,276],\"text\":\"ACM Reference Format:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,276,747,363],\"text\":\"Diyi Yang, Zheng Yao, Joseph Sering, Robert Kraut. 2019. The\\nChannel Matters: Self-disclosure, Reciprocity and Social Support\\nin Online Cancer Support Groups. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland UK . ACM, New York, NY, USA, 15 pages. https:\\n//doi.org/10.1145/3299695.330261\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,391,549,407],\"text\":\"1 INTRODUCTION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,618],\"text\":\"Self-disclosure refers to the process \\\"by which one person\\nverbally reveals information about himself or herself to an-\\nother\\\" [28] . The self-disclosure of feelings, thoughts, and\\nexperiences can provide insightful information about the\\ncommunicator [32] , support impression management prac-\\ntices, [73] and facilitate the development of social relation-\\nships [71] , both in offline and online contexts. Although\\nself-disclosure helps fulfill people's fundamental needs for\\nsocial connectedness and strategic rewards, it also carries\\nrisks of vulnerability and information loss because disclosers\\ngive up some degree of privacy and personal control 1 and\\nhave no guarantee how others will use the information they\\nreveal [1] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,955],\"text\":\"Despite the risks, self-disclosure is key to the realization\\nof benefits afforded by many types of support groups. Self-\\ndisclosure has been found to be much higher in online health\\nsupport groups than in general purpose discussion forums\\n[9] . Many people with serious diseases need to self-disclose\\npersonal details about their emotions and health conditions\\n[10] so that others can better understand their situation. For\\nexample, when one member of an online health support\\ngroup was seeking support following her surgery, her appeal\\nwas filled with self-disclosure: “ . . . I had my surgery after 18\\nweeks of chemo/radiation, .I'm having a hard time. I just burst\\nout in tears at anything. They started giving me a antidepres-\\nsant. Did anybody else have a problem like this? ” . Though\\nself-disclosure can be positive or negative, many prior work\\nhas examined disclosure of negative experiences on social\\nmedia platforms, with topics ranging from eating disorders\\n[55] , sexual abuse [4] , suicide behaviors [7, 24] , depression\\n[6] or other major life events [31, 52, 69] . Self-disclosure in\\nthese types of support groups is different from providing\\nbackground information in technical support groups such\\nas Stack Overflow. In technical support groups, only posters\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,885],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,273,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":17,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[68,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,926,265,954],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-05...$150.00\\nhttps://doi.org/10.1145/3296065.3300261\",\"reading_order\":19,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 31\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,188],\"text\":\"need to provide information about the problem in their code\\nso that helpers can provide more targeted advice. They can\\nachieve their goals without revealing many personal details\\nabout themselves or their thoughts and feelings.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,395,410],\"text\":\"Beyond its impact on the discloser, self-disclosure can elicit\\nreciprocal self-disclosure from other group members as a\\nform of emotional or informational support. These responses\\nmay facilitate validating social comparison and may start\\nconversations that are the basis for forming social ties with\\nothers experiencing similar circumstances [21, 37] . Other\\nmembers can also benefit from this process. Lurkers, for ex-\\nample, can eavesdrop on the conversations to glean health\\ninformation as well as to learn about the group and what to\\nexpect from it if they decide to actively participate. However,\\nrevealing personal information, such as very sensitive medi-\\ncal details, is a loss of privacy that can make the disclosers\\nmore vulnerable to identity theft, targeted advertising, and\\nunwelcome personal overtures.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,395,905],\"text\":\"One strategy adopted by many social media users to max-\\nimize the benefits they receive from self-disclosure and min-\\nimize personal risks is to choose different channels for dif-\\nferent amounts or types of self-disclosure [42, 49, 53] . One\\ndifference between a public channel and a private channel\\nis the audiences who have access to a message and, corre-\\nspondingly, people's ability to select who is in the audience\\n[8] . Prior work has suggested that disclosers keep their au-\\ndiences in mind when presenting themselves [63] . Public\\naudiences are more heterogeneous and contain a large frac-\\ntion of people unknown to the self-disposer. Facebook users,\\nfor example, can choose to broadcast a message to a large\\naudience on their news feed or communicate selectively to\\nspecific friends via private messages. People self-disclose dif-\\nferently in the private and public channels on social media\\nplatforms. Bazarova et al. 2015 found that Facebook users\\nrevealed more intense and negative emotions in private mes-\\nsages than in their public status updates. Vitak et al. 2014\\nfound that the publicness of the channels people use for\\nself-disclosure on Facebook influences goals and impression\\nmanagement strategies. Andalibi and Forte, in a study on\\nannouncing pregnancy loss on Facebook, found a wide vari-\\nety of motivations for self-disclosing publicly on Facebook\\nrather than privately or one-on-one, from keeping control\\nof the narrative and avoiding having to have many sepa-\\nrate conversations to using the public forum to memorialize\\nthe lost child and help healing [3] . Studies also show that\\nusers of social networking sites self-disclose less when they\\nhave larger audiences [73] . People might regard revealing\\npersonal information in public channels as inappropriate or\\nas a violation of social norms [12, 51] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,395,954],\"text\":\"As in Facebook and other generic social media platforms,\\nonline health communities provide tools that allow members\\nto communicate publicly in discussion boards or privately\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,395],\"text\":\"through messages and chats. However, both public and pri-\\nvate modes of communication in health support groups are\\nmore \\\"private\\\" than those in Facebook because users are\\npseudonymous. Self-disclosure in the (pseudonymous) pub-\\nlic discussion boards can be compared with the use of \\\"throw-\\naway” accounts on Reddit [5, 46] , where users self-disclose\\nprivate information that they'd prefer not to have tied to\\ntheir public identity. Andalibi et al. [5] found that users were\\nmore likely to use these throwaway accounts when disclo-\\nsure was particularly stigmatizing (e.g., men disclosing hav-\\ning been sexually abused). Other work has looked at a mix\\nof anonymous and identified disclosures and responses in\\nsemi-public spaces (e.g., ask.fm forums [29] and Facebook\\nGroups [15] ), finding that the anonymity allowed users to\\nask questions that they might not otherwise ask, particularly\\nabout sensitive experiences they might not want linking to\\ntheir identity.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,747,602],\"text\":\"In online health communities, both pseudonymous discus-\\nsion boards and pseudonymous direct one-to-one messag-\\ning are actively used. For example, we found that 11.7 % of\\nthe people who posted on the public discussion boards of\\nthe American Cancer Society's Cancer Survivors Network,\\nthe site of our research, also communicated via one-to-one\\nprivate messaging. Although the tools for managing self-\\ndisclosure might be similar in general-purpose social net-\\nworking sites and more specialized ones organized around so-\\ncial support, it is unclear whether prior findings of how peo-\\nple use different communication channels for self-disclosure\\nin general-purpose sites will generalize to online health sup-\\nport groups.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,747,682],\"text\":\"This paper investigates how members of one large online\\ncancer support community decide where and how much to\\ndisclose, and how they strategically use different commu-\\nnication channels to balance benefits and risks brought by\\ntheir self-disclosure. Our research questions are:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[433,691,747,801],\"text\":\"(1) How do people self-disclose in private and public com-\\nmunication channels of an online cancer support group?\\n(2) How does people's self-disclosure elicit others' self-\\ndisclosure and social support in return?\\n(3) How does the communication channel affect the re-\\nlation between self-disclosure, reciprocity, and social\\nsupport?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,748,954],\"text\":\"In the following section, we review theories that attempt\\nto explain why people using generic social networking sites\\ndisclose less in public versus private channels. We then raise\\nthe possibility that these effects might be reversed in online\\nsupport groups because the benefits and risks of public self-\\ndisclosure are not the same compared to generic sites. The\\nremainder of this paper describes the results of analysis using\\nmachine learning methods to measure self-disclosure and\\nan empirical study that examines how members of online\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 31\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,189],\"text\":\"health support groups self-disclose in private and public\\nchannels. We further demonstrate how self-disclosure in\\nthese channels predicts the extent to which responders self-\\ndisclose and provide support.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,204,350,221],\"text\":\"2 SELF-DISCLOSURE & CHANNEL EFFECTS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,225,201,241],\"text\":\"Reward-Risk Balance\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,246,395,611],\"text\":\"As Altman notes in the Reward-Risk Balance Theory [1] ,\\npeople have to balance their need for self-disclosure and\\nvulnerability [60] . When deciding what personal informa-\\ntion to disclose, they erect psychological boundaries [61] to\\ncontrol who can access various types of information about\\nthem. The more private the information, the greater the po-\\ntential risks and therefore need to control boundaries. In\\ndyadic communication, people can decide on a case-by-case\\nbasis who receives what information. In contrast, on the\\ndiscussion board boards of large online communities, people\\ncannot easily coordinate such boundaries with each other.\\nOnce people self-disclose in a public space, their information\\nwill be freely accessible to other members, passerby, and\\neven unknown future audiences. This theory predicts that\\nto reduce risks people will censor themselves more and self-\\ndisclose less in public channels than private ones [66] . This is\\nconsistent with findings in Bazarova et al. [13] which found\\nhigher rates of negative self-disclosure in Facebook direct\\nmessages than in public posts. However, Andalibi and Forte\\n[3] note that public disclosure can be a method for boundary\\nmanagement - having many individual conversations about\\npainful personal topics may be more painful than disclosing\\nit widely in a less-controlled context.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,614,197,631],\"text\":\"Self-disclosure Goals\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,395,921],\"text\":\"The functional theory of self-disclosure proposed by Derlega\\nand Grzelak [25] states that people's communication goals\\nand what they hope to accomplish through self-disclosure\\nactivate a disclosure-decision-making process that shapes\\nthe content of their disclosures. Formally, these goals re-\\nflect the social rewards that people want to attain through\\nself-disclosure and can be organized into five categories:\\n(1) Social approval, in which people try to increase general\\nsocial acceptance and the amount others like them. (2) Rela-\\ntional development, in which people try to increase intimacy\\nand closeness with particular others. (3) Relief of distress,\\nin which people try to relieve their distress by disclosing\\nproblems and disclosing pent-up feelings. (4) Identity clar-\\nification, in which people disclose information about their\\nidentity to define themselves for others and even for them-\\nselves. (5) Social control, in which people share information\\nin an effort to obtain benefits for themselves, generally from\\nmore powerful others.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,395,954],\"text\":\"According to both Baumeister [11] and Omarzi [54] , social\\napproval is the default motive for self-disclosure. Baumeister\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,522],\"text\":\"states that public self-presentation derives from a motive to\\nimpress others in general with one's good qualities, and these\\ngood qualities are defined by the self-presenter's personal\\nidea along with their beliefs about others' expectations of\\nwhat constitutes good quality. For example, people try to\\nbehave professionally in their work environment to demon-\\nstrate their competence and commitment, both because they\\nthemselves aspire for a positive professional image and be-\\ncause they expect others will also value these qualities. An-\\nother important goal in public self-disclosure on most social\\nmedia sites is impression management. People try to main-\\ntain a positive self-image, particularly where their potential\\naudience includes large numbers of people whom they do\\nnot know well [68] , but positive self-presentation can also be\\nan important motive with a smaller audience [61] . However,\\nrecent research challenges the assertion that social media is\\nprimarily a place for positive self-disclosure. Keller, Mendes,\\nand Ringrose's, analysis of the #BeenRapedNeverReported\\nmovement finds that users are willing to share extremely\\nnegative personal experiences publicly with their name at-\\ntached, though with great care and forethought, if motivated\\nby a sense of solidarity and community. These findings may\\nnot be completely at odds - disclosure of negative experi-\\nences may help users find the support that lead them to feel\\nmore positive about themselves [70] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,747,954],\"text\":\"These theories explain how boundary management and a\\nsearch for positive self-image may alternately lead to more\\nor less self-disclosure in public spaces, depending on circum-\\nstances. Online health support groups offer a different envi-\\nronment in which to explore these distinctions [23] . Online\\nhealth support groups are designed specifically as environ-\\nments for people to share their experience and receive social\\nsupport, help, and advice [77] . To get help or to provide it to\\nothers, members often have to reveal information about their\\nhealth, their emotions or their personal circumstance. They\\ncan receive support or relieve distress more effectively if they\\nself-disclose to others about their health problems honestly,\\neven though doing so reduces control over who can access\\nthis information. They do so to increase the possibility of re-\\nceiving desired support compared to what they could receive\\nfrom sending messages to an individual in a dyadic setting.\\nPrevious research has focused primarily on comparisons be-\\ntween pseudonymous and identified disclosures in forums or\\non spaces like Facebook, while no prior work has compared\\npseudonymous self-disclosure on forums to pseudonymous\\nself-disclosure through private messages. We begin by hy-\\npothesizing that this comparison will lead to similar results\\nas in previous research [3, 39, 70] , where relief of distress\\nand social control motives may become more important than\\nself-presentation in online health communities. This shift in\\nmotives may lead users to be comfortable disclosing nega-\\ntive experiences, but that this effect will be compounded by\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 31\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,157],\"text\":\"further lack of concern about self-presentation in pseudony-\\nmous private messaging. Thus, we expect that:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,166,394,201],\"text\":\"Hypothesis 1. People will self-disclose more when eliciting\\nsupport than when providing it.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,217,394,266],\"text\":\"Hypothesis 2. When replying to others' messages, people\\nwill self-disclose more in a private channel (direct messages)\\ncompared a public one (pseudonymous forums).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,279,142,296],\"text\":\"Reciprocity\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,395,650],\"text\":\"The reciprocity of self-disclosure refers to the process by\\nwhich self-disclosure by one person elicits self-disclosure\\nfrom an interaction partner [36] . This process has also been\\ncalled the `dyadic effect' or the `mutual effect' [28] . Jourard\\n1969 originated the idea that self-disclosure is reciprocal\\nand found that as participants in dialogues disclose their\\nthoughts, feelings, prior behavior, and similar personal infor-\\nmation to others, the others disclose comparable information\\nabout themselves in return. Reciprocity of self-disclosure is\\npartially the result of people's general tendency to mimic\\nthe language, gestures, mannerisms, and other behaviors of\\nthe people with whom they interact. As with other types of\\nhuman mimicry, the reciprocity of self-disclosure improves\\ncoordination and increases liking among people in the ex-\\nchange [19] . However, reciprocity of self-disclosure goes\\nbeyond generic human mimicry and serves additional func-\\ntions. First, receiving intimate information can make respon-\\ndents feel trusted. This creates attraction and leads the re-\\nspondent to return disclosure as a sign of liking and trust [28] .\\nSecond, receiving disclosures can make recipients think they\\nhave received something of value, engendering an obligation\\nto return things [76] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,650,395,955],\"text\":\"Reciprocity of self-disclosure is especially important in\\nhealth support groups. When people seek support by reveal-\\ning their personal experiences and emotions, responders'\\nfollow-up self-disclosure can benefit support-seekers in sev-\\neral ways. First, such reciprocal self-disclosure can inform\\nsupport-seekers that they are being understood and that oth-\\ners care about them. Second, responders' self-disclosure pro-\\nvides social comparison information and is thus an element\\nof support. For example, when support seekers start a conver-\\nsation describing being scared, depressed and overwhelmed,\\nsupport providers may self-disclose by mentioning similar\\nfeelings and experiences [75] , reassuring the seekers that\\ntheir reactions were normal. Moreover, by self-disclosing,\\nthe people who respond often provide information about\\ntheir own disease to give context for the advice they provide.\\nIn addition, their self-disclosure can provide credibility for\\ntheir comments. The following responses illustrate these\\npoints: \\\"I was diagnosed this past Jan ..., with Stage 4 CC,\\nwith a tumor in my liver, and believe me, I was horrified!\\\" It\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,219],\"text\":\"is surreal and it does make your head spin.... When they origi-\\nnally diagnosed me with liver mets I assumed I was a dead man\\n... You and your husband should never give up hope. It won't it\\nbe easy but it is possible.\\n\\\" Finally, reciprocal self-disclosure\\nexchanged among members might also inform lurkers that\\nthis community is safe and interactive.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,219,747,584],\"text\":\"As previously discussed, whether the communication chan-\\nnel is public or private can shape both the content people\\nare willing to disclose and how the recipients of the disclo-\\nsure are likely to respond [9, 13] . Although the personal\\nstories that support-seekers receive may be equally valuable\\nregardless of the channel through which it is received, the\\ncost to the provider of revealing this personal information\\nmay be less when they deliver it over a private channel.\\nProviders should have less concern about losing face when\\nthey are telling their stories to a particular other. Because\\npeople can reduce their personal risks when responding to\\nanother's self-disclosure in private, they should reciprocate\\nself-disclose more in private. Responders may also recip-\\nrocate self-disclosure more in a private channel because in\\nthis channel they can imagine the specific individuals with\\nwhom they are communicating to more easily and can tailor\\ntheir responses to a particular support-seeker, thus increas-\\ning their intimacy [76] . In contrast, when communicating\\nin a public channel, responders are more likely to consider\\ntheir audience to be a general, unspecified public as well as\\nthe specific support-seeker to whom they are responding.\\nAs a result, they may find it more difficult to express liking\\nand trust in front of such a large audience.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,585,746,712],\"text\":\"Moreover, if people respond to a support seeker in a pri-\\nvate channel rather than a public one, the support seeker\\nis more likely to notice it and attribute it to its author, be-\\ncause the response is not mixed with other responses that the\\nseeker might receive. As a result, those responders may feel\\nmore pressure to reciprocate self-disclosure in the private\\nchannel because the seeker is paying more attention to them\\nand where other members are not helping.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,713,746,807],\"text\":\"Taken together, responders may reciprocate self-disclosure\\nmore in private conversations, because they have more con-\\ntrol over their self-disclosure and because the concentrated\\nattention they receive from their conversational partner\\nmay increase their obligation to respond to them with self-\\ndisclosure. Thus, we expect that:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,820,746,853],\"text\":\"Hypothesis 3. Self-disclosure will be reciprocated more in\\nthe private channel, compared to the public channel.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,869,512,886],\"text\":\"Social Support\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,746,955],\"text\":\"People join online health communities for \\\"information shar-\\ning and exchange of medical information and life experi-\\nences\\\" [35] . Self-disclosure is key to getting the benefits\\noffered by online health support groups. Seekers can help\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 31\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,348],\"text\":\"other community members understand their situations bet-\\nter and provide them with more appropriate information,\\nadvice, and emotional support when the seekers self-disclose\\ninformation about their disease, their experiences with their\\ndoctors and family, their emotions and other personal details\\nlike gender, age, and insurance coverage. Studies show that\\npeople who disclose their identities on their SNSs are more\\nlikely to receive social support [47] . Prior research health\\nsupport groups also found that self-disclosure about events\\ntogether with thoughts and feelings elicits emotional support\\nfrom other members of their group and that recounting nega-\\ntive experiences elicits informational support [75] . Therefore,\\nwe expect that when support seekers disclose more, they will\\nreceive more social support from potential responders.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,394,635],\"text\":\"Although support providers could respond to seekers in\\neither public or private channels, using the public channel\\ncan give extra benefits, both to the provider and to other\\nmembers of the community. First, if providers' respond to a\\nparticular seeker in a public channel, their response might\\npotentially help a larger audience of lurkers, members in\\nsimilar situations or even non-members who come across\\ntheir responses via Internet search. That is, public responses\\naugment providers' effort by allowing their support to help\\nmore people. Second, in addition to helping others, support\\nproviders may be concerned with the way that others per-\\nceive them. This motivates them to manage their behaviors\\nstrategically in order to present positive images to others\\n[30, 68] . By responding in a public channel, their altruistic\\nactions become known to more people, enhancing their sta-\\ntus [44] . By responding publicly, they can earn reputation\\nwith a larger audience as \\\"helpful\\\", \\\"knowledgeable\\\", and\\n\\\"supportive\\\". Therefore, we expect that:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,655,394,704],\"text\":\"Hypothesis 4. People are more likely to provide support in\\nresponse to self-disclosure in the public channel compared to\\nthe private one.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,726,234,742],\"text\":\"3 DATA AND MEASURES\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,745,394,954],\"text\":\"We collaborated with the American Cancer Society and got\\npermission to analyze all public posts, comments and private\\nmessages on its Cancer Survivor Network (CSN) from Dec\\n2002 to Oct 2016. As the largest online support community\\nfor cancer survivors and their caregivers, CSN provides both\\npublic discussion boards and a private communication chan-\\nnel (a function called “CSN Email” where CSN members can\\ncommunicate directly with each other) for people to seek\\nand offer support. The sample for the current research com-\\nprises 5,649 users who used both public discussion boards\\nand private chats, resulting in 826,389 public messages from\\n28,911 threads in the public channel and 105,213 private mes-\\nsages. We removed posts from discussion boards that were\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,156],\"text\":\"peripheral to the site's mission (e.g., Humor and Technical\\nProblems) and posts from administrators' accounts.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,157,746,380],\"text\":\"Self-disclosure refers to linguistic expressions by which\\npeople reveal personal information about themselves to oth-\\ners. The norm in generic social networking sites is to look\\ngood by presenting a positive and happy image of oneself\\n[20, 72] . In contrast, in cancer support groups negative self-\\ndisclosure about one's conditions and emotions do not make\\npeople look bad. In this context, we are more interested in\\nwhether people are self-disclosing negative content in their\\nmessages. Formally, we define negative self-disclosure as\\nsharing negative thoughts or emotions, such as worry, sad-\\nness or anger, as in this example: “ I am freaked out after read-\\ning my mammogram report ” . In the context of cancer support\\ngroups, we use self-disclosure and negative self-disclosure\\ninterchangeably.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,380,746,539],\"text\":\"We obtained human-annotated data from [75, 78] . Follow-\\ning their procedures and based on the linguistic features\\ndescribed in [75] , we trained machine learning models to\\napproximate human judgments of the amount of negative\\nself-disclosure contained in each message. These machine\\nlearning models were highly correlated with the human\\njudgments (Pearson Correlation of 0.77 in a hold-out sam-\\nple). We then applied the models to estimate the negative\\nself-disclosure contained in the 826,389 public and 105,213\\nprivate messages.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,549,601,566],\"text\":\"4 CHANNEL DIFFERENCES\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,571,747,890],\"text\":\"The two rightmost bars in Figure 1 show the average nega-\\ntive self-disclosure per message in thread starting messages\\nand the comments that reply to them. In this cancer support\\ncommunity, thread-starting messages had higher levels of\\nnegative self-disclosure than did their replies. This finding is\\nconsistent with prior research on health support group show-\\ning that people disclose inner turmoil or negative events in\\ntheir lives when seeking advice and help [75] . This confirms\\nH1, that people negatively self-disclose more to elicit support\\nthan to provide it. The first and third bars in Figure 1 compare\\nself-disclosure in the private and public channels when peo-\\nple were responding to others' messages. The comparison\\nshows that people expressed more negative self-disclosure\\n(i.e., talked about more negative aspects of their lives) in the\\npublic channel than in the private one. The effect size is small\\nthough, with 6.5 % more negative self-disclosure in the public\\ndiscussion boards than in private chats. (Also see Table 2 .)\\nTaken together, these results dis-confirm H2, demonstrating\\nthat when replying to others, people self-disclose more in\\nthe public channel than the private one.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,746,954],\"text\":\"Note that when comparing people's responses to others'\\nmessages, we treated private messages as replies, similar to\\ncomments. This reasoning is supported by a follow-up corpus\\nanalysis that compared the first interaction any part of users\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 31\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 5\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300261_pdf_shortened_page_5_figure_002.png\",\"bbox\":[75,122,393,321],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A bar chart titled \\\"Degree of Negative Self-disclosure\\\" displays values for three categories on the x-axis: Private Messages, Thread-Starters, and Comments. Thread-Starters shows the highest degree of negative self-disclosure, followed by Comments, and then Private Messages, which has the lowest degree. Error bars are included for each category.\"},{\"label\":\"figure_cap\",\"bbox\":[67,342,393,388],\"text\":\"Figure 1: Comparison of negative self-disclosure in private\\nmessages, forum thread starting messages and comments\\n(replies). Error bars stand for bootstrapped standard errors.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,426,394,602],\"text\":\"had in both the private and public channels on CSN. Here,\\nthe first interaction refers to one person directly replying\\nto another's public forum thread or private message. We\\nfound that people started their first interaction in the public\\nchannel 93 % of the time, and started them in the private\\nchannel only 7 % of the time. The first author went through\\na random sample of 50 first interactions in the private chats\\nand coded how they started their conversation. Half of the\\nfirst interactions in the private channel were responses to\\none of their posts or questions about similar situations in\\nthe public discussion board.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,395,954],\"text\":\"One concern about the results just reported is that ma-\\nchine learning models of self-disclosure were trained only\\non public messages, which might have resulted in differen-\\ntial accuracy or biases in the automated measurement of\\nself-disclosure in forum posts and private messages. This\\nrestriction on training was an attempt to honor the privacy\\nof private messages, whose authors believed would be seen\\nonly by the named addressee. Therefore, to preserve privacy,\\nhuman annotators did not label private messages. To min-\\nimize this concern, we conducted supplementary analyses\\nusing indicators of self-disclosure that were not differentially\\navailable in public versus private messages. In particular, we\\nexamined linguistic features associated with privacy derived\\nfrom the Linguistic Inquiry and Word Count program (LIWC)\\n[57] . LIWC is composed of 5,690 words and word stems, con-\\nstructed based on the analysis of a wide variety of public and\\nprivate samples of text both offline and online, with each\\nword belonging to one or more word categories. LIWC cat-\\negories have previously been shown to be reliable markers\\nfor a number of psychology meaningful constructs such as\\nemotional states, social identity, and cognitive styles [58, 59] ,\\nincluding self-disclosure [74] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,122,744,510],\"text\":\"
Affective AttributesPrivatePublict-testp
negative emotion0.6940.771-16.2850.00
positive emotion2.5323.267-66.8940.00
sadness0.1890.191-0.9050.37
anger0.1290.1176.3440.00
anxiety0.0800.081-0.5720.57
swear0.0430.0337.7390.00
Social/Personal Concerns
friend0.0830.04321.0420.00
family0.3280.3018.7720.00
humans0.2450.21811.5900.00
social8.5047.61847.7620.00
work0.5780.49918.3030.00
money0.2700.19126.5840.00
leisure0.4520.39814.3620.00
home0.2460.18322.6720.00
Personal Pronouns
1st pers singular1.8301.43947.9780.00
1st pers plural0.5210.637-25.9930.00
2nd person3.5243.4426.2980.00
3rd pers singular0.9690.64252.6300.00
3rd pers plural0.3810.401-6.1500.00
impersonal pronouns3.5803.745-16.1660.00
\",\"reading_order\":6,\"tags\":[],\"alt_text\":\"This image is a table displaying statistical comparisons of various linguistic features across \\\"Private\\\" and \\\"Public\\\" contexts. It is divided into three sections: \\\"Affective Attributes,\\\" \\\"Social/Personal Concerns,\\\" and \\\"Personal Pronouns,\\\" each showing numerical values, t-test statistics, and p-values.\",\"figure_path\":\"tables/3290605-3300261_pdf_shortened_page_5_tab_6.png\"},{\"label\":\"table_cap\",\"bbox\":[420,511,746,571],\"text\":\"Table 1: Content measures and their average proportional\\noccurrence in the private and public channels, followed\\nby results of Welch's t-test for difference between the two\\ngroups with unequal variances.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,618,747,745],\"text\":\"Analyses examining the use of terms from LIWC in the\\npublic and private settings are consistent with the results pre-\\nviously presented examining negative self-disclosure derived\\nfrom the machine-learning measures. To examine the con-\\ntent difference in the private messages and discussion board,\\nwe compared messages in two channels on several LIWC\\ndictionaries whose content should directly reflect differences\\nin self-disclosure.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,745,747,954],\"text\":\"Table 1 presents the differences in the use of the semantic\\ncategories Affective Attributes , Social/Personal Concerns and\\nPersonal Pronouns in the private messages and comments in\\nthe public discussion board. We also performed statistical\\nhypothesis testing between two message sets using t-test.\\nComparisons showed that (1) people talked more about neg-\\native emotions and positive emotions in the public channel;\\n(2) People tended to talk more about personal relationships\\ne.g. friend , family , humans , social , work , etc., and (3) were\\nmore self-focused in the private channel, with greater use of\\n1st person singular , 2nd person , 3rd person singular pronouns.\\nIn contrast, people were more other-focused in the public\\nchannel, using more inclusive communicative words such as\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 31\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 6\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,252],\"text\":\"higher use of 1st person plural , 3rd person plural pronouns. In\\ncontrast to these findings, which were generally consistent\\nwith results using machine-learned measures showing less\\nnegative self-disclosure in the private channel, people are\\nexpressed more anger and more swear words in the private\\nchannel. These differences in language use provide expla-\\nnations for H1 and present a micro-level picture of content\\ndifferences in both public and private channels.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,265,335,282],\"text\":\"5 SELF DISCLOSURE AND RECIPROCY\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,287,394,446],\"text\":\"To investigate whether one person's self-disclosure elicits\\nothers to self-disclose in response and how channel affects\\nthe reciprocity of self-disclosure, we built several random-\\neffect linear regression models to predict the amount of neg-\\native self-disclosure contained in responders' messages, us-\\ning as predictors the amount of negative self-disclosure in\\nsenders' messages initial messages, the public nature of the\\nchannel and their interaction, as well as the responder's\\ngender and the historical levels of self-disclosure as control\\nvariables.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,460,130,477],\"text\":\"Measures\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,481,178,498],\"text\":\"Dependent Variable:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,503,395,649],\"text\":\"• Responders' Self-disclosure: We measured negative\\nself-disclosure using the machine-learning models de-\\nscribed previously. We measured it only for the first\\nresponse in a thread as suggested by prior work [9, 26] ,\\nbecause it is the one that is most likely to be influenced\\nby the thread-starting message; additional responses in\\nthe thread might be affected by intervening responses\\nby others. For private messages, we measured self-\\ndisclosure in the direct reply of each message.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,658,192,674],\"text\":\"Independent Variables.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,678,395,841],\"text\":\"• Private channel: This variable channel indicates in\\nwhich channel a message was exchanged, i.e., 0 rep-\\nresents the public discussion boards and 1 refers to\\nprivate messages.\\n\\n• Senders' Negative Self-disclosure: We measured the\\namount of negative self-disclosure contained in each\\nmessage. Note that in the public discussion board, only\\nthe person who posted the thread starting message was\\nconsidered a sender, whereas in the private messages,\\nthe author of each message can be viewed as its sender.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,850,394,917],\"text\":\"Control Variables. Because people may have individual dif-\\nferences in the degree to which they are willing to reveal\\ninformation about themselves [36] , we controlled for both\\ngender [27] and responder's prior history of self-disclosure.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,921,395,954],\"text\":\"• Gender: Prior work found that women self-disclose\\nmore than men [41] . We controlled for the gender of\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,123,750,284],\"text\":\"both senders and responders: sender gender and re-\\nspondent gender .\\n• Self-disclosure : Since people who self-disclosed fre-\\nquently in the past are likely to self-disclose more in\\neach new opportunity to respond to another, we con-\\ntrolled for their responders' history of self-disclosure.\\nTo this end, we constructed one variable responder's\\nnegative self-disclosure base rate , computed by averag-\\ning the estimated negative self-disclosure in all their\\nmessages prior to the current one.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,296,746,377],\"text\":\"Continuous and independent variables were standardized,\\nwith a mean of zero and standard deviation of one, while\\nbinary variables were left in their original scale so that zero\\nindicated an absence of some characteristic and one meant\\nits presence.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,396,681,413],\"text\":\"Which Channel Has Stronger Reciprocity?\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,416,747,816],\"text\":\"Following prior research [9], we measured reciprocity of\\nself-disclosure as the regression coefficient of senders' self-\\ndisclosure on the responder's self-disclosure; that is, reci-\\nprocity is higher when the sender's degree of self-disclosure\\nmore strongly predicted the responder's self-disclosure. Ta-\\nble 2 shows the results of two regression models predicting\\nhow communication channel and other variables predict a\\nresponder's self-disclosure. Model 1 reports the main effect\\nof the channel and the senders' negative self-disclosure on\\nresponders' negative self-disclosure. In terms of the con-\\ntrol variables, both responders' female gender ( $f$ =0.141) and\\ntheir negative self-disclosure history predict their current\\nnegative self-disclosure ( $\\\\beta$ =0.251). Responders display more\\nnegative self-disclosure in the private channel than the pub-\\nlic one ( $\\\\beta$ =0.328). In addition, they express more negative\\nself-disclosure the more senders to whom they are respond-\\ning have expressed it ( $\\\\beta$ =0.110). To test the effects of the\\nchannel on the reciprocity of self-disclosure, Model 2 adds\\nthe interactions between the channel and the sender's self-\\ndisclosure. It shows that reciprocity is limited to the private\\nchannel, with the senders' negative self-disclosure predicting\\nresponders' negative self-disclosure in the private channel\\n( $\\\\beta$ =0.317) but not in the public channel ( $\\\\beta$ =-0.001). Figure\\n2(a) illustrates these results graphically. Overall, this analysis\\nconfirms H3.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,836,692,853],\"text\":\"6 SELF-DISCLOSURE & SOCIAL SUPPORT\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,746,954],\"text\":\"Two categories of social support [22] have received the most\\ntheoretical and empirical attention in the study of online\\nsupport groups informational and emotional support. Specif-\\nically, informational support provides recipients advice, in-\\nformation or knowledge, while emotional support provides\\nthem encouragement, empathy or care.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 31\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 7\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300261", "source_image_path": "test_data/3290605-3300261/3290605-3300261_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300261/results/output_json/3290605-3300261_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"tab\",\"bbox\":[204,124,607,277],\"text\":\"
Independent VariablesModel 1Model 2
intercept-0.352***-0.318***
sender female0.085***0.062***
respondent female0.141***0.136***
respondent negative self-disclosure base rate0.251***0.232***
private channel0.328***0.349***
sender negative self-disclosure0.110***-0.001
private channel x sender negative self-disclosure0.316***
R-Squared0.110.14
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A table displays regression results for two models. It lists independent variables such as intercept, sender and respondent gender, self-disclosure base rates, private channel, and an interaction term, along with their coefficients and statistical significance levels for Model 1 and Model 2. The table also provides R-Squared values for each model.\",\"figure_path\":\"tables/3290605-3300261_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[67,278,745,309],\"text\":\"Table 2: Regression coefficients of predicting the reciprocity of self-disclosure, p<0.001; **; p<0.01**; p<0.05*. The number of\\nobservations is 58,778.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[114,340,698,528],\"text\":\"
Independent VariablesResponder’s info supportResponder’s emo support
Model 1Model 2Model 3Model 4
intercept0.122***0.137***0.056***0.064***
sender female-0.045***-0.054***0.091***0.085***
responder female-0.230***-0.234***0.186***0.183***
responder’s informational support base rate0.083***0.081***
responder’s emotional support base rate0.231***0.230***
private channel-0.018*-0.011-0.516***-0.511***
sender negative self-disclosure0.051***0.011*0.022***-0.003
channel x sender negative self-disclosure0.114***0.071***
R-Squared0.020.020.040.05
\",\"reading_order\":4,\"tags\":[],\"alt_text\":\"This is a regression table showing the coefficients, significance levels (indicated by asterisks), and R-Squared values for four different models. The table analyzes independent variables such as \\\"sender female,\\\" \\\"responder female,\\\" \\\"private channel,\\\" and \\\"sender negative self-disclosure\\\" on \\\"Responder's info support\\\" (Models 1 and 2) and \\\"Responder's emo support\\\" (Models 3 and 4).\",\"figure_path\":\"tables/3290605-3300261_pdf_shortened_page_7_tab_4.png\"},{\"label\":\"table_cap\",\"bbox\":[67,528,745,559],\"text\":\"Table 5: Regression coefficients of predicting the provision of social support, p<0.001; **; p<0.01*; p<0.05*. The number of\\nobservations is 58,778.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,595,221,613],\"text\":\"Social Support Measures\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,616,395,776],\"text\":\"Using procedures similar to those used in the automated\\nmeasurement of self-disclosure, we built machine learning\\nmodels to identify the extent to which public and private\\nmessages contained emotional and informational support.\\nThe machine learning models use the set of linguistic features\\ndescribed previously in the section on the identification of\\nself-disclosure to predict human annotations of the amount\\nof informational and emotional support a thread-starting\\nmessage was seeking and how much information and emo-\\ntional support the first response to a message contained.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,777,395,952],\"text\":\"Four trained nursing students rated a sample of 1000\\nthreads for the degree to which thread-starting message\\nsought informational and emotional support and the amount\\nof informational and emotional support contained in the\\nfirst response it received. The human judges were reliable,\\nwith Cronbach's alphas of 0.91, 0.83, 0.92 and 0.92, for judg-\\nments of seeking informational support, seeking emotional\\nsupport, receiving informational support and receiving emo-\\ntional support respectively. The machine learning models\\ncorrelated highly with the average of the human judgments,\\nwith Pearson correlations of 0.72, 0.62, 0.79, 0.76 respectively.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,595,746,646],\"text\":\"Given the validity of these models, we then applied them to\\nestimate the support exchanged in the 28,911 threads, 797,478\\ncomments and 105,213 private messages in the corpus.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,649,654,666],\"text\":\"Which Channel Offers More Support?\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,669,752,846],\"text\":\"We used random-effect, linear regression, with thread nested\\nwithin support-seeker, to test the extent to which support-\\nseekers' negative self-disclosure predicted responders' pro-\\nviding them informational and emotional support and whether\\nthese effects varied with the privacy of the communication\\nchannel. The control variables were support-seekers' gen-\\nder and the average amount of informational and emotional\\nsupport contained in responders' prior messages ( support-\\nprovision base rate ). Multicollinearity was not a problem for\\nall the analyses in Table 3 , with variance inflation factors\\nsmaller than 2.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,856,746,955],\"text\":\"Informational Support: . Model 1 in Table 3 describes the\\nmain effects of channel and senders' self-disclosure on re-\\nsponders' provision of informational support. It shows that\\nwomen provided less informational support than men ( $\\\\beta$ =-\\n0.230). As expected, responders' who provided more infor-\\nmational support in the past provided more informational\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 31\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 8\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300261/results/markdown/3290605-3300261_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[130,121,684,184],\"text\":\"Designing `True Colors':\\nA Social Wearable that Affords Vulnerability\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[199,203,395,266],\"text\":\"Ella Dagan\\n\\nComputational Media Department,\\nUniversity of California Santa Cruz\\n\\nella@ucsc.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[431,203,603,267],\"text\":\"Elena Márquez Segura\\nDepartment of Informatics\\nand Media, Uppsala University\\nelena.marquez@iu.uu.se\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[89,278,286,344],\"text\":\"Ferran Altarriba Bertran\\n\\nComputational Media Department,\\nUniversity of California Santa Cruz\\n\\nfaltarri@ucsc.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[308,278,505,344],\"text\":\"Miguel Flores\\n\\nComputational Media Department,\\nUniversity of California Santa Cruz\\n\\nmlflore21@ucsc.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[528,279,724,344],\"text\":\"Katherine Isbister\\n\\nComputational Media Department,\\nUniversity of California Santa Cruz\\n\\nkatherine.isbister@ucsc.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300263_pdf_shortened_page_0_figure_009.png\",\"bbox\":[72,357,744,548],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image presents front and back schematic views of a wearable device, likely a vest, integrated with various interactive electronic components. It details RGBW LED strip displays for status indications like network affiliation, overloads, and immunity, alongside capacitive touch sensors for inputs such as changing light color or enabling player assistance. The device also includes Force-Sensitive Resistors (FSRs) for triggering stuns or adjusting brightness, and mechanical buttons on the back for complex interactions like managing overloads or granting immunity.\"},{\"label\":\"figure_cap\",\"bbox\":[170,555,643,573],\"text\":\"Figure 1: Final design, including functionalities and hardware components. ̈Ella Dagan.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,579,141,595],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,599,394,761],\"text\":\"Vulnerability is a common experience in everyday life and\\nis frequently perceived as a flaw to be excised in technology\\ndesign. Yet, research indicates it is an essential aspect of whole-\\nhearted living among others. In this paper, we present the\\ndesign and deployment of \\\"True Colors\\\", a novel wearable de-\\nvice intended to support social interaction in a live action role-\\nplay game (LARP) setting. We describe the Research-through-\\nDesign process that helped us to discover and articulate the\\npossibility space of vulnerability in the design of social wear-\\nables, as support for producing a sense of social empowerment\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,579,747,645],\"text\":\"and connection among wearers within the LARP. We draw\\nconclusions that may be of value to others designing wear-\\nables and related technologies aimed at supporting co-located\\nsocial interaction in games/play.\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[422,663,524,680],\"text\":\"CCS CONCEPTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,684,746,717],\"text\":\"• Human-centered computing $\\\\rightarrow$ HCI theory, concepts\\nand models.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,739,502,755],\"text\":\"KEYWORDS\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,760,747,823],\"text\":\"Social wearables, wearables, vulnerability, caring, interrup-\\ntions, Research-through-Design, RTD, LARP, co-located social\\nplay, embodied interaction, play-to-lose, social affordances,\\nsocial touch.\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,850,553,863],\"text\":\"ACM Reference Format:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,867,747,954],\"text\":\"Ella Dagan, Elena Mérguza Seguer, Ferran Albarba Berter, Miguel\\nFlores, and Katherine Ishister. 2019. Designing \\\"True Colors\\\": A So-\\ncial Wearable that Affords Vulnerability. In CHI Conference on Hu-\\nman Factors in Computing Systems Proceedings (CHI 2019), May 4-9,\\n2019, Glasgow, Scotland Uk . ACM, New York, NY, USA. 14 pages.\\nhttps://doi.org/10.1145/3290605.3300263\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,270,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[68,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,926,264,936],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":23,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,941,244,953],\"text\":\"https://doi.org/10.1145/3290605.3300263\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,997,121,1012],\"text\":\"Paper 33\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,997,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[69,87,329,105],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":2,\"tags\":[\"meta_subject\"]},{\"label\":\"author_information\",\"bbox\":[667,87,744,105],\"text\":\"E.Dagan et al.\",\"reading_order\":3,\"tags\":[\"author\"]},{\"label\":\"sec_1\",\"bbox\":[68,123,196,139],\"text\":\"1 Introduction\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,302],\"text\":\"Vulnerability is a common experience in everyday life: peo-\\nple deal with uncertainties, risk, and emotional exposure in\\ndiverse life arenas – when presenting ideas at work meet-\\nings, when engaging in leisure activities, when initiating a\\nnew relationship, when having a difficult conversation with\\na loved one [7] . Such vulnerability may be experienced as un-\\ncomfortable or unpleasant, yet research suggests it serves an\\nimportant function as “the core, the heart, the center, of mean-\\ningful human experiences”: a key for wholehearted living\\namong others [7] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,302,394,431],\"text\":\"Interestingly, vulnerability as a design value is rarely em-\\nbraced in technology design and HCI. Traditionally HCI has\\nfocused more on reducing human vulnerabilities with the\\nnotion that “ technological innovation could confidently re-\\nsolve any social issue ” [37] , and we find “ technological fixes ”\\n(Winberg cited by [37] ) that systematically try to “ solve ” the\\nvulnerability issue in an attempt at making us feel safe, strong\\nand protected.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,431,394,558],\"text\":\"In the course of conducting the research described in this\\npaper, we have come to believe that vulnerability may be an\\nimportant design value to embrace when creating technology\\naimed at augmenting social experiences in games and per-\\nhaps beyond. That is to say, affording individual vulnerability\\nstrategically (and of course consensually) may enhance the\\ncollective social experience of users of such a technology in\\na social setting.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,558,394,702],\"text\":\"Our research group focuses on co-located social contexts,\\nwith the aim of designing technology that enhances and sup-\\nports rich in-person experience. The True Colors social wear-\\nable described in this paper was created in a Research-through-\\nDesign (RtD) process inspired by prior work on technology co-\\ncreation with expert design communities [34, 41] . We worked\\nin collaboration with four LARP (live action roleplaying game)\\ndesigners, who shared our group's goal of supporting rich\\ncollective and in-person experiences.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,702,394,797],\"text\":\"The end device was designed to help players express per-\\nsonal affiliation, and to support wearers in experiencing and\\nexpressing moments of physical strength and prowess, as well\\nas moments of weakness and interdependence. Fifteen copies\\nof True Colors were produced for deployment in a 3-day LARP\\nplayed by 109 players (approx. 32 hours of gameplay).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,797,394,925],\"text\":\"In this paper we report on the design process, as well as\\nour study of usage and appropriation of the technology in\\nthe LARP. We elaborate on key social experiential qualities\\n[40] our technology supported, and relate them to relevant\\ndesign aspects. We focus in particular on how the device\\nhelped players to engage fully, daring to express and embrace\\nvulnerability, which augmented their social and emotional\\nexperience. We believe the results of this research can offer\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,745,157],\"text\":\"useful insights to others in the CHI community who are devel-\\noping technology to support co-located social experiences.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,167,541,184],\"text\":\"2 BACKGROUND\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,746,283],\"text\":\"Here we focus first on how vulnerability has been tackled in\\ntechnology design; then, on the design space of co-located\\nsocial experiences and wearables, foregrounding concepts\\nthat heavily influenced our work. Last, we introduce LARPs\\nas the design domain, and a methodological cornerstone for\\nthis paper.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,294,602,313],\"text\":\"Technology and Vulnerability\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,746,444],\"text\":\"An interesting and powerful perception of technology that\\nis inherited from the Enlightenment and is still present today\\n[6] is as an \\\"instrument [...] that makes people's lives better,\\\"\\n\\\"as a means that gives people additional powers to get what\\nthey want or need,\\\" towards \\\"the good life\\\" [6] . This notion of\\nthe role of technology focuses on improving health, increas-\\ning pleasure, fulfilling desires, in order to help \\\"realize one's\\npotential and perfect oneself\\\" [6] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,444,746,571],\"text\":\"There are many examples of technology aligned with these\\nideals. For example, in the domain of fitness and health, com-\\nmercial wearables such as Fitbit [17] and Nike+ [52] , and\\nstartup products such as [4] for fitness.In healthcare, wear-\\nables have been used to diagnose and offer treatment advice\\n(e.g. [16, 51, 64] ). Finally, research and artistic explorations\\nhave also explored wearables to improve how people function\\nwithin the social realm (e.g. [47, 58] ).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,571,746,699],\"text\":\"Contrasting design approaches and design values can of-\\nfer a different understanding of what that \\\"good life\\\" may be\\nthrough technology designs that deviate from mainstream's\\ntrends. For example, Slow Technology is slow technology:\\n\\\"a design agenda for technology aimed at reflection and mo-\\nments of mental rest rather than efficiency in performance\\\"\\n[22] . Odom et al. have designed and studied technology that\\nfollows this approach [55, 56] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,699,746,921],\"text\":\"Regarding vulnerability, while the opposite is an obvious\\ndesign value in relation to illness, frailty, and lack of capacity\\nto enact one's will, acknowledging and embracing vulnera-\\nbility can also bring individual and social value. As Brown\\nputs it: \\\"Perfect and bulletproof are seductive, but they don't\\nexist in the human experience\\\" [7] . Alternatively, Brown con-\\ntinues, \\\"we must walk into the arena, whatever it may be [...]\\nwith courage and the willingness to engage [...] , we must dare\\nto show up and let ourselves be seen. This is vulnerability.\\nThis is daring greatly\\\" [7] . Pro-social and emotional behaviors\\nsuch as increasing trust, communicating positive emotions,\\nand social connection are not only valuable in the personal\\ndomain, but could also be helpful in other spheres, such as\\nthe workspace [12, 60, 65] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,954],\"text\":\"In recent years, the rise of online social platforms, such as\\nFacebook, present a useful example of a technology with rich\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 33\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 2\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[68,86,310,117],\"text\":\"Designing \\\"True Colors\\\":\\nA Social Wearable that Affords Vulnerability\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,125,395,283],\"text\":\"social implications. These platforms afford both the preen-\\ntation of a ‘perfect self,’ toward enhancing social status and\\nbelonging, and also, the possibility of sharing vulnerabilities\\ntoward soliciting social support and connection through emo-\\ntional disclosure [62] . The possibility space of social media\\nmay be embraced differently by different people; e.g. strate-\\ngic self-presentation, and big information sharing [14, 67]\\nis often seen in popularity-seeking users; while displaying\\nhidden self-aspects is – curiously – seen among individuals\\nwith social anxiety and self-conscious in public [48, 62] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,427],\"text\":\"Social media platforms also show the downside of vulnera-\\nbility: the potential for spreading rumors, for unwanted sexual\\nadvances or cyberbullying [57, 76] , leading to negative social\\noutcomes such as withdrawal [69] . Our research group has\\ntaken lessons from some of the more negative aspects of vul-\\nnerability in these contexts, as well as the general design\\naffordances of social media, to help us think well about how\\nbest to support the kinds of social experiences that enrich\\npeoples' lives rather than cause suffering.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,454,242,471],\"text\":\"Co-located Social Wearables\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,475,395,603],\"text\":\"Wearables are interesting technologies to investigate and de-\\nsign for co-located social experiences. By their nature, they\\nare close to our bodies, and accessible; they are used while\\non the go, and are becoming intertwined with our everyday\\nactions [54] : intervening, mediating, and impacting our co-\\nlocated social experiences. Yet, the first wave of wearables\\nneglected much of the social dimension, focusing primarily\\non personal health data collection (e.g. [3, 15] ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,395,762],\"text\":\"Although we are witnessing an increased focus on pro-\\nsocial experiences in wearables, so far this work has strongly\\nfocused on supporting virtual social interaction (e.g. smart-\\nwatches that bring texting and other networked social in-\\nteractions to our wrists [1, 3] ). The co-located social space\\nstill remains under explored [41] , and at times neglected; like\\nother technologies for physical interaction [42] , the impact\\nof wearable technology on the interaction of people in the\\nsame space is often overlooked in the design of commercial\\nwearables [41] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,395,954],\"text\":\"There are inspiring exceptions in wearable design, but they\\nmostly remain in the domain of artistic explorations (e.g., [38,\\n39, 59] )or research proof of concepts (e.g. [23] ), and many have\\nnot been systematically studied in social contexts. Notable\\nexceptions are found in the domain of co-located social play,\\nwhere wearables have been used as alternative controllers\\n[10, 32, 66] . For example, targeting the relevant domain for this\\npaper of roleplay games, and inspiring, are Buruk et al.'s arm-\\nworn device [8, 9] and the social wearables by Márquez Segura\\net al. [41] . The latter designed a pendant and a shoulder pad\\nused to track and display characters' in-game scores. They sup-\\nported in-person communication (in- and out-of-character),\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[484,101,745,118],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,156],\"text\":\"connection with one's character, increased expressivity of the\\nwearer, and out-of-character communication [41] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,162,746,211],\"text\":\"Here we highlight some concepts from related work and other\\ninspiring designs, focused on augmenting co-located experi-\\nences:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,219,747,380],\"text\":\"Interdependence. Design quality of wearables that \\\"require\\nshared attention and mutual awareness, with interdependent\\nfunctionality that encourages and rewards co-located interac-\\ntion\\\" [32] . In the context of social play, Interdependence led\\nto pro-social behavior, such as working together, relying on\\none another, and physical contact, which positively impacted\\nthe trust, liking, and connection of players [32] . Although co-\\nordination towards a joint task is not so much at focus in the\\nwork presented here, the pro-social behaviors and resulting\\nsocial bonding are very relevant.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,387,748,707],\"text\":\"Social affordances. Pro-social behavior supported by design\\naffordances. Social affordances that positively guided prior\\nwork on social play in co-located contexts are: i) Shaping of\\nproxemics: the \\\"use of sensors to shape the flow of interper-\\nsonal distance (proxemics) in pro-social ways, and guides\\nmutual attention through strategic use of feedback to play-\\ners\\\" [35] ; and ii) Affording individualized performances and\\nsocial flexibility, which enable \\\"a broader spectrum of social\\nencounters that can build from these individual performances,\\nleading to unexpected performances\\\" [35] . In the domain of\\nwearables for LARPs, key affordances upon which we build\\ncome from prior work in that domain [41] : i) Social signaling:\\n\\\"Supporting and augmenting the expressivity and readabil-\\nity of verbal and non-verbal cues\\\" [41] that players may use;\\nii) Spectator sensitivity: a very similar social affordance but\\nfocused on spectatorship; iii) Emotional resonance: \\\"Support-\\ning players to better connect with the physical and emotional\\nexperiences of their characters\\\" [41] ; and iv) Social appropri-\\nateness: supporting players to regulate, and signal the style\\nand type of interaction they consider acceptable.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,713,747,843],\"text\":\"Physical social contact. Social touch has the potential to fa-\\ncilitate existing social bonds between people [13, 18] , reflect\\ntheir emotions [18, 24] and support the creation of new ones\\n[18] . It could affect increased liking of another person and\\nincreased compliance [49, 68, 74] . Some of these effects are\\napparent in projects that use touch as a design resource, in-\\ncluding wearables [2, 11, 59] ; games [31, 46] ; design research\\nexplorations [25] ; and other areas in HCI [75] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,853,678,870],\"text\":\"Research through Co-Design and LARPing\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,874,747,955],\"text\":\"LARPs (live action roleplaying games) are a form of physi-\\ncal games inspired by participatory theater, featuring rich\\ninteractive narratives that are played through performance\\nand engagement in the physical world. In a LARP, the game\\ntakes place in a physical space that simulates the LARP world\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 33\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[69,100,329,117],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":2,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"author_information\",\"bbox\":[667,100,744,116],\"text\":\"E.Dagan et al.\",\"reading_order\":3,\"tags\":[\"author\"]},{\"label\":\"half_para\",\"bbox\":[69,137,394,169],\"text\":\"where players embody their characters and physically enact\\ntheir actions [63] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,169,394,313],\"text\":\"Many LARPs are politically themed and explore serious\\npersonal, cultural, and societal issues [5] . LARP designers\\nwork hard to create safe spaces for LARPers to fully engage\\nwith these issues in emerging social situations, giving rise to\\nthe exploration and experiencing of a wide array of emotions\\nin a highly immersive environment [26] . This is supported by\\na LARP reality (e.g. the story of the LARP world), preset and\\nemerging narrative plots that unfold as players engage, and\\nthe physical and social reality of the LARP [63] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,313,394,424],\"text\":\"While the social reality is partially determined by the story\\nand background of characters (usually written up in character\\nsheets), the in-game physical reality is strongly shaped by the\\nout-of-game physical space. Hence, in order to support an\\nimmersive experience, LARP designers and LARPers pay a\\ngreat deal of attention to how the physical space is furnished\\nand transformed (e.g. using props) [71] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,424,394,632],\"text\":\"From a holistic design approach that considers technology\\ntogether with social and spatial elements [45] , LARPs are\\ninteresting testbeds to explore the potential of technology\\ndesigned to support social and emotional co-located experi-\\nences [41] . They offer a semi-controlled environment where\\nexpected and unexpected situations unfold, mediated and\\nsupported by physical objects, technology, the space around,\\nand the social fabric of characters and their relationships. In\\naddition, LARP designers are excellent co-designers of rich\\nembodied experiences. They often employ tech-infused props\\nand costumes [42] , which are carefully crafted and curated to\\nsupport the collective experience of LARPs [42] . This aligns\\nwell with our values as technology designers.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,643,200,660],\"text\":\"3 METHODOLOGY\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,662,394,807],\"text\":\"We followed a Research-through-Design approach [19, 78, 79]\\nto explore the space of wearables that augment in-person so-\\ncial experiences. Inspired by previously work [41] , we built on\\nthe expertise of LARP designers as social experience designers,\\nand engaged in a three-month co-creation process [61] with\\nEvent Horizon (EH) [28] LARP's design team. This process cul-\\nminated in the production of a social wearable prototype, True\\nColors, the deployment of 13 copies of it in a 3-day LARP event\\norganized by EH, and the study of their usage by LARPers.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,819,233,835],\"text\":\"4 THE DESIGN PROCESS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,839,394,967],\"text\":\"Our overarching goal was designing a device that enhanced\\nsocial interaction, enabling the emergence of rich social dy-\\nnamics between wearers and non-wearers. Early in the design\\nprocess, vulnerability was not strongly at focus. Rather, it\\nemerged in our field study as an important experiential qual-\\nity. Here we explain the set of design goals and experiential\\nqualities [40] that guided our design process. In section 8 ,\\nwe will further reflect upon how particular design aspects\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,137,745,169],\"text\":\"supported embracing vulnerability, and how this related to\\nour original design goals.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,169,746,361],\"text\":\"Experiential qualities that shaped our design choices were:\\nSupporting rich embodied interaction and experiences of play-\\ners. From a somatic perspective, the design was meant to feel\\ngood on the body, and to affect and be affected by multiple\\nsenses (vision, hearing, and touch). It would support multiple\\ntypes of social interactions, ranging from friendly to more\\nconfrontational. It would reflect and leverage physical and\\nsocial bodily practices , such as social touch for comfort, and\\nbonding. We built on prior work to augment the social experi-\\nence of players, and targeted the design concepts mentioned\\nin section 2 , including Interdependence [32] , and the social\\naffordances in [41] and [35] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,361,746,521],\"text\":\"From the perspective of deployment in a LARP, we aimed to\\nmake the designs aesthetically fitting and authentic [42] , since\\nLARPers and LARP designers curate props and technology\\nusing this value, in order to support players' immersion [42] .\\nIn addition, our design would support an authentic activity —\\nthat is, that the player's actions required to interact with the\\ndevice were identical (or very close) to the in-game LARP\\nworld actions [71] . This would increase immersion, and sup-\\nport players to improvise and appropriate the device as they\\ninteracted in-game.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,547,639,565],\"text\":\"The Design Domain: New Gyr LARP\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,567,746,760],\"text\":\"New Gyr is a sci-fi LARP, part of the EH series exploring life in\\na fictional galaxy. It is described as an Integrated LARP, a style\\nthat balances \\\"story, emotion, and mechanics while emphasiz-\\ning collaboration and community building\\\" [26] . It is strongly\\ninfluenced by Nordic LARPs [53, 72] , which are typically non-\\ncompetitive and very character driven. EH supports \\\"player\\nempowerment, character and world immersion,\\\" \\\"dynamic\\nstories\\\" and \\\"play-to-lose conflicts\\\" [26] . Playing-to-lose is a\\ntechnique whereby a player sets out to create better drama by\\nletting their character lose instead of focusing on \\\"winning\\\"\\n[70, 73] . Vejdemo explains it as \\\"[...] a win for the player, not\\nfor the character\\\" [70] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,760,745,871],\"text\":\"In New Gyr, \\\"some players go for a light-hearted and casual\\nexperience, while others dive in to politics, drama, and life-\\naltering situations\\\" [27] . There are four main human variants\\n(types of characters) in New Gyr: Humans; Evos (humans\\nwith altered genome); Androids (artificial intelligent agents);\\nand Augments, which emerged as our target group for the\\nwearable design, during the design process.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,871,746,967],\"text\":\"Augments are humans who \\\"turned to technological aug-\\nmentation to improve their bodies\\\" [29] . They are unpopular\\namong \\\"other variants of humans,\\\" and are \\\"often looked down\\non as being low class\\\" and treated poorly, leading to \\\"painful\\ntension between most Augments and other variants of hu-\\nmans\\\" [29] . Humans would become Augments for health or\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 33\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[68,85,311,117],\"text\":\"Designing \\\"True Colors\\\":\\nA Social Wearable that Affords Vulnerability\",\"reading_order\":2,\"tags\":[]},{\"label\":\"header\",\"bbox\":[485,101,745,118],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":3,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,137,394,185],\"text\":\"practical reasons. Their augmentations are extremely expen-\\nsive and often financed by big corporations, for whom many\\nAugments worked to pay their debt.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,185,395,266],\"text\":\"To keep their software updated, Augments need to connect\\nto one of the three Augment Networks (AugNets) controlled\\nby three big corporations. The AugNet a player is part of is\\ntheir community, thus others might make assumptions about\\ntheir loyalty and political affiliation based off of their AugNet.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,279,147,298],\"text\":\"Final Design\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,301,395,478],\"text\":\"True Colors is a Y-shaped wearable that was worn around the\\nupper chest area (front side), shoulders and upper back by the\\nAugments in New GyrLARP (see Fig. 1 and video 1 ). Its internal\\nwire structure makes it slightly flexible, to adapt to different\\nshoulder sizes. While the front interface was designed to be\\nused by the wearer, empowering them to initiate action, the\\nback was designed for others, divesting the wearer of full con-\\ntrol. In-game, this could have a positive or negative effect. Here\\nwe illustrate this, describing the functions and interactivity\\nof the device, the in-game actions and meaning, out-of-game\\ntechnical details, and stipulated roleplaying instructions.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,484,395,597],\"text\":\"Affiliation and expressive color. All devices had a 'true color',\\ncorresponding to the distinctive color of the AugNet that de-\\nvice connected to, which was pre-programmed based on the\\nwearer's character sheet. By touching the capacitive touch\\nsensors on the front of the device (Fig. 1 (B)) Augments could\\nchoose to display this color, a neutral color (white light), or\\nany of the other AugNet's colors.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,597,395,771],\"text\":\"In-game, this would allowed signaling a true, fake or no affiliation. True affiliation (i.e. true color) could be revealed by\\ntouching the capacitive sensor for 3 seconds, allowing players\\nto play scenes of questioning the Augment's loyalty and moti-\\nvations, and even forcing them to expose their true color. The\\nLARP designers stipulated that players could change their\\ntrue color only once during the game, which in-game would\\nrequire roleplaying a long and intense scene with researchers\\nparticipating in the LARP (this requirement was motivated\\nby the fact that changing colors required re-programming the\\ndevice on-site).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,771,395,837],\"text\":\"Finally, players could momentarily control the lights' bright-\\nness (Fig. 1 D)) by pressing briefly on the left side of the device.\\nIn-game meaning of this function was left open to players'\\ninterpretation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,842,395,907],\"text\":\"Attacks. Augments could inflict a 'stun' on others by pressing\\non the front left of the device (Fig. 1 (D)). This would trigger\\nflashing white, yellow, and blue lights and an accompanying\\nsound effect. The LARP designers stipulated Augments had to\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,137,746,185],\"text\":\"make physical contact with other players to stun them. A stun-\\nning attack would also take a toll on the Augment, increasing\\ntheir likelihood to break down.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,193,747,271],\"text\":\"Breakdowns. In the LARP world, Augments suffered from in-\\nevitable periodic 'overloads' of their augmentations, which\\nincapacitated them. The LARP designers stipulated that these\\nwould be roleplayed through significant trouble moving and\\ngreat pain until the overload was over.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,272,747,399],\"text\":\"The beginning and end of an overload were signaled with\\nshort, sharp sound effects to evoke a sense of urgency and\\ndanger. During the overload (4 - 6min) the device would flash\\nin red (similarly to emergency vehicles like ambulances). The\\nfrequency of \\\"naturally\\\" occurring overloads depended on the\\nquality of the augmentation (as stipulated in the Augment's\\ncharacter sheet), which was pre-programmed prior to the\\nLARP (each 1.5 - 2.5hr).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,399,747,559],\"text\":\"The Augment player could also trigger an overload by\\npressing down both sides at the front of the device (Fig. 1\\n(E)). Overloads could also be triggered by other characters\\nwith hacking or mechanical skills. This was triggered by a\\ncode input through the keypad at the back (Fig. 1 (G)). This\\ncode was provided by the LARP designers to selected char-\\nacters. Clicking on the keypads emitted sounds, which could\\nalert the Augment. Finally, performing stuns increased the\\nlikelihood of suffering an overload, implemented through a\\ncounter tracking the number of stuns one preformed.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,567,747,661],\"text\":\"Healing: An overload would pass over time, however, others\\ncould decrease its duration or even bring it to an end. Social\\ntouch (Fig. 1 (F)) through skin contact with the capacitive sen-\\nsor at the back of the device would decrease the duration of\\nthe overload, and change the overload's flashing red lights to\\npulsating rainbow lights.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,661,747,791],\"text\":\"Social touch was beneficial even at times between over-\\nloads, delaying the occurrence of the upcoming one. Augment\\nEngineer characters were given a healing override code by\\nthe LARP designers. This could be input through the keypad\\nto immediately shut the overload down. The LARP designers\\nstipulated that this service would have an in-game service\\ncharge, which Augment Engineers could waive for friends or\\nas a pro bono gift to other players.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,796,747,878],\"text\":\"Immunity: Very few Augment Engineers were given a special\\ncode to provide an Augment with overload immunity for the\\nday. \\\"Immunity\\\" status was visible to others through rainbow\\ncolor lights permanently displayed instead of affiliation colors.\\nThis procedure had an extremely high-in-game service charge.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,885,747,949],\"text\":\"Maintenance. The wearables' batteries had to be replaced ev-\\nery day. Hence, the LAP designers stipulated that Augments\\nwould have to seek the researchers on-site for a daily main-\\ntenance check.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,394,967],\"text\":\"1 A video description of the device can be accessed: https://youtu.be/\\nBBAA1V4MCy04\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 33\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[69,100,329,117],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":2,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"author_information\",\"bbox\":[667,100,744,116],\"text\":\"E.Dagan et al.\",\"reading_order\":3,\"tags\":[\"author\"]},{\"label\":\"sec_2\",\"bbox\":[69,136,175,153],\"text\":\"Design Iterations\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,157,394,254],\"text\":\"An extensive review of documentation about this LARP and\\na first meeting with EH's team revealed potential needs and\\ndesign opportunities, such as enhancing the narrative and\\nimprovisational character of the game, exploring identity and\\naffiliation expression, and supporting individual and collec-\\ntive action, possibly through special abilities.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,254,394,365],\"text\":\"We built a first Y-shaped collar prototype with simple inter-\\nactivity, as an aid for discussing and concretizing our design\\ngoals with our collaborators. It included several touch ca-\\npacitors mapped to simple behaviors of a LED array. A front\\ncapacitor changed the light color and brightness, and inspired\\nby [32] , another capacitor at the back triggered a rainbow\\nlight effect.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,365,394,444],\"text\":\"To encourage social touch, we incorporated size recommen-\\ndations in prior works [41] , and designed a big enough pad\\nto accommodate the palm of a hand. This would make this\\nsensor more visible and socially appropriate to interact with\\nthan a smaller one [41] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,444,395,635],\"text\":\"We held a bodystorming session [44] with an EH designer\\nat the site where the LARP event would be hosted. During\\nthis session, two new play mechanics emerged: showing and\\ndisguising affiliation/identity using the lights; and triggering\\nuncontrollable breakdowns. The latter mechanic was very\\nfitting to a particular set of characters: the Augments, which\\nthen became the target group for the final device. Other de-\\nsign modifications emerged from this situated exploration,\\nsuch as including sound effects for more legible feedback, and\\nbigger, robust, and flexible prototypes that fitted on top of\\nwarm jackets (the site was often foggy and cold) and adapted\\nwell to dynamic actions, like fights.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,395,860],\"text\":\"These insights were reflected in a second prototype, which\\nincluded the overload functionality . We revised the social pad\\nat the back, to decrease the duration of the overload. We also\\nadded a keypad at the back to trigger instant overloads. In\\na subsequent meeting with EH held at our lab, we used em-\\nbodied sketching [43] to enact potential use scenarios, and\\npossible interaction mechanisms. Among possible default\\ntriggering mechanisms for the overloads, EH selected the\\nuse of a timer. Two of the prototype's mechanics inspired\\ninteresting scenarios: social touch to prevent or alleviate an\\noverload, and specialized skills actions on the device, such as\\nfixing or triggering overloads. This inspired a new specialized\\naction, the stun attack mechanic, which aligned well with the\\nAugments' backstories of heightened physical skills.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,859,395,954],\"text\":\"We implemented these changes in three models and tried\\nthem out in an HCI graduate class, resulting in ideas for final\\npolish of the interactions. Finally, in preparation for the LARP\\nevent, we created 15 prototypes of the final design (see Fig. 1 ),\\nwhich were customized with the help of our LARP designers\\nto match the specifications in each Augment's character sheet\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,137,745,169],\"text\":\"regarding their affiliation color, and quality (frequency and\\nduration of overloads).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,185,525,203],\"text\":\"5 USER STUDY\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,206,746,367],\"text\":\"We deployed 13 True Colors wearables at the LARP event,\\nattended by 109 people: 91 players (13 Augments, wearing\\nour devices), 15 non-player characters (NPCs/staff), and 3 of\\nus. Self-selected pronouns of participants on record were: 33\\nhe/him/his; 39 she/her/hers; 13, they/them; 2, she and they;\\nand, 1, ze. The LARP event took place at [50], using three\\nbuildings and open spaces; it lasted 3 days (approx. 32hr of\\ngameplay). LARP workshops, held each day prior to gameplay,\\nallowed players to practice LARP techniques and develop their\\nin-game character and relationships.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,383,524,400],\"text\":\"Players' Briefing\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,403,746,529],\"text\":\"EH recruited and communicated with their participants in\\ntheir usual means, including social media. Prior to the LARP\\nevent they announced our involvement in the LARP and\\nshared on social media groups pictures and description of\\nthe True Colors, including their functionality and in-game\\nuse. Prior to the LARP, each player received a customized\\ncharacter sheet detailing their character's story, and in-game\\nrelationships with other characters.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,530,749,610],\"text\":\"In the Augments' character sheets and other players strongly\\nconnected to them (e.g. Augments Mechanics) in-game use\\nof our designs was specified, including codes for those with\\nhacking skills. On-site and prior to the game, the EH team\\npresented us and our out- and in-game roles to attendees.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,611,746,707],\"text\":\"All players signed participation consents for our study and\\nall except two agreed to be filmed. On-site and before the LARP\\nstarted, we held a briefing session with Augments and players\\nwith close connection to them, to explain and demonstrate\\nthe designs' functionalities, hand out a leaflet summarizing\\nthese, and answer questions.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,722,519,739],\"text\":\"Documentation\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,743,746,855],\"text\":\"We used three strategies to document the event. First, on-site\\nobservations: field notes, and video recordings taken by us\\nin-character, i.e. playing the role of technologists-scientists\\ndoing augmentation maintenance and research, which al-\\nlowed us to engage in in-game actions similar to our design\\nand research needs; and players to experience our actions\\nfitting to their LARP world.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,855,746,967],\"text\":\"Second, we conducted 18 semi-structured interviews (11-\\n18) with the 13 Augments and 5 other players who had in-\\nteracted significantly with the device, some of which took\\nplace in small groups, at players' request. Interviews lasted\\napprox. 20 min and focused on: 1) questions about the device\\n(e.g. \\\"what did you think about the device?\\\"); 2) notable situ-\\nations experienced around the device (e.g., \\\"what interesting\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 33\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[68,85,311,117],\"text\":\"Designing \\\"True Colors\\\":\\nA Social Wearable that Affords Vulnerability\",\"reading_order\":2,\"tags\":[]},{\"label\":\"header\",\"bbox\":[485,100,745,117],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":3,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,137,394,201],\"text\":\"interactions did you see happening in the game between play-\\ners around the device?\\\"; and 3) the impact of the device (e.g.\\n\\\"how do you think the device impacted social interaction and\\nsocial experiences, if at all?\\\")\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,201,394,265],\"text\":\"Last, after finishing the LARP, we invited all players to\\nfill in a 15-question survey on the same topics, collecting 72\\nresponses (P1-P72). This data was thematically analyzed by\\nthree researchers (two of whom participated in the LARP):\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,280,149,296],\"text\":\"6 RESULTS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,300,394,444],\"text\":\"Of those who filled out the survey, 57 players reported interact-\\ning with True Colors directly; 12 saw or had little interaction\\nwith it; and 3 did not see or interact with it. All the devices\\nworked well, except for one environment humidity and per-\\npiration accidentally triggered the capacitive touch at times,\\ndisplaying rainbow colors. The devices consumed less battery\\nthan expected (requiring only one change of battery), and did\\nnot need technical fixes, except those requested by the LARP\\ndesigners and LARPets to fit their drama.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,444,394,636],\"text\":\"Most participants liked the look and feel of the device, com-\\nmenting they were \\\"intuitive to use\\\" (P25), \\\"remarkably com-\\nfortable\\\" (P25, P68) and generally \\\"good for many people of all\\nbody types\\\" (P61) – only one device was slightly too small for\\na player with wide shoulders. The lights worked particularly\\nwell indoors, and outdoors at night; they were less visible out-\\ndoors in the direct sun, a situation in which sounds were appre-\\nciated. Many praised the aesthetics of the design, described as\\n\\\"cool\\\" (41 mentions), making Augments appealing, \\\"shiny and\\nawesome and special\\\" (P11), despite their backstory, which\\npresented them as outcast: \\\"I'm jealous of how cool it looked\\nand wanted to hang out with the wearers in the game\\\" (P11).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,636,394,764],\"text\":\"Regarding the functions and interactivity of True Colors,\\ninterestingly, players did not use the stun function much (3\\ninstances reported); nor did anyone report hacking and in-\\nflicting an overload on another player; nor being forced to\\nexpose their true color. However, participants embraced the\\noverload function, some changed affiliation colors, and one\\nplayer asked us to change their true color in-game, which we\\nroleplayed to reprogram the device.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,764,394,861],\"text\":\"The open-ended expressive brightness function was only\\noccasionally used. I4 reportedly used it “a few times in-game\\nto indicate mood swings or changes in behavior from normal\\npersonality;” other participants used it non-degotically, i.e.\\nfor off-game purposes [42] , as a flashlight at night, or to check\\nthat the right colors were on (e.g. outdoors during the day).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,866,394,899],\"text\":\"Next we describe the main themes that emerged from our\\nanalysis, with illustrative selected responses.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,913,232,930],\"text\":\"Interactable (16 responses)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,933,394,968],\"text\":\"The designs were perceived as interactable [36]: \\\"they felt like\\na thing that I could interact with for real [...], causal in a way\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,136,746,280],\"text\":\"[...], like a device that could be used and was meant to be used\\\"\\n(18). They supported players to interact with one another:\\nThey \\\"greatly facilitated me having social interactions [...], be\\nmore in the game, meet people, and interact\\\" (17); \\\"gave me\\nmany opportunities to interact with characters I would not\\nhave interacted with otherwise\\\" (P71). Not only they \\\"give\\na reason to interact\\\" (P17, P68) with others, but they also al-\\nlowed players to interact in a way that was relevant to their\\ncharacters.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,280,747,378],\"text\":\"These interactions were often not directed towards the\\ntechnology. P31 explained that the devices \\\"increased possi-\\nbilities for interaction\\\" because \\\"identifiable Augments also\\nmeant that people interacted with them differently even if\\nthey weren't directly interacting with the technology first,\\\"\\nwhich leads to the following theme.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,389,680,405],\"text\":\"Supports Identity Affiliation (38 responses)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,408,746,488],\"text\":\"Our devices \\\"were easily visible and 'othering' \\\" (P49), giving\\n\\\"a consistent look to a subset of characters\\\" (P59). Wearing\\nour devices allowed participants to \\\"instantly know who were\\nAugments\\\" (P64), which they liked: \\\"No one ever had to ask\\n(in- or out-of-game) if someone was an Augment\\\" (P35).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,488,746,584],\"text\":\"The devices worked well to signal the AugNet the wearer\\nwas affiliated with, and contributed to the players' awareness\\nof, and impact in the in-game political climate. P3 reflected on\\nhow players progressively took sides and displayed it: \\\"I loved\\non the first night noticing that everyone was set to neutral\\nand seeing that change over the weekend.\\\"\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,584,746,680],\"text\":\"In-game, only a few selected Augments had the Immunity \\nupgrade (displaying a static rainbow color; Figure 2), who \\nwere easily identified: “the devices were markers of status \\nfor those with rainbow ‘immunity’ from the overloads” (P66), \\nwhich was considered by players to interact with them appro- \\npriately: “we could respond to their social status” (P63).\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,691,664,709],\"text\":\"Enhanced Scene Building (33 responses)\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,712,746,824],\"text\":\"The devices \\\"made play more interesting for many players\\\"\\n(P35), giving players \\\"a way to interact with the scene in a\\nnew way\\\" (P31). Some \\\"witnessed multiple players using it\\nto build scenes\\\" (P51), some of which built up on specifically\\ndesigned functions of the device, like the overloads. E.g. P21\\n\\\"saw several players glitch [overload] in important scenes,\\nchanging the scene's gameplay and interaction.\\\"\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,824,746,933],\"text\":\"Players also improvised around the interactivity of the de-\\nvice, like 14's usage of the lights to indicate mood swings\\nreported earlier. We found ourselves using the sound that the\\nkeys made to roleplay maintenance scenes when characters\\ncame to change their batteries. We believed these sounds gave\\na sense of causality and helped them -and us- immerse in the\\nscene at hand.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,933,746,968],\"text\":\"Players also came up with incredibly dramatic scenes involv-\\ning their augmentations. For example, two players decided to\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 33\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,745,1012],\"text\":\"Page 7\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300263", "source_image_path": "test_data/3290605-3300263/3290605-3300263_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300263/results/output_json/3290605-3300263_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[69,100,329,117],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":2,\"tags\":[\"meta_pub_date\"]},{\"label\":\"author_information\",\"bbox\":[666,100,744,116],\"text\":\"E.Dagan et al.\",\"reading_order\":3,\"tags\":[\"author\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300263_pdf_shortened_page_7_figure_004.png\",\"bbox\":[67,133,395,354],\"reading_order\":4,\"tags\":[],\"alt_text\":\"Three people stand indoors, illuminated by artificial light. A woman on the right with dark hair and black lipstick wears a dark outfit with glowing, light blue shoulder pads, looking to her right. A man in the center with long dark hair and glasses smiles while looking at the partially visible person on the left, who wears a dark cap.\"},{\"label\":\"figure_cap\",\"bbox\":[68,364,394,395],\"text\":\"Figure 2: The wearer on the right has their device color\\ndisplay Immunity node. © Event Horizon.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,422,395,471],\"text\":\"overload together in a dramatic scene involving augmented\\nstrength “we decided if we did that [using their skill] we were\\nimmediately supposed to trigger an overload” (I16).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,471,395,678],\"text\":\"On another occasion, a Human and his Augment friend\\nrequested that we implant an augmentation in the first. Off-\\ngame they asked if we had another device, which we did,\\nand suggested to roleplay this situation as an illegal surgery\\nin which we would transplant bits and pieces of the Aug-\\nment’s augmentation to his friend, which would result in two\\naugmentations of lower quality than the original (i.e. more\\nfrequent overloads). In-game and prior to the surgery, we\\nwere paid a substantial amount of in-game money. We then\\n\\\"operated\\\" on both characters while they sat side by side. We\\nprogrammed the devices according to their new quality specs,\\nand used the keypads to roleplay surgical maneuvers, to which\\nthey responded in agony.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,691,296,709],\"text\":\"Uncontrollable Timing (31 responses)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,711,395,839],\"text\":\"The overloads were described as \\\"causing a lot of interaction\\\"\\n(I5), and were perceived as unpredictable, random, and out-\\nside player control, which added a layer of excitement. E.g.,\\nP59 reported that he \\\"was having a conversation and another\\nplayer went into overload across the way. I really appreciated\\nthe randomness of overload.\\\" I16 added that \\\"there were a lot\\nof these kinds of spontaneous plotlines that just erupted as\\na result of the device doing something.\\\"\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,839,395,967],\"text\":\"The overloads were really liked and embraced, and the fa-\\nvorite feature of many: e.g. I5's \\\"favorite part of the device\\nwas the sudden, like unpredictable overload,\\\" P71 added that\\nit \\\"allowed players to react to forces outside their control,\\\"\\nwhich \\\"added to the drama\\\" (P68), \\\"made play more interest-\\ning\\\" (P35), and notably contributed to players' experience.\\nThey described them to happen at the worst possible times\\n(for their characters), which was extremely well-fitting (for\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,138,745,169],\"text\":\"the players): “It seemed to pick really bad times to overload\\nwhich is story appropriate [...]” (I5).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,169,746,314],\"text\":\"This helped them develop and experience \\\"a lot of inter-\\nesting moments. We tended to [overload] at the most inop-\\nportune moments\\\" (P16). Some players commented this tim-\\ning felt \\\"perfect.\\\" E.g. I3 explained a deep emotional scene\\nof \\\"really good timing. I don't know why it's probably just\\ncoincidence [...] Saturday night I had a fun intense scene with\\ntwo characters, sort of dark secrets coming out and emotions\\nrunning high and I overloaded part through that scene and\\nthe timing was absolutely flawless, it was amazing.\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,340,628,357],\"text\":\"Encouraged Caring (55 responses)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,360,746,488],\"text\":\"Overloads were frequently easily perceived; they elicited\\nstrong emotional experiences and reactions from players. L6\\nexplained them as `a very good mechanism to ensure that\\n[having big feels] happened, both on the receiving care and\\nthe giving side,' and P7 as `powerful moment(s) that brought\\nplayers together to comfort each other'. Interestingly, P15\\nframed that as vulnerability: `it was vulnerability, [the de-\\nvice] more materially represented [the character's struggle].\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,489,746,632],\"text\":\"Players discussed the experience, and response towards this\\nmanifested vulnerability from three perspectives. Augments\\nenjoyed asking for and receiving care . P17 commented that the\\ndevice complemented their roleplaying, which ranged from\\nagony cries to crises more stoically suffered: “ it really helped\\nto get other players to pay attention to me, especially during\\noverload! ” 17 added that it “ helped me feel immersed and to\\nfeel important and special, and to help me initiate contact\\nwith other players. ”\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,632,746,743],\"text\":\"Despite Augments embraced overloads, they were not ob-\\nserved triggering them. Only two cases were reported by\\nplayers: in the first, two players triggered their overloads to-\\ngether to create a bonding scene (described in the Enhanced\\nScene Building theme); in the second, an Augment triggered\\nan overload to allow another player demonstrate their in-\\ngame healing power.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,744,746,855],\"text\":\"Players positively talked about the social appropriateness\\nof the device [41] . It14 commented: \\\"I think the back mechanic\\nis awesome [...] If you're coming in to help it's kind of a pre-\\nnegotiated consent mediated by the device [...] Pat me on the\\nback it's comforting.\\\" Design choices players praised were the\\nlocation of the capacitive touch pad, its well-defined area of\\ninteraction, and its (palm) size.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,855,746,934],\"text\":\"From a spectator view, watching others being cared for was\\nnoted as a very valuable emotional experience: \\\"seeing aug-\\nments being soothed by friends was really touching\\\" (P58).\\nPlayers \\\"enjoyed hanging out with random augments and\\nseeing others help them when they overloaded\\\" (P6).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,934,746,968],\"text\":\"Last, the wearable encouraged caring for others : \\\"I'm en-\\ncouraged me to worry for my augment friend\\\" (P29). Caring\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 33\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300263/results/markdown/3290605-3300263_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[119,118,699,215],\"text\":\"Investigating Slowness as a Frame to Design\\nLonger-Term Experiences with Personal Data:\\nA Field Study of Olly\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[227,231,589,264],\"text\":\"William Odom¹, Ron Wakkery¹,², Jeroen Ho², Bram Nauq²,\\nPepiti Verburg², Tai Amrani¹ and Amy Yo Su Chen\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[141,264,674,280],\"text\":\"$^{1}$Simon Fraser University, Surrey, BC, Canada, {wodom, rwakkary, tal_amram, chenamyc}@sfu.ca\",\"reading_order\":5,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[142,280,673,296],\"text\":\"2 Eindhoven University of Technology, Netherlands, {j.hol, b.m.a.naus, p.verburg}@student.tue.nl\",\"reading_order\":6,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,306,142,324],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,328,394,568],\"text\":\"We describe the design and deployment of Olly, a domestic\\nmusic player that enables people to re-experience digital mu-\\nsic they listened to in the past. Olly uses its owner's Last.FM\\nlistening history metadata archive to occasionally select a\\nsong from their past, but offers no user control over what\\nis selected or when. We deployed Olly in 3 homes for 15\\nmonths to explore how its slow pace might support experi-\\nences of reflection and reminiscence. Findings revealed that\\nOly became highly integrated in participants lives with sus-\\ntained engagement over time. They drew on Olly to reflect\\non past life experiences and reactions indicated an increase\\nin perceived value of their Last.FM archive. Olly also pro-\\nvoked reflections on the temporalities of personal data and\\ntechnology. Findings are interpreted to present opportunities\\nfor future HCI research and practice.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,586,173,604],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,608,394,657],\"text\":\"• Human-centered computing $\\\\rightarrow$ Interaction design;\\nInteraction design theory, concepts and paradigms; Empirical\\nstudies in interaction design;\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,672,150,690],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,694,393,727],\"text\":\"Digital Music; Slow Technology; Peremporality; Home; Per-\\nsonal Data; Research through Design\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300264_pdf_shortened_page_0_figure_013.png\",\"bbox\":[420,303,747,523],\"reading_order\":13,\"tags\":[],\"alt_text\":\"A wooden, circular speaker with a glowing white ring in the center sits on a dark cabinet. To its right is a potted spider plant in a green pot, and a silver audio component is partially visible. A light yellow wall with a framed photo collage is in the background.\"},{\"label\":\"figure_cap\",\"bbox\":[432,525,733,540],\"text\":\"Figure 1: Tom-H3's Olly kept on a desk in his bedroom.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,551,550,569],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,572,748,780],\"text\":\"People's practices of acquiring and consuming music have\\nand continue to play key roles in supporting experiences of\\nself-reflection [10, 27] and social interaction [6, 55, 66, 76] .\\nToday, many people's practices of listening to music are\\nhighly mediated by data-driven digital technologies and ser-\\nvices. Currently, users of the service Spotify listen to over\\nseventy million hours of music from their collections daily;\\nover one trillion songs are streamed annually worldwide\\nthrough digital music services [42] . As a byproduct of the\\nwidespread uptake of digital music listening applications and\\nservices, vast archives of personal music listening history\\nmetadata are now generated that log exactly what music\\npeople listened to and when.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,791,748,951],\"text\":\"These shifts pose new issues for HCI. The form and scale of\\ncontemporary personal data generation opens new opportu-\\nnities to enable people to re-experience past tastes, patterns,\\nexperiences, and idiosyncrasies captured in one's music lis-\\ntening history archive in more precise and expansive detail\\nthan ever before. Yet, little is , currently known about how\\nto approach designing rich, meaningful, and sustained ex-\\nperiences with personal music listening history archives,\\nand what concepts could help productively frame design\\ninquiries in this emerging research territory. More broadly,\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,778,393,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute, requires prior specific\\npermission and/or a fee. Request permissions from permissions@sceng.\\ncrg. July 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,899,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,925,265,952],\"text\":\"ACM ISBN 978-1-4605-5970-2/1905-...$35.00\\nhttps://doi.org/10.1145/3605695.3300264\",\"reading_order\":20,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 34\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,237],\"text\":\"there are growing calls in the HCI community to develop\\nalternative approaches that enable people to interact with\\ntheir personal data in more reflective, contemplative, and\\ncurious ways (e.g., [13, 77] ). However, examples illustrating\\nhow such rich open-ended engagements with personal data\\ncan be supported through the creation of new design arti-\\nfacts remains sparse in HCI, .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,248,395,422],\"text\":\"Our research aims to contribute precisely to this intersec-\\ntion. We want to investigate new forms of interaction and\\nexperience design that might enable personal digital music\\nlistening history archives to be more temporally expressive\\nand materially present in the service of better supporting\\nexperiences of reflection and reminiscence. We also want to\\ninvestigate the application of slow technology [23] and how\\nthis concept could challenge the idea of domestic technology\\nbeing always on and accessible, and lead to an interaction\\npace might sustain longer-term experiences with personal\\ndata in everyday life.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,433,395,529],\"text\":\"How can the reminiscence and reflection on personal his-\\ntories of digital music listening be supported through the\\ndesign of a new kind of music player? How might slowness,\\nas a design strategy, enable emergent and ongoing experi-\\nences of music listening commensurate with a lifetime of\\none's personal history of digital music?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,539,395,828],\"text\":\"To investigate these questions, we designed and deployed\\nOlly , a robust domestic music player that enables people to\\nre-experience digital music they have listened to previously.\\nOlly works by making use of its owner's personal music\\nlistening history metadata archive (via Last.FM [1] ) to occa-\\nsionally randomly select a song from its owner's past and\\nmake it available to be played. Olly's central feature is its\\ninternal wooden disc encircled in aluminum (see Figure 1 ).\\nWhen a song is surfaced from the past, it is not immediately\\nplayed. First, the disc begins rotating to subtly indicate a\\nsong has been selected and is available to be played. The\\nspeed of the disc's rotation is relative to how deep into the\\npast the song was listened to by Olly's owner (e.g., the deeper\\ninto the past, the slower the rotational speed). To play the\\nsong, the owner must tangibly spin the rotating disc. If the\\nsong is not played within a relatively brief time window,\\nOly will abandon it and stop spinning until another song is\\neventually surfaced; the process continues indefinitely.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,839,395,951],\"text\":\"We deployed 3 Olly devices in 3 homes simultaneously for 15\\nmonths, using them to open a critical dialogue with partici-\\npants about new ways of engaging with their massive digital\\nmusic archives; and to probe on their experiences of living\\nwith a slow technology. Findings revealed participants ad-\\njusted reasonably quickly to Olly's pacing and autonomous\\nbehavior, and drew on it as a resource to reflect on past\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,221],\"text\":\"life experiences. Reactions also highlighted that our use of\\nrotational movement to subtly express the 'age' of a song\\nled to a range of valued 'pre-interaction' experiences with\\nOlly. Finally, Olly provoked reflections on the temporalities\\nof personal data and technology, and on how longer-term\\nrelations might be better supported.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,232,747,343],\"text\":\"This paper makes two contributions. First, it provides in-\\nsights on how a slow technology design artifact can support\\nand sustain a range of valued experiences with one's personal\\nhistory digital music listening. Second, it is a rare example of\\na longer-term field study that offers new insights into how\\na slow technology is accepted into people's everyday lives\\nand how relations to it change over time.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,357,683,374],\"text\":\"2 BACKGROUND AND RELATED WORK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,377,746,409],\"text\":\"Related work falls into three areas: material possessions and\\nmusic; HCI research on reminiscence; and slow technology.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,419,747,564],\"text\":\"Numerous works in the social sciences have investigated the\\nroles that material artifacts play in supporting reflection and\\nreminiscence on the past. Researchers have focused on peo-\\nple’s practices of possessing and listening to music, and how\\nthey mediate experiences of self-reflection (e.g., [4, 10, 27] )\\nand self-presentation (e.g., [3, 66, 76] ). This corpus of work\\nillustrates how music collections can operate as cherished\\npossessions that aid people in exploring the past and con-\\nstructing a sense of self.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,575,747,784],\"text\":\"The digitization of music and music listening technologies,\\nand the recent emergence of digital music streaming ser-\\nvices, has greatly extended people's capacity to amass vast\\npersonal archives of music. Prior research in HCI has in-\\nvestigated the changing digital landscape of music and its\\nimplications for people's social practices of listening, collab-\\norating, and sharing [2, 30, 35, 55, 63] . Researchers have also\\ndedicated considerable attention to creating more efficient\\nretrieval, recognition, and management tools for people's\\ndigital music [5, 9, 38, 44] . More generally, researchers have\\nargued that the digitalization of music archives creates new\\nopportunities for \\\"a renewed presence of musical materiali-\\nties in people's practices\\\" [40, p. 19] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,793,747,954],\"text\":\"However, these shifts have also produced unintended conse-\\nquences. Personal histories of digital music listening lack the\\nmaterial presence that might enable people to casually no-\\ntice and engage with in everyday life [53] . Internet-enabled\\ndigital music applications, such as Spotify, also stress the\\nrecommendation and acquisition of new music. While valu-\\nable, this emphasis can inhibit people's use of digital music\\nas a resource to `look back' on the past [36, 48] . The shift to\\ncloud-based systems can also cause losses in awareness of\\nwhat is contained in one's digital archive, where `it' resides,\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 34\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,124,394,205],\"text\":\"and how to approach interacting with it [24, 50] . As a re-\\nsult, there is a growing need in HCI for more diverse design\\nstrategies to be developed to open up new possibilities for\\npeople to experience and engage with their expanding and\\naging personal digital archives.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,215,395,488],\"text\":\"The increasing prevalence of personal digital data, along with\\na growing interest in HCI toward designing for everyday\\nlife, has led to a stream of work exploring how reminiscence\\ncould be better supported. A key body of work has focused\\non the creation of new technologies to attach digital content\\nto existing physical mementos (e.g., [15, 45] ) as well as to\\nsupport the capture and exploration of images, video, and\\naudio recordings [31, 57, 58, 67] . In this, a growing strand\\nof work has begun to highlight the value of re-experiencing\\ndigital data from the past, such as emails, chat logs, photos,\\nand social media content, to support experiences of reminis-\\ncence [8, 56, 65, 74, 75] . The work of Leong and colleagues\\n[32, 34] has shown that the re-experience of one's digital mu-\\nsic stored on personal devices can apply trigger experiences of\\nserendipity. Yet, little work has explored the design of new\\nsystems to support reminiscence with people's digital music\\nlistening histories.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,498,395,690],\"text\":\"With the shift toward online digital music services, forms of\\nmetadata are now created that capture exactly what songs\\npeople listened to and when in more detail than ever be-\\nfore [14, 48, 72] . Yet, the use of such temporal metadata as a\\ndesign resource for reminiscence is underexplored [22, 53] .\\nIn parallel, HCI researchers have highlighted the need to\\ndesign technologies that express alternative representations\\nof personal data and expand beyond “ an exclusive interest\\nin performance, efficiency, and rational [self] analysis ” [13,\\np. 48] . Yet, Eladen at el. [13] note, examples of new design\\nartifacts that demonstrate how rich engagements with per-\\nsonal data can be supported are sparse.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,700,395,941],\"text\":\"Considering the rapid proliferation of digital music archives,\\nwe see an opportunity to explore how music from one's past\\ncould be re-experienced through a slower form of interac-\\ntion. In their seminal works on slow technology , Redström,\\nHallnäs, and Mazé argue that as HCI increasingly focuses on\\neveryday life, design practice must evolve beyond on a focus\\non efficiency to “ creating technology that surrounds us and is\\na part of our activities over long periods of time ” [23, p. 161]\\nand investigating “ what it means to design a relationship with\\na computational thing that will last and develop over time ”\\n[41, p. 11] . These authors project a vision of technology that\\nencourages self-reflection and critical reflection on the appro-\\npriateness of technology itself. The Long Living Chair [61]\\nand Slow Juicer [21] exemplify design artifacts that have ex-\\nplored slowness as a frame for extending object lifespans. A\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,252],\"text\":\"handful of works have explored how slowness could support\\nrich interactions with digital content (e.g., photos and text).\\nExamples such as Postulator [25] , FutureMe [46] , Reflexive\\nPrinter [71] , and Photobox [54] provide early evidence that\\na slowness framing can support digitally-mediated reminis-\\ncence. While these studies are promising, little is known\\nabout how a slowness framing might be applied to personal\\nhistories of digital music listening.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,263,747,488],\"text\":\"Collectively, these strands of research have made impor-\\ntant contributions to understanding how technologies could\\npersist in people's everyday lives and how experiences of\\nreminiscence might be better supported. They also reveal\\nnew problems are emerging as the growth and fragmenta-\\ntion of personal data threaten its ability to be a long-term\\nresource for reflection. Our work attempts to bring these\\nstrands together. We want to investigate how technology\\ncan be designed to sustain experiences with personal digital\\nmusic listening histories as they age over time. A second\\ngoal is to investigate how a slow technology might become\\naccepted in the home and where frictions emerge. Beyond\\nwork that has come before, we report on a 15-month field\\nstudy of Oulu in 3 separate households.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,518,551,534],\"text\":\"3 METHODOLOGY\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,538,746,619],\"text\":\"Previously, we have described and critically reflected on the\\nprocess of designing Olly in detail with attention to decisions\\nand alternatives explored across it [51][55] . Next, we summa-\\nrize key parts of this design process to highlight important\\nqualities of the final version of Olly.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,634,747,938],\"text\":\"Olly is designed to explore how slowly surfacing music pre-\\nviously listened to at a specific point in one's past could\\nprovide pause for reflection on elements in the archive. We\\nwanted to create a design artifact that might contrast the\\nutilitarian qualities of many everyday devices to give rise\\nto more open-ended experiences of reflection, reminiscence,\\nand enjoyment. We also aimed to create a design artifact\\nthat projected an enduring character and manifested subtle\\nchanges over time. To support the goal of understanding\\npeople's longer-term experiences with a slow technology,\\nthis design process was highly influenced by the concept\\nof research products [52] – artifacts designed to drive a re-\\nsearch inquiry and that have a high quality of finish such\\nthat people engage with them as is (i.e., a thing), rather than\\nwhat they might become (i.e., a prototype). Another require-\\nment of research products is that they are able to operate\\nindependently for long periods of time in everyday environ-\\nments. Thus, the final version of Olly is highly resolved and\\ndesigned to exacting requirements.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 34\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300264_pdf_shortened_page_3_figure_002.png\",\"bbox\":[67,120,747,264],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A compact, rounded electronic device named \\\"OLLY\\\" is shown from multiple angles. It features a wooden top and bottom, metallic silver sides, and a circular white ring on its top surface, with one view showing a hand pressing buttons on it. Another view displays three such devices stacked, each with a different colored \\\"OLLY\\\" logo.\"},{\"label\":\"figure_cap\",\"bbox\":[68,269,746,315],\"text\":\"Figure 2: Left to Right. Olly can operate standing up (or lying flat); A pending song is played by gently spinning the rotating\\ndisc (pictured here when lying flat); Woodgrains move in and out of alignment as the disc rotates; 3 Olly research products\\ndeployed with participants.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,336,357,354],\"text\":\"Design Process, Rationale, and Implementation\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,357,394,531],\"text\":\"Our design process began by exploring qualities of domestic\\nmusic listening technologies, where the design team was\\ndrawn to the rotational movement of turntables. We ulti-\\nmately arrived at a teardrop-like shape with an internal\\nwooden rotating disc encircled in aluminum that is visible\\non both sides of Olly. This decision created a visible area\\nfor output and interaction, in a form that could operate in\\nany orientation (Olly can function on any side or lying flat;\\nsee figure 2 ). We anticipated this could invite owners to\\n(re)configure Olly to their other domestic objects and places\\nover time.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,542,394,816],\"text\":\"Through various material explorations after Olly's form was\\ndetermined, we found that by layering wood veneer cut from\\nthe same sheet across each disc and corresponding side, it\\nwas possible to represent subtle changes. For example, each\\ntime Olly stops rotating, the orientation of the wood grain on\\nthe disc in relation to the body is, in likelihood, different from\\nthe prior orientation. This tracing of change in wood grain\\nalignments seemed apt to subtly express if Olly had become\\nactive (e.g., while the owner was away from home). The final\\nversion of Olly features boat-grade mahogany veneer (to\\nprevent mutations from fluctuating humidity over the years),\\nand anodized aluminum (to protect it from scratches); the ex-\\nternal casing consists of 5-millimeter aluminum plates. These\\ndecisions were influenced by prior HCI works that demon-\\nstrated the value in crafting design artifacts with materials\\nthat inspire a sense of durability [49] and forms that can\\nfluidly fit in people's domestic environments (e.g., [47, 79] ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,394,954],\"text\":\"A crucial part of Oly's implementation is its connection to its\\nowner's Last.FM [1] online database. Last.FM is an commer-\\ncial application and online service that runs across a user's\\ndevices (e.g., laptop, iPod, smartphone, etc.) and automati-\\ncally creates a detailed, timestamped log of each instance\\nof when they listen to a song. In simple terms, Last.FM is\\nessentially a personal metadata repository of all of the music\\none has listened to in the past; it captures and logs when\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,336,747,416],\"text\":\"digital music is listened to locally (e.g., mp3 song files stored\\non one's phone) or via streaming services (e.g., Spotify, Tidal,\\nYouTube). In existence since 2002, Last.fm offers unusually\\nrare access to extensive personal music listening histories,\\nwhich Olly uses to surface songs from its owner's past.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,431,747,639],\"text\":\"We decided to develop an algorithm for random song selec-\\ntion that did not involve user input. Our choice was moti-\\nvated by prior work describing how ceding autonomy to\\na system can enable new ways for people to meaningfully\\nexperience their digital content [32, 33, 54] and, more gener-\\nally, open a space for pause and contemplation [18, 59, 78] .\\nThrough a 6-month testing process in which several mem-\\nbers of our design team lived with Oly prototypes, we found\\nthat an average of roughly 8 songs per week struck an opti-\\nmal balance. This frequency could subtly build anticipation\\nwhile remaining undemanding; when living with Oly dur-\\ning this period, all design team members reported noticing a\\nmusic selection instance from once to a few times weekly.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,650,747,859],\"text\":\"On a technical level, Olly conducts a 'dice roll' every six\\nminutes that has a 1/200 chance of success (which equates\\nto an average weekly selection of 8.4 songs). When a 'suc-\\ncess' occurs, Olly randomly selects a specific instance from\\nits owner's entire Last.FM library (i.e., a specific song with\\nmetadata indicating precisely when it was listened to in the\\npast). Olly then enters a 'pending' state in which the song is\\ntemporarily made available to be played; the user can spin\\nthe disc during this time to trigger the song to play. During\\nthe pending state, Olly will complete a maximum of 224 rota-\\ntions. If the user does not play the song, it is abandoned and\\nOly returns to a dormant state until another success occurs.\\nThis process continues indefinitely.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,869,747,950],\"text\":\"While we considered other modalities (e.g., light, sound), we\\nfound actuated motion to be the most unobtrusive. It also\\nenabled us to use rotational speed to express a representa-\\ntion of the relative age of the selected listening instance. For\\nexample, if a listening instance of a song was selected that\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 34\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1012],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300264_pdf_shortened_page_4_figure_002.png\",\"bbox\":[64,117,751,352],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This three-panel image illustrates an interaction with a wooden cylindrical device, likely a physical music player. The first panel shows the device with a thought bubble displaying a list of songs, highlighting \\\"Bittersweet Symphony - The Verve.\\\" The second panel shows the device's inner core rotating, with text indicating it's related to the highlighted song from \\\"2399 DAYS AGO\\\" rotating at \\\"25 TURNS/MINUTE.\\\" The third panel shows a hand manually stopping the rotation of the inner core, accompanied by text stating \\\"Rotation Manually Interrupted\\\" for the same song.\"},{\"label\":\"figure_cap\",\"bbox\":[68,352,746,426],\"text\":\"Figure 3: 1) Olly's algorithm has a 'success' and it randomly selects a specific listening instance from its owner's Last.FM\\nlibrary; in this case, the song Bittersweet Symphony that was listened to on 18:11 June 7 2012 is selected. 2) The internal disc\\nbegins to rotate indicating that a song is availability to be played; in this case, the listening instance is quite old which causing\\nthe disc's rotational speed to be quite slow; 3) The user notices the rotation and manually spins the disc to trigger the song to\\nplay.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,447,394,686],\"text\":\"was from deep in the user's past. Olly will exhibit a slow\\nrate of rotation compared to an instance of a song that was\\nmuch more recently listened to (see Figure 3 ). Supplying\\ndifferent voltage levels to the motor enabled us to change\\nthe speed of rotation. 4.4V is the lowest functional amount\\nof voltage, which is used to represent the oldest instance\\nin a user's database; it requires about ten minutes to com-\\nplete 224 rotations. 12V is the highest (and represents the\\nmost recently instance of a song previously listened to); it\\ntakes about 4 minutes to complete the 224 rotations. Under-\\nstanding the rotational speed relative to each specific music\\nlistening instance will likely require the user to take time to\\ninterpret and make sense of. We speculated that, over time,\\nthese subtle differences may become more discernible and\\npersonally meaningful.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,698,394,938],\"text\":\"Our implementation of Olly also causes all instances in a\\nuser's database to slowly age over time because their `age'\\nis relative to today's current date. For example, Olly's abso-\\nlute fastest rotation could only be triggered if it selected an\\nlistening instance that the user had listened to the previous\\nweek. If new entries ceased to appear in a user's Last.FM\\naccount, all of the songs in the Olly database will continue\\nto slowly grow older irrespective of the actions of its owner.\\nThese decisions made it possible to use Last.FM metadata\\nto encode an added layer of temporal expressiveness into\\nOly's manifestation of songs listened to at precise points in\\na user's past. Beyond the speed of rotation, no other informa-\\ntion is offered about the specific listening instance when it is\\nsurfaced and made available to be played. This decision was\\nmotivated by the desire to support a range of experiences\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,447,746,480],\"text\":\"with Olly that can evolve as one develops a sensibility for\\n'reading', interacting, and living with it over time.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,490,747,778],\"text\":\"The final implementation of Olly consists of the following.\\nWe developed a Java application on a Raspberry Pi 3 em-\\nbedded inside Olly's enclosure. It generates a database from\\nOly's owner's Last.FM database, which is used with the\\nrandom selection algorithm; an updated Last.FM metadata\\narchive is stored locally on the Raspberry Pi daily. Each Olly\\nhas its own dedicated Spotify account to play back songs\\nthat it selects. This decision helped avoid creating a feedback\\nloop in which songs selected by Olly are re-introduced as\\nnew entries in into the user's Last.FM account. In this way,\\nOly sits outside of the direct infrastructure of a user's music\\nlistening devices and services: it does not directly influence\\nnor can it be controlled by any other service or device. One\\nlimitation in the implementation is that a user's Last.FM\\ndatabase has to be cross-referenced with the Spotify library;\\nand, the songs that are not available must be excluded from\\nthe dataset. Yet, Spotify offered the most accessible, robust,\\nvast, and diverse music library available.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,789,746,949],\"text\":\"When a song is triggered to play, the music is reproduced\\nvia another Raspberry Pi implemented with the Mopidy mu-\\nsic server that plays music via Olly's own Spotify account.\\nThis Raspberry Pi is implemented with a high-fidelity audio\\nshield and communicates with Olly via WiFi to enable the\\nuser to easily listen to the high quality music playback with\\nany audio system they have. We developed a web dashboard\\nto remotely monitor the behavior of all three Olly research\\nproducts and ensure they were operational throughout our\\nfield study (which they were).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,997,119,1012],\"text\":\"Paper 34\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,997,745,1012],\"text\":\"Page 5\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,125,329,140],\"text\":\"Participants, Data Collection, and Analysis\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,143,394,353],\"text\":\"We recruited 3 participants from the greater Vancouver,\\nCanada metropolitan area to participate in our study. This\\napproach clearly has limitations; for example, it makes the\\nresults hard to generalize to a wide population of users. Sim-\\nilar to the aim of the original technology probes paper [28] ,\\nand several field studies since then (e.g., [17, 18, 26, 59] ), we\\nwant to initially focus on a smaller selection of participants\\nto gain a rich, descriptive understanding of the space as a\\nwhole to inform what might be salient issues for future re-\\nsearch and practice. We recruited participants through flyers\\nand online advertisements. No households had children and\\nwe use pseudonyms to describe our study participants in this\\npaper.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,363,394,602],\"text\":\"All participants were familiar with technology, owned dig-\\nital devices (e.g., music players, smartphones, computers),\\nand had extensive Last.FM accounts that were still in use.\\nLast.FM [1] captures precise records of digital music that a\\nuser listens to across their devices (e.g., smartphone, tablet,\\ncomputer), applications that play locally stored music (e.g.,\\niTunes, Winamp), and online streaming services (e.g., Spo-\\ntify, Tidal, YouTube). We recruited participants that had large\\nexisting Last.FM archives; coincidentally all 3 participants'\\naccounts were started in 2006. This enabled us to provide\\nparticipants with glimpses into music from their past that\\nstretched over a decade. It is important to note that due\\nto our participants' pre-existing interest in using Last.FM,\\nthey likely already had some interest in exploring past music\\ntastes and trends.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,612,394,854],\"text\":\"Household 1 (H1) consisted of Jim (mid-30s, full-time bike\\nmechanic and freelance graphic designer), Jim lived with\\nhis wife Sally in a two bedroom apartment. Jim's Last.FM\\naccount contained 82,230 entries (an average of 18 songs per\\nday over 12 years). Household 2 (H2) consisted of Suzie\\n(mid-50s, massage therapist). Suzie lived alone with her car\\nTerry in a one bedroom apartment. Suzie's Last.FM account\\ncontained 136,988 entries (an average of 30 songs per day\\nover 12 years). Household 3 (H3) consisted of Tom (mid-20s,\\nrestaurant waiter and part-time college student). Tom shared\\na house with 3 roommates. Tom's Last.FM account, which\\nhe started in early high school, contained 163,436 entries\\n(35 songs per day over 12 years). The average amount of\\nmusic participants listened to daily remained similar to their\\nrespective averages in our study.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,864,394,945],\"text\":\"We aimed to collect rich accounts from participants about the\\nrhythms and activities of the home through semi-structured\\ninterviews that took place monthly. This interview sched-\\nule included an introductory interview when installing Olly\\nand an in-depth final interview at the end of the 15-month\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,411],\"text\":\"deployment. During our initial home visit (which lasted 1-2\\nhours), we aimed to develop an understanding of partici-\\npants’ everyday lives, common activities, interests in music,\\nmusic listening practices, and technology-usage trends. Par-\\nticipants gave us a home tour and decided where Olly should\\nbe installed and where the Raspberry Pi for music playback\\nshould be connected. We designed Olly to be easily mov-\\nable once connected to home WIFI, simply requiring it to be\\nunplugged, moved, and plugged back in wherever desired.\\nUsing our web dashboard, we then manually triggered Olly\\nto randomly select a listening instance to test for reliability\\nand demonstrate how Olly works. We gave brief descriptions\\nof Olly, noting it would continue to occasionally surface a\\nsong from its owner’s past indefinitely. We wanted partic-\\nipants to develop their own interpretations of it over time.\\nWe did not explicitly encourage participants to interact with\\nOly. All were aware they could drop out of the study at any\\ntime.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,426,746,586],\"text\":\"After the initial home visit, we conducted monthly interviews\\nto probe and record participants' unfolding experiences with\\nOlly in a structured, yet informal manner. These sessions\\ntypically lasted 30-60 minutes. At the conclusion of the study,\\nwe visited each household to conduct in depth interviews\\n(these sessions lasted 2-2.5 hours). We commonly referred\\nto field notes and recordings capturing participants' earlier\\nexperiences to explore possible changes in attitudes toward\\nand experiences with Olly and participants Last.FM archives\\nover time.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,598,746,838],\"text\":\"All interview sessions over this 15-month period were audio\\nrecorded. Relevant segments of recordings were transcribed.\\nResearchers also took field notes and documentary pho-\\ntographs during each interview. Field notes were reviewed\\nimmediately following each interview, and tentative insights\\nwere noted in reflective field memos [20] . Analysis of the\\ndata was an ongoing process. After each home visit, we con-\\nducted a preliminary analysis, searching for emergent, sta-\\nbilizing, and shifting patterns across recordings, field notes,\\nand photos to draw out underlying themes [43] . We coded\\nraw documents with these themes. We also created affin-\\nity diagrams to model connections and differences among\\nhouseholds. In what follows, we present several descriptions\\nand examples taken from field observations to help illustrate\\nthe themes.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,853,508,869],\"text\":\"4 FINDINGS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,954],\"text\":\"Oly provided a range of reactions in our field study. Partici-\\npants exhibited changing attitudes characterized by initial\\ndelight, a brief period of tension, and a shift to acceptance.\\nNext, we describe examples that illustrate how these experi-\\nences unfolded across households. We then report on Oly's\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 34\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300264_pdf_shortened_page_6_figure_002.png\",\"bbox\":[64,118,747,276],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Three panels display a distinctive round, wooden speaker with a silver ring accent. The speaker is shown in different environments: on a desk with a laptop and a square speaker, on a wooden table with a cat and a bookshelf, and on a black cabinet with an alarm clock and a silver media player.\"},{\"label\":\"figure_cap\",\"bbox\":[68,278,746,324],\"text\":\"Figure 4: From left to right, Jim-H1's Olly, kept in his home office, was easily visible from the bed and living room; Suzie-H2's\\nOlly kept in her living room with cat Terry; An earlier image of Tom-H3's Olly soon after he moved it from the living room\\ninto his bedroom.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,346,394,394],\"text\":\"role in mediating experiences between participants and their\\ndigital music archives; and, describe participants' reactions\\nto living with a slow technology.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,408,328,442],\"text\":\"From short-lived tensions to integration &\\nacceptance\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,446,394,637],\"text\":\"Gaver et al. [17] describe people's cumulative experiences of\\nnew technologies during field deployment studies as moving\\nacross a trajectory of appreciation . A new technology might\\ninitially be embraced because of its novelty. As novelty wears\\noff, tensions can emerge if initial expectations are unmet.\\nThrough time, people will develop a normalized understand-\\ning of the technology: it will either be abandoned or accepted\\ninto their lives. If accepted, people's experiences with it might\\nimprove as they develop ways to work around tensions and\\nintegrate it into their lives. While each household varied, all\\nthree exhibited a reasonably similar trajectory: initial excite-\\nment, followed by a brief period of tension, and, acceptance.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,649,395,744],\"text\":\"The first two months of the study were characterized by\\nexperiences of excitement and frustration. Participants com-\\nmonly remarked on the enjoyment that came from when\\nthey played a song Olly had selected, as well as tensions that\\ncould result from its slow pace. Jim-HT's reflection on his\\nearly experiences exemplifies this tension:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,756,395,899],\"text\":\"\\\"I've had my Last FM [account] for a long time but didn't know how\\nI'd use it. ...When Ollly started turning, it was like magic. When\\nI'd catch it moving, I'd take a break, stop and listen. But, when the\\nsong was over, I was stitching for another. I dreamed about having a\\nremote control to flick on more [songs]. If I'd hear it turning when\\nI was in bed, I'd run out to listen. When I'd go out, I'd put a post-it\\n[note] on to it know if I missed anything. I became a bit obsessed.\\nI wanted to have power over it, but logically I knew I couldn't. In\\nthe end that's probably for the best.\\n\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,909,371,925],\"text\":\"Suzie-H2 described a similar tension and workaround:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,936,394,954],\"text\":\"\\\"In the first weeks I'd cringe if I missed it [surfacing a song]. Might\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,346,746,424],\"text\":\"never have the chance again to hear it! ...I took to putting a bit of\\ntape on [the inner disc] so I'd know if it worked when I was out\\nthe house. ...At one point I thought 'maybe it could tell me before\\nit finds a song, like send a text.' ...Mind you, this might ruin the\\nsurprise all together\\\"\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,436,746,579],\"text\":\"The tensions present in Jim-H1 and Suzie-H2's early ex-\\nperiences with Olly highlight early frictions in reconcil-\\ning its slow, unpredictable pacing with their desire to have\\nmore control over the system. Interestingly, the concluding\\nstatements in both of these passages illustrate their self-\\nrecognition that fulfilling such desires might inhibit the po-\\ntential value of Olly in their lives. Tom-H3 did not experi-\\nence these tensions; however, an early tension did emerge\\nrelated to Olly's initial domestic location:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,592,746,735],\"text\":\"\\\"At first I put it in our living room. A great conversation piece, right?\\nBut it didn't feel right. What if my roommate heard I'd really been\\ninto Lady Gaga? [laughs] . . but more seriously, there were a few\\nyears of my life I was in a tough relationship and I associate a lot\\nof the music I was listening to at the time with it. One of the first\\nsongs Olly played was from that era. I didn't feel comfortable to\\nhave this out there'. I don't want to 'delete' those songs from my\\nlife, but it made me see how personal my Last.FM is.... I moved\\nOlly to my bedroom, which is a much better fit.\\\"\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,747,746,842],\"text\":\"The reflection above illustrates how Tom-H3's action to\\nphysically move Olly to a more personal place helped it find\\na better fit in his life. As our study progressed, we found\\nthat tensions faded away across all of all households. For\\nexample, at the end of month 3, Tom-H3 further reflected\\non his decision to shift Olly from his living room:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,854,746,949],\"text\":\"\\\"Moving it into my room is what did it. That's where it belongs,\\nat least for now, and that's when I started to love it. I haven't had\\na problem since. I don't mind not knowing when a track will be\\npulled or what it's going to be. It's what makes it always interesting.\\n.. [Oly] isn't not trying to replace what I listen to. It's doing some-\\nthing different by bubbling up bits from my past.\\n\\\"\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 34\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300264", "source_image_path": "test_data/3290605-3300264/3290605-3300264_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300264/results/output_json/3290605-3300264_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,125,394,188],\"text\":\"In contrast to Tom-H3 's relatively smooth integration of\\nOlly into his life, during month 3 Suzie-H2 reflected on how\\nthe passage of time positively shaped her attitude towards\\nOlly and its autonomous behavior:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,200,394,327],\"text\":\"\\\"At first, I felt like 'ah I don't want this to stop. Keep playing more\\n[songs]!' But now, I appreciate the unpredictability. I'm not expect-\\ning something is going to happen. I'm going about my day and then\\n'oop' it goes off, so it's not something I'm waiting for. This makes\\nit feel a lot more natural ... I'm not expecting it, so there's not an\\nimmediate obligation to it. It goes when it wants and I decide if I\\nwant to interact with it. It actually gives you some control. I don't\\nknow where I'd start if I had to choose a song.\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,339,394,387],\"text\":\"The sense of familiarity and acceptance that accrued through\\nSuzie-H2's time with Olly, similarly emerged in an inter-\\nview with Jim-H1 in the month 3 of the study:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,398,394,493],\"text\":\"\\\"It cadence was hard to decipher initially, but it became more un-\\nderstandable. It had to click that it keeps on going. Rationally, I\\nknew this, but it took a while adjust to it. It might bring up a song\\nin 10 minutes, or it could take days. There's a freedom in knowing\\nthat eventually there will be another. Sounds counter-intuitive, but\\nonce I understood this, it became more enjoyable to live with.\\n\\\"\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,505,395,663],\"text\":\"These collective examples illustrate how participants' atti-\\ntudes toward Olly changed over time as tensions faded and\\nthey developed self-determined understandings of it. They\\nalso highlight that Olly's unpredictable, yet persistent behav-\\nior eventually was perceived as enabling them with choice to\\nengage with Olly on their own terms. Next, we describe expe-\\nriences that emerged from Olly's re-presentation of Last.FM\\ndata in the home. All of the remaining observations and\\nreflections are taken from interviews after these points of\\nacceptance had occurred.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,686,353,719],\"text\":\"Reminiscence, Serendipity, & Dealing with the\\n\\nUnknown\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,724,394,803],\"text\":\"An early and consistent theme across our study was that\\nsongs surfaced by Olly and played by participants could\\noperate as resources for reminiscing on past life events,\\nstages, and relationships. For example, Jim-H1 reflects on\\nthe wealth of past experiences tied to his Last FM data:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,815,394,925],\"text\":\"\\\"It made me realize how many memories and associations are locked\\nup in music I've listened to.... I've come to think of [Oly] like an\\nindirect window into my past that I have to decode. Kind of like\\na 'middle man'. It finds a song and offers a possibility, but I have\\nto do the translation work to trace it back to a place or time in my\\npast. ...It's made my Last.FM [data] feel much more valuable in a\\nway I didn't expect.\\\"\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,936,393,954],\"text\":\"Tom-H3 elaborates on this theme by describing different\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,744,140],\"text\":\"qualities of reflective experiences Olly triggered over time:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,152,746,295],\"text\":\"\\\"Whenever it pulls a track, it could be from yesterday or a decade\\nago. This has kept it constantly interesting. ... Sometimes it pulled\\nsongs that reminded me of very specific memories, like of a road trip\\nI took years ago. ... It could also be a more emotional feeling from\\na period of my life. ... I heard a song from Death From Above and I\\nknew this was from around when I was in Grade 11 [of high school]\\nand I had this general nostalgic feeling from that time. ... [It's] like\\na wind from my past blowing back into my life for a few minutes\\nthat I'd sto to take it in.\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,306,746,355],\"text\":\"Echoing sentiments underlying Tom-H3's reflection above,\\nSuzie-H2 further describes how Olly maintained a perpetual\\nyet understated sense of intrigue over time:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,367,746,445],\"text\":\"\\\"I never know what's going to be next and there's so much [Last.fm\\ndata] in there. There's this simmering sense of surprise about [Ollly].\\n\\\"\\n...I say 'simmering' because it's mostly quiet, on my table, but an-\\nother one [song] will eventually be coming 'round and I remain\\nfascinated by what I'll find\\\"\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,457,746,522],\"text\":\"This sample of reflections highlights a theme consistent\\nacross our participants: the perpetual randomized way that\\nOlly selected songs catalyzed and sustained a valuable ongo-\\ning sense of intrigue and subtle anticipation.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,535,747,632],\"text\":\"Serendipitous & Social Experiences Triggered through Olly\\n\\nAlthough more rare, participants reported that Olly also\\ntriggered serendipitous and unexpected experiences. For ex-\\nample, Jim-Hi recalled an instance in which Olly surfaced\\na song from the 'Tragically Hip' on the week following the\\ndeath of the band's singer:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,645,746,724],\"text\":\"\\\"It was eerie. God [Downie] had just died. It was all over the news.\\nAnd then, what happens? [Oly] picks a Tragically Hip song. I'd\\nlistened to [the band] on and off over the past decade. When it\\nplayed, well after getting past the initial shock, I silently listened.\\nHad a little impromptu memorial.\\\"\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,735,741,751],\"text\":\"Suzie-H2 described a more personal unexpected instance:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,763,746,890],\"text\":\"\\\"Right around my Mum's birthday, it played an electro version of\\n'Heard it through the grapevine'. This caught me off guard. I had\\na 'how can this be happening' moment. My Mum didn't like elec-\\ntronic music, but she loved the Temptations. I settled down and it\\nwas quite celebratory honestly. [It] made me think on the influence\\nshe'd had on my life and how I'm a different person. And, that's all\\nrepresented in that song, kind of poetic.... The experience stayed\\nwith me for some time after the song was over\\\"\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,902,746,949],\"text\":\"In addition to extraordinary encounters, all participants re-\\nported Olly catalyzed social interactions related to past rela-\\ntionships. Jim-H1 described how an experience with Olly\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 34\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 8\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300264/results/markdown/3290605-3300264_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[128,118,687,184],\"text\":\"From HCI to HCI-Amusement: Strategies for\\nEngaging what New Technology Makes Old\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[86,203,282,264],\"text\":\"Laura Devendorf\\n\\nATLAS Institute, Information Science\\nUniversity of Colorado, Boulder\\nlaura.devendorf@colorado.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[304,203,507,264],\"text\":\"Kristina Andersen\\n\\nFuture Everyday, Industrial Design,\\nEindhoven University of Technology,\\nh.k.g.andersen@tue.nl\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[529,203,722,264],\"text\":\"Daniela K. Rosner\\n\\nHuman Centered Design and Engr.\\n\\nUniversity of Washington\\n\\ndkrosner@uw.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[194,277,398,341],\"text\":\"Ron Wakkary\\n\\nSimon Fraser University\\n\\nEindhoven University of Technology\\n\\nrwakkary@sfu.ca\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[414,277,620,357],\"text\":\"James Pierce\\n\\nDesign Division, California College of\\nthe Arts\\nCITRIS, University of California\\npierjam@gmail.com\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,369,141,385],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,388,395,597],\"text\":\"Notions of what counts as a contribution to HCI continue to\\nbe contested as our field expands to accommodate perspec-\\ntives from the arts and humanities. This paper aims to ad-\\nvance the position of the arts and further contribute to these\\ndebates by actively exploring what a \\\"non-contribution\\\"\\nwould look like in HCI. We do this by taking inspiration\\nfrom Fluxus, a collective of artists in the 1950's and 1960's\\nwho actively challenged and reworked practices of fine arts\\ninstitutions by producing radically accessible, ephemeral,\\nand modest works of \\\"art-amusement.\\\" We use Fluxus to\\ndevelop three analogous forms of \\\"HCI-amusements,\\\" each\\nof which shed light on dominant practices and values within\\nHCI by resisting to fit into its logics.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,609,148,626],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,629,394,646],\"text\":\"Design Research; Fluxus; HCI-Amusements; Contributions.\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,655,204,670],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,671,400,758],\"text\":\"Laura Devendorf, Kristina Andersen, Daniela K. Rosner, Ron Wakkary,\\nand James Pierce. 2019. From HCI to HCI-Amusement: Strategies\\nfor Engaging what New Technology Makes Old. In CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4–9, 2019, Glasgow, Scotland, UK . Cornell, New York, NY, USA,\\n12 pages. https://doi.org/10.1145/3296055.3300265\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,369,549,385],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,388,747,675],\"text\":\"Over last few decades, researchers have continued to chip\\naway at, rework, and expand what counts as a contribution\\nwithin the field of HCI. Research programs such as criti-\\ncal technical practice (e.g. [1, 14] ), research through design\\n(e.g. [28, 31, 62] ), feminist HCI (e.g. [10, 27] ), critical making\\n(e.g. [35, 55] ), speculative design (e.g. [25] ), and post-colonial\\ncomputing (e.g. [54] ) have been particularly effective in ush-\\nering in the perspectives from the arts, philosophy, social\\nsciences, and humanities. These research programs expand\\ncontributions from technical objects to ways of formulating\\nand demonstrating critical positions through the framing of\\ndesign or its modes of practice. For instance, when describing\\nthe value critical technical practice, Phoebe Sengers writes,\\n\\\"it is important that there be a critical voice within [engi-\\nneering practice] to make sure that engineers around the\\nworld are building things that we want to have as a society\\nor that are making the world a better place and not just a\\nmore high-tech place.\\\" [59]\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,675,747,915],\"text\":\"Making room for perspectives from `outside' of engineer-\\ning can (and has) allowed the HCI community to ask better\\nquestions about technology and society and to take up our\\ndesignerly practices towards a more diverse range of criti-\\ncal positions [4, 6–8, 19, 56] . Historically, one can see this\\nexpansion represented in the three “ waves ” of HCI, each\\nsupporting increasing levels of intellectual diversity [18] . Ex-\\nploring the differing forms of accountability that accompany\\ndiverse “ ways of knowing ” is necessary in order to support\\nengagements and conversations across disciplinary lines [52] .\\nAdditionally, expanded perspectives support calls for HCI\\nto depart from “ business as usual ”— to shake up our field\\nsuch that we are able to speak to the complexity and entan-\\ngled nature of the technological, social, and environmental\\nproblems that face us today [42, 44, 46]\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,915,746,947],\"text\":\"Yet, the forms of accountability and proof that accom-\\npany methods from arts and humanities challenge long-held\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,776,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCH 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,924,266,952],\"text\":\"ACM ISBN 978-1-4603-5970/2-019-03...3150.\\nhttps://doi.org/10.1145/3290605.3300265\",\"reading_order\":21,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 35\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,364],\"text\":\"tandards of scientific rigor, producing contestation about\\nthe most productive ways to engage these methods for HCI.\\nFor instance, some debates have tackled the limitations of\\nestablished forms of proof, such as implications for design\\nsections [21] or user evaluations [30, 32] . Others express\\ncompeting values in how “ research through design ” is prac-\\nticed and described [9, 31, 63] . Given all of these concerns\\nand perspectives about the challenges that face the world to-\\nday, and the worry that contributions in HCI, in their present\\nform, may not be able to adequately address them, we de-\\ncided to test the boundaries by asking what would happen if\\nwe engaged in a practice that would not constitute a contri-\\nbution by traditional HCI metrics? Guided by our intuition\\nand prior practice — that might happen when we seek to\\ncreate a non-contribution for and within HCI? ”\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,395,858],\"text\":\"In this paper, we describe how the technological new shapes\\nthe practices and matters of concern for HCI. Specifically,\\nhow our practices of novel technology, linear progress, and\\nbroad impacts often shapes the objects and situations we\\nstudy as well how we report that our interventions or obser-\\nvations \\\"worked.\\\" These logics tend to shift research focus to\\nfrictionless futures, leaving a present world of persistent and\\nunsettled challenges in the margins [2, 22, 44, 47] Our non-\\ncontributions attempt to address these left-behind matters\\nof concern by drawing inspiration from Fluxus, a network\\nof artists working in the 1950's and 1960's who sought to\\ndevelop new forms of art that challenged the exclusivity,\\ncommodification, detachment of \\\"art\\\" from the realities of\\neveryday life. Specifically, we form an analogy between Art\\nand what Fluxus described as \\\"Art-amusements\\\" and HCI and\\nwhat we will present as HCI-amusements, which highlight\\nthe boundaries and subjectivities of our field by resisting to fit\\ninto its logics. We describe three forms of HCI-amusements –\\na correspondence, copublication, and cookbook which direct\\nattention to the everyday and non-technological, embrace\\nuncertainty and non-linear outcomes, and allow for the ex-\\nchange of highly personalized and subjective prompts for\\naction. We envision these amusements circulating as \\\"para-\\nresearch\\\" within the HCI community, creating a space for\\nsharing alternative or critical stances. Just as Fluxus eventu-\\nally became folded into the cannon of fine art, we hope these\\n\\\"amusements\\\" may become woven into the mainstream of\\nHCI ushering in expanded forms of engagement, critique,\\nand multi-/inter-/anti-disciplinary practices that work to-\\nwards more livable, but not necessarily more \\\"high-tech\\\"\\nworlds.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,868,282,902],\"text\":\"2 HCI AND THE LOGICS OF THE\\nTECHNOLOGICAL NEW\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,395,954],\"text\":\"When Wobbrock and Kientz set out to map HCI's forms\\nof knowledge production in 2016 they began by acknowl-\\nedging the distinct but \\\"relatively few\\\" forms of knowledge\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,410],\"text\":\"production across disciplines. Distinguishing among types,\\nthey offered seven categories relevant to the field: empiri-\\ncal, methodological, theoretical, dataset, survey, and opinion\\n[12] . Each of these forms shared a common goal of produc-\\ning “a research contribution by offering a new knowledge,”\\ndifferentiating such knowledge from “everyday know-how”\\nas a result. Within the HCI design community, debates on\\n“designerly ways of knowing” have offered an expanded\\nperspective, outlining the various forms of rigor and rele-\\nvance positioned through material development, authorship,\\nand intervention. In its various incarnations, arguments for\\nproducing understandings through design practice spear-\\nhead a broader recognition of abductive reasoning comprised\\nmainly of empirically-driven explanations and inferences.\\nGathered together within the edited volume Ways of Know-\\ning in HCI [52] , this range of epistemic values has recently\\nhighlighted the contours of positivistic, interpretivist, and\\ncritical expression.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,411,747,553],\"text\":\"Our work takes up a frequent kinship between `new knowl-\\nedge’ and `novel technology,’ which we use the term ‘tech-\\nnological new’ to encapsulate. We focus on the specific ways\\nthat the technological new produces the old, irrelevant, or\\nsimply `everyday.’ Thus, the technological new is not formed\\nby necessity, or some demand imposed by mythical HCI\\noverlords, but comes about as a result of a set of entangled\\npractices required to communicate that one’s research offers\\na contribution.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,554,747,762],\"text\":\"Cliff Lampe describes a contribution as that which allows\\nsomeone to “ imagine new stories ” [45] , which addresses the\\nopen-mindedness of HCI to make space for multiple ways\\nof knowing and doing design work — a quality of this com-\\nmunity that the authors' have benefited from and appreciate.\\nAt the same time, it still hinges on the word “ new, ” which,\\nimplicitly brings in notions of departure or progress as well\\nas politics — who gets to say what is new and what isn't it?\\nAs Kavita Philip et al. write in their analysis of the role of\\nthe new in perpetuating colonialism in design, “ the assign-\\nment of novelty lies at the heart of how we value technical\\nwork ” [54] . In this sense, judgments of what is “ new ” and\\nworthy technological pursuits are mutually constructed.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,763,747,954],\"text\":\"Judgments of what is worthwhile or relevant for technolo-\\ngists are informed by a range of influences and play out most\\nconcretely in peer-review. Because the “ new ” is contested,\\none often is obliged in writing HCI papers to tell review-\\ners and the audience how their project is new or different.\\nThis work is much easier when one can appeal to novel or\\nemergent domains of technology and the futures in which\\nthey thrive. While focusing on a concrete piece of technol-\\nogy and the new functions or possibilities it illuminates, it\\nsidelines attention to what was remade or connections to\\nhistoric modes of practice. In some cases, it may also direct\\nresearchers towards obviously new and under-researched\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 35\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,348],\"text\":\"technologies of rather than seeking subtle, but potentially\\nmeaningful revisions or reexaminations of technologies or\\ntopics that are no longer fashionable. It is not that one can't\\ndo work that attends to the \\\"old\\\", but that one assumes risk\\nin doing such work. As HCI researchers who have security\\nin academic positions, we acknowledge that we feel freedom\\nto take these risks in ways that others may not. Our goal,\\nthen, is to acknowledge our privilege while encouraging our\\nfield to reflect on how these kinds of \\\"risks\\\" are entangled\\nwith the specific forms and practices maintained by our field.\\nThus, we look beyond, after Duguid, \\\"the apparent choice\\nbetween leaping to the new or drowning with the old\\\" [23]\\nto surface other kinds of relationship and insights that can\\ninform design.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,347,395,699],\"text\":\"Our call for exploring what a non-contribution would take\\nis made explicit somewhat independently of the wider worlds\\nin which that contribution takes hold. In this universalizing,\\nwe configure the stakes of our endeavor as veering on, if not\\noutright embracing, the self-indulgent. In this speculation,\\nour strategies of non-contribution arguably rest on the im-\\nplication that the people who may eventually participate in\\ntheir design have, like us, the capability to do so—the time,\\nthe space, the will, the freedom. They rest on the assumption\\nthat the technological new and technological necessary are\\nnot the same. For example, sites of disease management or\\ndisaster response already focus on what they have in the\\npresent, independent of the form they take (playful, amus-\\ning, non-deterministic, or simply vital). These ways of fore-\\ngrounding the present and unsettled come at the expense of\\nfuture planning and necessarily set apart the present from\\nthe possible futures that may never take place. Rather than\\ntrivialize or exoticize the new, we offer this musing as a\\nchance to complicate the whole. That is, with our provoca-\\ntion we mean to grapple with the range of lines drawn in\\nthe sand that set expectations for what is possible ahead, but\\nalso what is expected today.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,719,144,735],\"text\":\"3 FLUXUS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,740,395,884],\"text\":\"Fluxus describes a collective of artists whose practices en-\\ngaged with, but also resisted, the structures of avant-garde\\nart in the 1950's and 1960's. In much the same way that we\\naim to rework the limiting practices of the technological\\nnew, Fluxus sought to rework the limiting practices of the\\nmid-century avant-garde. Their radical tactics offer us in-\\nsights as to how our non-contributions could be productively\\nstructured to engage HCI while working against its logics of\\nthe technological new.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,884,395,949],\"text\":\"In a recent discussion of cultural probes, Boehner, Gaver\\nand their colleagues also described work from Fluxus artists\\nserving as a specific inspiration: \\\"More concrete inspiration\\n[as compared to detournment and derive associated with\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,427],\"text\":\"the Situationist International ] came from Fluxus boxes, pack-\\nages of diverse games, cards suggestions produced as part\\nof the avant-garde movement, which suggest that research\\nmaterials might also be produced as similarly diverse loosely\\norganized collections ” [13] . The cultural probes drew from\\nFluxus an attention to multisensory engagement that led\\nto forms of conversation through provocation and material\\nexploration. Since their introduction, probes have informed\\na range of traditions within and beyond HCI in ways that\\ninspire a widening of knowledge contributions, particularly\\naround the value of humanistic insights. In this project, we\\nare creating a set of probes of an autobiographical sort [50]\\nin the sense that they probe our research practices in order\\ngain insight about our field and to generate possibilities for\\ncommunications and exchange about HCI that emerge apart\\nfrom traditional ideas of a contribution. In the paragraphs\\nthat follow, we'll introduce Fluxus as well as the forms and\\ntactics they used to rework the logics of the avant-garde\\nwhich directly influenced the forms we present for HCI.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,438,745,456],\"text\":\"Art Amusement is to Art as HCI-amusement is to HCI\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,459,747,588],\"text\":\"Our project finds its roots in one of Fluxus' many manifestos,\\nwritten by Fluxus artist and writer George Maciunas in 1965\\nentitled Fluxmanifesto on Fluxus Art Amusement [ 49 ] . Printed\\nwith black offset ink on a small (6cm x 17cm) sheet of paper,\\nthe manifesto offers a distinction between the avant-garde\\nand Fluxus art-amusement. We have preserved the incorrect\\ngrammar to give the reader a stronger sense of the style of\\nthis particular Fluxus text:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,601,747,826],\"text\":\"Flux manifesto on fluxamusement-vaudeville-art? To estab-\\nlish artists nonprofessional, nonparasitic, noneite status in so-\\nciety, he must demonstrate own dispensibility, he must demon-\\nstrate selfsufficiency of the audience, he must demonstrate that\\nanything can substitute art and anyone can do it. Therefore this\\nsubstitute art-amusement must be simple, amusing, concerned\\nwith insignificancies, have no commodity or institutional value.\\nIt must be unlimited, obtainable by all and eventually produced\\nby all. The artist doing art meanwhile, to justify his income,\\nmust demonstrate that only he can do art. Art therefore must\\nappear to be complex, intellectual, exclusive, indispensable,\\ninspired. To raise its commodity value it is made to be rare,\\nlimited in quantity and therefore accessible not to the masses\\nbut the social elite.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,840,747,955],\"text\":\"This manifesto outlines the dominant logics used to justify\\nlabeling a particular practice \\\"art\\\"—art practice must be ex-\\nclusive (made by professional and establishment artists), rare\\n(the works must be singular and precious), and skillful (it\\nmust demonstrate the unique capacity of an artist to produce\\nwork that cannot be performed by the lay public). Fluxus art-\\namusement, visible in the works of Yoko Ono, Nam Jun Paik,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 35\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,332],\"text\":\"or Trisha Brown, proposed something different: reworking\\nthe institutions of art to make space for the mass produced,\\nnonprofessional, and quotidian. Furthermore, Fluxus did not\\nseek to oppose art (though it is often mischaracterized as\\nanti-art), instead, it engaged art to the extent required to\\nrework and expose its logics, creating space for new forms\\nof art practice and social engagement. In the years following\\nMacuna's essay, Fluxus art-amusement often took the form\\nof endlessly reproducible publications with no particular au-\\nthors, instructions that posed prompts for others to perform\\nin everyday life, or flux-box kits full of everyday trinkets and\\nassemblies that holders were invited to touch, rework and\\nmanipulate [33, 34, 38] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,394,762],\"text\":\"The first Fluxus tactic that we engage is the event score —\\nvague instructions offered for others to execute in daily life.\\nEvent scores form affinities with music scores; only they\\nprovide notation that a person can interpret to perform spe-\\ncific actions in daily life. For example, George Brecht's Two\\nExercises is composed as a personal letter, complete with\\nhandwritten address, signature, and stamp, sent to Albert\\nM. Fine [16] . The letter describes a short series of steps for\\ndeliberately moving and categorizing objects in two steps. It\\nbegins by asking its reader to \\\"Consider an object, call what\\nis not the object 'other'.\\\" It follows with instructions to \\\"Add\\nto the object, from the 'other' another object, to form a new\\nobject and a new 'other'. Repeat until there is no more 'other.'\\\"\\nYoko One's self-published collection, Grapefruit , contains sev-\\neral poetic gestures that hint towards the absurd, asking its\\nreaders to do things like \\\"imagine one thousand suns in the\\nsky\\\" and then \\\"Make one tunafish sandwich and eat.\\\" [53]\\nThese prompts place very loose specifications on who, how,\\nor when they would be performed. They simply function\\nas gestures, offerings of modest form exchanged between\\nartists or crafted for broader audiences. In cases where they\\nwere sent between artists, event scores created space for per-\\nsonal and intimate forms of exchange. Collections of event\\nscores with associated texts, manifestos, and artworks were\\ndistributed through low-cost publications released through\\nthe independent Fluxus publishing outfit \\\"Something Else\\nPress\\\" [37, 43] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,394,955],\"text\":\"The second Fluxus tactic is the construction of “Flux-\\nits,” collections of objects offered as prompts for engagement.\\nDesigned to provoke personal exploration of commodity\\n“low-brow” culture and to be endlessly reproducible [34] ,\\nFluxits were originally envelopes and boxes that held an ar-\\nray of cheap, often mundane materials: mixed-media musical\\nscores, evocative photos and poems, and everyday objects\\nlike a napkin or medical examination glove. The kits would\\nbe displayed, and people would open, read, and manipulate\\nthe items. Later versions included cards with instructions,\\nfood such as beans, and instruments for performance. In one\\nexample, Finger Boxes, a person could stick a finger inside\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,205],\"text\":\"one of many identical boxes to discover unique tactile sensa-\\ntions, literally probing the materials within. The box might\\nprick, it might squeeze, or it might wrap around the finger.\\nAs Fluxus artist Hannah Higgins explained, “merely to look\\nat them is to experience them only partially” [38] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,444],\"text\":\"While Fluxus attempted to create friction with the avant-\\ngarde of its time, its logics and forms opened pathways for\\nbroader engagements for performative methods in fine art.\\nAs art historian Natalee Harren describes, “Today, with the\\nefflorescence in contemporary art of experimental forms of\\npublishing, performance, social practice, sound, and myr-\\niad forms of new media, the impact of the international,\\nneo-avant-garde Fluxus collective seems to register every-\\nwhere” [33]. They are what sociologist Howard Becker would\\nrefer to as a collective of “maverick” artists, whose work is\\n\\\"useful in producing the variation required to rescue art from\\nritual\\\" [11]. In the following sections, we draw from Fluxus—\\nits radical activism and inversions of the new—to make a\\nsimilar move in HCI, reworking our rituals of research and\\ncontribution to broaden its subjects of inquiry.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,456,653,473],\"text\":\"4 DEVELOPING HCI-AMUSEMENTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,476,746,572],\"text\":\"As a manner of investigating these concerns in a structured\\nmanner we took up Fluxus' methods of personal exchanges,\\ncollections, and alternative publications as a starting point\\nfor our HCI-amusements. By using Fluxus as a compass to\\nnavigate inquiry into the boundaries and subjectivities of the\\ntechnological new we ask:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,577,747,688],\"text\":\"• What kinds of forms and practices emerge when we\\nturn away from the new to, instead, attend to the per-\\nsistent, unsettled and non-digital?\\n• What tensions might these forms and practices create\\nwith our typical practices of attribution and impact?\\n• How does sidelining the technological new allow us\\nto pay attention to things in a different manner?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,691,746,789],\"text\":\"The HCI-amusements that emerged are: a correspondence;\\na co-publication, and a cookbook. In the following sections,\\nwe describe these forms in detail, charting their capacity to\\nsensitize researchers and let them sit with themes of persis-\\ntence, non-linearity, rigidity, sameness, and emergence apart\\nfrom a specific design trajectory or concern.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,800,686,818],\"text\":\"1: \\\"So I made this thing\\\" - a correspondence\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,821,746,931],\"text\":\"The first form that emerged in this inquiry was structured en-\\ngagement in a designerly form of personal correspondence.\\nThe correspondence borrows the logics of exchange illus-\\ntrated in Brecht's Two Exercises and took place between An-\\ndersen in Europe and Devendorf in the US. The exchange\\nwas initiated by collaboratively and quickly drafting a set of\\nrules:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[442,935,549,953],\"text\":\"• size: matchboxes\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 35\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300265_pdf_shortened_page_4_figure_002.png\",\"bbox\":[64,119,750,595],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A sixteen-panel grid displays a collection of flat-lay photographs featuring various craft supplies, stationery, and handwritten notes. Objects such as envelopes, spools of thread, string, small boxes, scissors, and a pen are shown on pink, white, and wooden surfaces.\"},{\"label\":\"figure_cap\",\"bbox\":[68,604,746,636],\"text\":\"Figure 1: \\\"So I made this thing\\\" was a correspondence between Devendor and Andersen that involved the sending and receiving\\nof matchboxes filled with objects and the production of \\\"things\\\" composed those items.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,656,253,721],\"text\":\"• simple padded envelope\\n• timing: return in 10 days\\n• no pressure\\n• them: so I made this thing\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,727,395,872],\"text\":\"The quickness and effortlessness of composing the rules,\\nwith little consideration of \\\"research\\\" impact or discussions\\nof success was the first step towards resisting our best re-\\nsearch impulses. Implicit in this rule structure was the Fluxus\\nattention to the personal. The rules reflected our existing\\nknowledge of each other's lifestyles and perpetual hang-\\nups with over-thinking. The constraints are set up to scope\\nsimplicity—”it” must fit in a box, the box will be exchanged,\\nand it will result in a thing.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,872,395,952],\"text\":\"Devendorf and Andersen exchanged five boxes between\\nSummer 2016 and Winter 2017 (Fig. 1). There was an inten-\\ntional choice by the parties involved to resist rationalization\\nby avoiding any correspondence about the exchange. Specif-\\nically, we did not discuss our correspondence apart from\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,656,746,688],\"text\":\"logistical coordination (e.g. I sent mine on this date, I'll send \\none soon when things calm down).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,689,747,943],\"text\":\"The first box sent from Andersen to Devendorf implicitly\\nset up an additional set of \\\"rules\\\" and structures in the form\\nof objects: a pile of loose cotton fibers, a rubberband, a glow\\nin the dark star with adhesive backing, and a safety pin ap-\\npeared as a disjoint collection of things to be composed into\\na new kind of thing. Each form could be examined differ-\\nently now that it had been separated from its original context\\nand placed in juxtaposition with the others in the box. De-\\nvendor approached these objects as though they were a\\nkind of thing-grammar, each one representing or fulfilling\\nmultiple qualities of objects; pointy, soft, fibrous, childlike,\\nglowing, and so on. Placed in juxtaposition with another\\n\\\"thing\\\" made them into something new: a character, sculp-\\nture, or \\\"agentic assemble\\\" [12] with a unique capacity to\\naffect our thoughts an action. Once assembled, Devendorf\\nmade the choice to refill the box with a new collection of\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1013],\"text\":\"Paper 35\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,744,1013],\"text\":\"Page 5\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,171],\"text\":\"objects that fulfilled a similar set of object qualities as those\\nin the original box (e.g. a pointy thing, a form of currency,\\netc.).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,506],\"text\":\"Rules bred rules throughout the exchange: some defined\\nby actions Devendorf and Andersen explicitly did or did\\nnot perform; some created by livelihoods of the materials\\ninvolved; and some imposed by the infrastructures involved\\nby the activity. Specifically, human choice influenced and was\\ninfluenced by the way the person creating a box imagined\\nthat their materials would be able \\\"strike\\\" the other. It was\\nimportant that the box felt like a gift, a gesture, an exciting\\nparcel to unwrap and explore. The form of the box focused\\nattention to small materials and the quality of the box being\\nshipped across an ocean and not to return had the affect of\\nfocusing attention on the readily available, junk; or everyday\\ndiscard of Devendorf and Andersen's lives. The structure of\\nthe mail system between countries imposed rules on what\\nkinds of materials would be permissible through customs\\nand considerations of what a customs agents might suspect\\nfrom particular collections. The rigidity of any given rule,\\nor the degree to which we felt motivated to comply, was\\nindividually negotiated in relationship to what we felt would\\nallow the exchange to persist. The matchbox persisted; the\\nrule to exchange in 10 days did not.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,395,906],\"text\":\"For Devendorf, the amalgamation of rules had the affect\\nof starting an ongoing thread in her brain that considered\\nmaterials in a new way—moments cleaning up the house\\nwould often reveal an interesting object to consider for the\\nexchange. In other cases, it inspired trips through fab-labs\\nto collect interesting small material waste: neon green 3D\\nmisprints that resembled fabrics or tiny stacks of paper dis-\\ncarded from a paper plotter. The task of populating a box\\nbecame an adventure in looking through abandoned drawers\\nand neglected office shelves. It prompted consideration of\\nmaterials before they entered the trash—such as the silica gel\\nfreshness packs included in snack food. When placed in the\\ngift exchange boxes, objects began new itineraries [40, 57] ,\\nbecoming objects of attention rather than discard. When sent\\nto someone across an ocean, they had the unique quality of\\nbeing at once universal and personal: things like sticks, pen-\\ncil stubs, coins, string, the fasteners that one finds on bags\\nof bread are immediately recognized as items that seem to\\nbe universally pervasive, yet they also speak to the specific\\nenvironments of the sender, allowing us to recreate some\\nidea of life by way of the things they had at hand to discard.\\nAt the same time, these universal objects became objects of\\nadmiration when re-contextualized within the activity. We\\nbegan to consider the bag fastener as a sculptural element,\\nan interesting shape, and an object for holding together.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,394,954],\"text\":\"Within our correspondence, actively resisting our im-\\npulses to consider a goal, a research contribution, a mark\\nof success or failure, or the development of a technological\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,267],\"text\":\"thing created a space for reflection on the persistence of \\nthings that populate the peripheries of our daily lives. Fur- \\nthermore, the decision to exchange through the mail brought \\nforward elements of more personalized craft, gifts that passed \\nthrough many hands in order to arrive at their destinations. \\nThe exchange was delightful and amusing as it cultivated an \\nactive kind of “looking” and exploration that Devendorf and \\nAndersen felt benefited their work as designers while not \\nfitting into one activity in particular.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,278,695,296],\"text\":\"2: Disruptive improvisation - a copublication\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,298,746,379],\"text\":\"The second form that emerged through our collective engage-\\nments with Fluxus was a co-publication. Much like “zines”\\n(e.g. [26]) the copublication was composed by 23 people,\\ncompiled into a pamphlet, photocopied at a print shop and\\ninformally distributed by its authors.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,602],\"text\":\"The co-publication emerged out of a CHI 2018 workshop\\non \\\"Disruptive Improvisations\\\" which was devoted to ques-\\ntioning how practitioners in HCI engage the kind of non-\\ndeterministic activities characterized by Fluxus in their daily\\ndesign practices [5] . The workshop was an exercise in ex-\\nploring what forums within our community might be best\\nsuited for sharing such practices. We solicited entries to the\\nworkshop on methods researchers used to make the familiar\\nseam strange, consider alternative possibilities, and meditate\\non design in everyday life. We asked participants to submit\\ntactics in the form of a written \\\"recipe for making\\\" as well\\nas texts that reflect on themes that contrast the technologi-\\ncal new: uselessness, no-technology, failure, modesty, and\\nscarcity.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,747,904],\"text\":\"Members of the CHI community responded enthusiasti-\\ncally to the call, suggesting a desire for a broader community\\nto contribute to and participate in the kinds of exchanges our\\nFluxus inspired actions proposed. Participants came from\\nestablished design, human-computer interaction, anthropol-\\nogy, and art programs and each submission presented tactics\\nthat the author had found productive in their practice or\\nhad developed to engage non-determinism within their de-\\nsign process. Each tactic was informed by the practitioner's\\nfield of study and utilized methods from sketching, to perfor-\\nmance, to craft. For instance, one tactic involved: conceptual-\\nizing new kinds of wearables by writing a body part, advert,\\nand a verb based on movement on separate cards; randomly\\ndrawing from those cards; and sketching the ideas they in-\\nspired. The result in one case were concepts for \\\"steadily\\neating little fingernail.\\\" Another asked participants to iden-\\ntify metaphors for interaction and for themselves (Fig. 2 ),\\nwhich resulted in participants engaging in \\\"unlicensed ther-\\napy\\\" sessions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,954],\"text\":\"During the workshop we performed the proposed tac-\\ntics in three groups of roughly nine participants each. Each\\ngroup member presented their tactic to the group and then\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 35\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300265_pdf_shortened_page_6_figure_002.png\",\"bbox\":[65,118,748,408],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays various stages of a creative workshop or design process, including hands sorting through numerous photos, colored index cards with handwritten labels, and a person photographing content from an open zine. Several examples of zine pages with text and illustrations are shown, along with a list of instructions titled \\\"Apophenia as Method\\\" detailing steps to develop metaphors from images.\"},{\"label\":\"figure_cap\",\"bbox\":[68,418,746,450],\"text\":\"Figure 2: The \\\"Disruptive Improvision\\\" copublication, a collection of tactics for making and non-linear outcomes. The com-\\nplete pamphlet and set of tactic are available online at https://disruptiveimprovision.wordpress.com/\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,470,395,804],\"text\":\"the entire group would take 15 minutes to perform the tactic.\\nThe groups began to take on very strong personalities, with\\none group becoming so rowdy with laughter as to warrant\\na scolding from the workshop organizers. In this sense, the\\ndynamics of the collective of people performing, in the par-\\nticular context of an academic workshop, shaped how the\\ntactics were engaged—often trading private reflection with\\nsocial performance. Social rules emerged in addition to the\\nhuman-thing-infrastructure rules mentioned previously. Fur-\\nthermore, the situating of the activities within CHI brought\\na kind of utility and set of metrics to the activities that we\\navoided in our personal correspondence. Specifically, the\\ntactics often functioned as non-deterministic brainstorming\\ntechniques or ways to “discover” design scenarios that a piece\\nof software ought to support. While this orientation towards\\nprogress is part of what we began by trying to resist, the\\nlocation of a sterile conference, the time constraints of 15\\nminutes per tactic, the participants being “researchers” with\\nnametags, and the presence of generous and open-minded\\ncorporate sponsors sired an adaption that translated to bran-\\nstorming for design groups, workshops, or classrooms.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,805,394,950],\"text\":\"After the tactics were performed, we instructed groups to\\ncreate spreads for a copulation/zine based on their expe-\\nriences. We supplied very few rules for what this might look\\nlike and again the group dynamics took over, as different\\ngroups strategized as to how they might parlay their experi-\\nences in a publishable format. One group simply delegated\\non page to each group participant to document their tactic,\\nanother collectively produced 'postcards' depicting 'avocado\\nradish ice-cream' or a drawing of the workshop participant's\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,470,747,645],\"text\":\"table. Devendorf, Andersen, and Rosner met the day after\\nthe workshop to turn the spreads produced at the workshop\\ninto a pamphlet that could be photocopied en-mass. We met\\nat a café, spread out the material we had collected and be-\\ngan putting a \\\"master\\\" copy together (Fig. 2 ). Devendorf and\\nRosner hand-transcribed each tactic with the name of its\\nassociated author for a cover page; Andersen printed out\\nthe workshop call onto a small portable Sprocket printer\\nand affixed it to the back cover; and we used a saved stack\\nof torn construction paper, that we found to be particularly\\nbeautiful at the workshop, to create the cover.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,646,747,932],\"text\":\"We view the copulation as an artifact that offers itself\\nup for reference in a way that a series of performed events\\ncannot. We included the names of each participant as a form\\nof care and recognition of their participation — something\\nthat they may need to bring back to their institution for pur-\\nposes of support or funding. At the same time, while we had\\noriginally envisioned them going `viral', traveling beyond\\nthe people to which we distributed, we have not heard much\\nback. Our feeling is that the format is too incomprehensible\\n(and also offered in more digestible form on the workshop\\nweb page). Its acceptance of any and all points of view or\\nareas of interest made it of little appeal to any person in\\nparticular. While we learned that there is a broader commu-\\nnity of researchers interested in engaging Fluxus-like tactics\\nin their practices, and the possibility of transitioning these\\ntechniques into course activities and brainstorming tech-\\nniques, the copulation left us wanting forms that were\\nmore strongly positioned and subjective.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 35\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":9,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300265", "source_image_path": "test_data/3290605-3300265/3290605-3300265_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300265/results/output_json/3290605-3300265_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300265_pdf_shortened_page_7_figure_002.png\",\"bbox\":[63,118,750,382],\"reading_order\":2,\"tags\":[],\"alt_text\":\"An open, stapled booklet with a tan cover titled \\\"TACTICS FOR ATTENDING TO THE OLD AND THE ALREADY THERE\\\" lies on a red surface. The open pages reveal typewritten text, including instructions for \\\"Observation For Paying Attention\\\" and \\\"Actions A --- B,\\\" alongside a small, blurry black and white image.\"},{\"label\":\"figure_cap\",\"bbox\":[68,391,746,420],\"text\":\"Figure 3: Cookbook: TACTICS FOR ATTENDING TO THE OLD AND THE ALREADY THERE, each strategy takes the form of\\na recipe and an example of an outcome from the authors.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,442,282,460],\"text\":\"3: A cookbook of HCI-amusements\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,462,395,589],\"text\":\"The third form we present is a cookbook that draws from the\\nlessons of our correspondence and copublication. Whereas\\nthe copublication exists as a stand-in or reference point for a\\nseries of actions performed, cookbooks offer a collection of\\nprompts and manifestos that call for action ahead. Their form\\ntakes inspiration from Fluxus as well as broader collections\\nof \\\"chance operations\\\" and artful instructions have been\\ncompiled over several decades [17, 41, 51, 61] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,589,395,908],\"text\":\"To more concretely envision this form, we developed a\\ncookbook entitled, Tactics for Attending to the Old and Al-\\nready There . The content was generated by an exchange\\nbetween the authors in which we drafted tactics for each\\nother to perform, performed them in our daily lives; and\\nshared outcomes. The resulting cookbook offers these tactics\\nto a broader audience, beginning with a short introduction\\nof the activities offered inside and a series of rules including,\\n`Deprioritize language and analysis (until later)' and `Allow\\nthere to be no reason.' The following pages of the cookbook\\ncontain instructions for things like \\\"paying attention,\\\" “al-\\nlowing difference\\\" and `suspending judgment.' For instance,\\nthe instruction for paying attention consists of the follow-\\ning steps: Go for a 10 minute walk: Document objects that\\nare connected to each other by string-like objects. What are\\nthe objects, what does the connector allow to flow through?\\nNarrate what you saw. It is followed by a short description\\nof what we noticed when we performed the task: `Dog on\\nchain, allowing for the flow of kinship and connection. String\\nholding up hool-hock, through it flowed care and control.'\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,908,394,941],\"text\":\"Our cookbook is a form of publication that allows sub-\\njective and specific offerings for others to take up in their\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,442,747,697],\"text\":\"own practices: accounts of strategies, methods of madness,\\nexamples galore. Sewen together as a book, cookbooks offer\\nthemselves for someone to take up or leave behind and thus\\nelide traditional metrics and politics of quality and contribu-\\ntion. As such, it presents a space for voicing strong positions\\nor visions of technopolitics, and for illustrating actions that\\nmay shed light on our field by resisting operationalization\\nwithin it (e.g. the turning of readership in to citational counts\\nand “h-indexes”). At the same time, such cookbooks could\\nprompt gestures from others—activities intended for readers\\nto perform in order to bring about embodied experiences in\\naddition to intellectual ones. Within the realm of cookbooks\\nand their exchange, we might be able to envision emergent\\ndiscussions about an HCI of the not-new, ways of attending\\nto persistent challenges, and problems apart from possible\\n(or “preferable”) solutions [3] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,697,747,953],\"text\":\"Much like a collection of recipes for cooking, an HCI-\\namusement cookbook contains recipes for action — reflecting\\nthe personal tastes, ideas, and practices of its author(s). As\\na genre, it serves to illustrate an intermingling of affective,\\npractical, and cultural sensibilities. Yet, unlike other com-\\npendia, we find the cookbook additionally illustrates the his-\\ntorically political and contingent nature of collection work.\\nNearly six decades back, Herbert Simon dismissed the “ cook-\\nbooty ” and “ intellectually soft ” knowledge of a design of\\nthe artificial [60] . In our current exploration, we see the\\ncookbook as a political inversion: elevating the gendered\\nlabor typically dismissed as lesser or other. The cookbook as\\na reference to the “ soft ” sensibility that escapes the stud-\\nied, arguably male, scientific eye-takes up the language of\\ncookery to invert this dominant gaze, the forms of canonical\\ncontribution that continue to harden the technological new.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 35\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300265/results/markdown/3290605-3300265_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[92,117,722,184],\"text\":\"Evaluating the Impact of a Mobile Neurofeedback\\nApp for Young Children at School and Home\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[89,200,232,280],\"text\":\"Alissa N. Antle\\n\\nSchool of Interactive Arts\\nand Technology\\nSurrey, Canada\\n\\naanfle@sfu.ca\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[246,200,396,280],\"text\":\"Elgin-Slyke McLaren\\nSchool of Interactive Arts\\nand Technology\\nSurrey, Canada\\nemclaren@sfu.ca\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[422,200,556,296],\"text\":\"Holly Fielder\\n\\nEducation Assistant\\nDepartment\\nLangara College\\nVancouver, Canada\\nhollyfielder@gmail.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[583,200,724,295],\"text\":\"Naomi Johnson\\n\\nSocial Work Independent\\nConsultant\\nToronto, Canada\\n\\nnaomi.megan.johnson@\\ngmail.com\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,307,141,324],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,329,395,600],\"text\":\"About 18% of children in industrialized countries suffer from\\nanxiety. We designed a mobile neurofeedback app, called\\nMind-Full, based on existing design guidelines. Our goal was\\nfor young children in lower socio-economic status schools\\nto improve their ability to self-regulate anxiety by using\\nMind-Full. In this paper we report on quantitative outcomes\\nfrom a sixteen-week field evaluation with 20 young chil-\\ndren (aged 5 to 8). Our methodological contribution includes\\nusing a control group, validated measures of anxiety and\\nstress, and assessing transfer and maintenance. Results from\\nteacher and parent behavioral surveys indicated gains in\\nchildren's ability to self-regulate anxiety at school and home;\\na decrease in anxious behaviors at home; and cortisol tests\\nshowed variable improvement in physiological stress levels.\\nWe contribute to HCI for mental health with evidence that it\\nis viable to use a mobile app in lower socio-economic status\\nschools to improve children's mental health.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,616,172,633],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,637,394,669],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\nubiquitous and mobile computing.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,685,149,701],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,707,394,739],\"text\":\"Brain computer interfaces, HCI for mental health; children,\\nself-regulation, field studies, positive computing.\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,309,560,324],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,325,747,412],\"text\":\"Alissa N. Antle, Elgin-Sky McLaren, Holly Fielder, and Naomi\\nJohnson. 2019. Evaluating the Impact of a Mobile Neurofeedback\\nApp for Young Children at School and Home. In CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4–9, 2019, Glasgow, Scotland, UK. ACM, New York, NY, USA,\\n13 pages. https://doi.org/10.1145/3296053.300266\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,438,550,456],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,460,747,841],\"text\":\"Anxiety disorders are among the most common mental health\\nissues in childhood and the first to emerge – affecting about\\n18 % of children; often lasting into adulthood with deva-\\ntating social-emotional, health, and economic costs [5, 24] .\\nChildren living in lower socio-economic-status (SES) areas\\nare more likely to have severe anxiety, challenges regulating\\nit, and are less likely to be diagnosed or treated [8, 15, 31] .\\nOngoing, frequent neurobiological stress responses are cor-\\nrelated with increasing risk of both physical and mental\\nhealth problems [14] . When these responses occur in peri-\\nods of rapid brain development, such as when young children\\nfirst enter schooling, they can be particularly harmful. In\\naddition, anxiety negatively affects children's education and\\ncareer outcomes, feelings of self-esteem and self-efficacy,\\nsocial competence, and their physical and mental well-being\\n[33, 35] . However, it is often difficult to get help with mental\\nhealth issues. In a Canadian survey on mental health, 38 %\\nof respondents indicated that the time between initial help-\\nseeking and diagnosis exceeded a period of 12 months and\\nonly 1 in 5 children who required mental health services\\nreceived them [29] . Learning to self-regulate anxiety early in\\nlife is beneficial and may reduce the negative impact of this\\nmental health challenge on educational, social-emotional,\\nand economic outcomes for children [34, 38] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,747,955],\"text\":\"Clinical research has shown that neurofeedback (NF), a\\ntype of brain-computer interface (BCI), can provide lasting\\nresults in treating many neurological conditions, including\\nchallenges with anxiety and attention [7, 25] . A common\\nform of NF BCI measures, records and provides visual and/or\\nauditory feedback about brain states sensed using an elec-\\ntroencephalography (EEG) headset. However, most systems\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,778,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCV 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,926,264,953],\"text\":\"ACM ISBN 978-1-4603-5700-2/19-03...$15.00\\nhttps://doi.org/10.1145/3290605.3300266\",\"reading_order\":21,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 36\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,315],\"text\":\"involve complex and expensive EEG systems only available\\nthrough clinics. As such this approach is not available to\\nmany children, in particular those from lower SES families.\\nRecently, consumer-grade headsets have been introduced to\\nthe market. This creates opportunities to design and deploy\\nNF apps that help people learn to self-regulate outside of\\nclinical settings. Despite a recent spike in availability of NF\\napps for adults and children on smart devices, little is known\\nabout viability and effectiveness of these systems in field set-\\ntings [3] . Yet if beneficial, there may be significant potential\\nfor these systems to address disparities of access associated\\nwith clinical interventions [38] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,315,395,699],\"text\":\"Our research addresses the following overarching ques-\\ntion: What is the impact on young children's ability to self-\\nregulate anxiety in schools and homes after using a mobile\\nneurofeedback intervention? To address this question, we con-\\nducted a field investigation of the viability and effectiveness\\nof an intervention using Mind-Full, a NF BCI application,\\ndesigned based on previous guidelines [2] . Mind-Full is com-\\nposed of a simple and inexpensive commercial EEG headset\\nand Android tablet. In this paper we describe the methodol-\\nogy for a field study with 20 young children attending two\\nlower SES schools in Canada who were of mixed ethnicities\\nincluding aboriginal and refugee children. We report on our\\nmixed but encouraging quantitative results of the impact of\\nour intervention on children's ability to self-regulate anxi-\\nety, their anxious behaviors and their physiological stress\\nlevels both at school and home. We contribute to the fields\\nof HCI for mental health and positive computing (e.g. [6] )\\nin two main ways. Our field methodology utilizes a control\\ngroup and validated behavioral and physiological measures,\\naddressing prior concerns with rigour. Our results show the\\nviability and effectiveness of the Mind-Full app, serving as\\na proof of concept for a mobile, low cost approach that can\\nbe used in schools to improve the mental health of young\\nchildren who are often marginalized.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,710,187,727],\"text\":\"2 BACKGROUND\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,955],\"text\":\"In clinical settings there has been a growing body of work\\nstudying EEG-NF games as a therapeutic treatment to help\\nchildren with anxiety and/or attentional challenges learn to\\nself-regulate (see [12] for a review). Self-regulation involves\\nlearning ways to stay calmly focused and alert, and practic-\\ning those techniques until they become automated. EEG-NF\\ntraining has been suggested as a beneficial technique for\\nteaching children to self-regulate because it makes invisible\\nbrain processes visible [2] , and may lead to behavioral and\\nneural changes [38, 40] . Training via games provides moti-\\nvation and has been linked to high training compliance and\\nreduced attrition in clinical studies with children with atten-\\ntional challenges [10] . While using EEG-NF games to teach\\nchildren self-regulation seems compelling, it is important to\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,172],\"text\":\"take this work out of clinics and into children's everyday\\nlives if we are to reach some of the children who may benefit\\nthe most.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,184,711,202],\"text\":\"Field-based NF Studies of Children and Anxiety\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,476],\"text\":\"Very little research exists focusing on non-clinical approaches\\nto teaching children self-regulation of anxiety using NF. In\\none randomized controlled experiment with an active control\\ngroup with 136 participants (aged 8-13), children and youth\\nplayed either MindLight or an alternative video game [33] .\\nParticipant and parent ratings of anxiety showed a decrease\\nfrom pre-test to post-test, and no change at follow-up test\\npoints. This methodological design has a large sample size\\nand standardized, reliable and multi-informant behavioral\\nmeasures. However, the authors suggest that the play con-\\ntext may have impacted results since the children all played\\nin shared rooms (contamination effect). The authors also sug-\\ngest that positive results might be due to non-specific factors\\nsuch as being primed to expect an improvement in anxiety.\\nLastly, they acknowledge that without a control group it\\nwas difficult to determine if improvements were greater than\\nwithout any intervention.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,476,747,651],\"text\":\"In a randomized controlled experiment with a waitlist\\ncontrol group with 21 girls (aged 5-11), children completed\\n24 NF sessions over six weeks with their counselor at a school\\nfor girls living in poverty in Nepal [3] . Counselor and teacher\\nratings of behavioral indications of self-regulation of anxiety\\nshowed a significant improvement in a variety of contexts\\nfor the intervention from pre-test to post-test: the gains were\\nmaintained at a follow-up test point. The waitlist group later\\ncompleted the intervention and pre-post ratings showed a\\nsimilar pattern. There are no other known field studies of\\nNF-based interventions for children and anxiety challenges.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,661,665,679],\"text\":\"Field-Based Methodological Challenges\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,682,747,955],\"text\":\"For further methodological guidance we can look to other\\nfield-based biofeedback (e.g. heart rate variability) and neuro-\\nfeedback studies targeting children and self-regulation of\\nother brain processes (e.g. attention, depression) [11, 13,\\n18, 21, 39] . For example, computer games were turned into\\nbiofeedback games for 16 children and youth (aged 8 to 17)\\nwith fetal alcohol syndrome [23] . Children showed a signifi-\\ncant improvement in pre-post test ability to regulate brain\\nprocesses associated with inattention. However, the authors\\nstate that they could not make claims about efficacy due\\nto study limitations (e.g., no control group, small sample\\nsize, large age range of children, un-validated measures). In\\na similar study, 26 children and youth (aged 9-17) learned\\nrelaxation techniques using a biofeedback PC platform [20] .\\nBetween group results showed improvement in behavioral\\nmeasures of anxiety and depression. However, claims were\\nlimited by non-random assignment to groups. Analysis of\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 36\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,381],\"text\":\"other studies shows similarly that claims are often limited\\nbecause study designs have involved small sample sizes, non-\\nrandomized designs, and inadequate control conditions [11] .\\nHowever, we note that when working in lower SES contexts,\\nan active (placebo) control group design may be ethically\\nunacceptable [1] . Another issue noted is that some studies\\ndo not assess a child's ability to transfer regulation skills\\ninto their everyday lives or assess maintenance over time\\n[3, 12, 37] . Lastly, it remains unknown if NF interventions\\nthat show behavioral improvements also help children im-\\nprove regulation of neurological or physiological processes\\n(e.g. stress response) [40] . We suggest that what is needed\\nis a field study design in line with the positive practices\\nnoted above but with a randomly assigned control group\\nand measures of transfer and maintenance of self-regulation\\nbehaviors and physiological stress response.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,396,305,412],\"text\":\"3 MIND-FULL SYSTEM AND GAMES\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,416,395,656],\"text\":\"We developed a new version of our EEG-based NF game\\nsystem, called MindFull, using established BCI for children\\ndesign principles as described in [2] . We created six games.\\nTwo of the games closely resemble games used in our Nepal\\nstudy, described in [3] , which was conducted in a school\\nfor children living in poverty. The Nepalehi children share\\nsome characteristics with our new population (e.g. lower\\nSES, similar age range). The four other games are new but\\nfollow guidelines cited in [2] , and require similar interactions\\nas the previous games. For example, a child must breath\\ncalmly or relax their body to cause an effect in the game.\\nSince we are replicating and building on previously published\\nresearch on game designs but evaluating our games with a\\nnew population in a new context, we provide only a summary\\nof the games here.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300266_pdf_shortened_page_2_figure_005.png\",\"bbox\":[67,685,395,894],\"reading_order\":5,\"tags\":[],\"alt_text\":\"A light blue screen shows a person's face in the top left corner, a clear jar with a small yellow pinwheel inside on the left, and a hand holding a spinning yellow pinwheel on a stick on the right. Red curved arrows indicate circular motion around the larger pinwheel, labeled \\\"A\\\" above and \\\"B\\\" below.\"},{\"label\":\"figure_cap\",\"bbox\":[68,903,392,948],\"text\":\"Figure 1: Pinwheel game. Blowing softly on pinwheel\\ncalms the brain causing pinwheel to spin counterclockwise\\nA to B.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,381],\"text\":\"Our Mind-Full system uses a BrainLink Pro $^3$ EEG headset\\nto wirelessly transmit brainwave data into a Unity 3D game\\nengine running on an Android tablet. BrainLink is a com-\\nmercially available EEG headset that uses the Neurosky chip\\nand only one dry electrode to record electrical activity in\\nthe left pre-frontal cortex. Compared to most EEG units, it is\\nrobust, non-invasive, adjustable, and easy to wear due to the\\nsingle dry electrode. It is inexpensive ( $ 99 USD) compared\\nto clinical EEG headsets. A predecessor of the system was\\nvalidated in terms of its ability to reliably measure atten-\\ntional states using a proprietary algorithm [30] . Our own\\ntests have shown that the headset can differentiate between\\nanxiety and attention in young adults. The headset sends\\nprocessed and raw brainwave data via Bluetooth to the Unity\\napplication, where it is analyzed and used to control game\\nmechanics, and interface and output elements.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300266_pdf_shortened_page_2_figure_008.png\",\"bbox\":[419,392,751,604],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A cartoon illustration depicts a person looking up at a tree with autumn leaves, from which two fish are hanging. A crow is perched on one of the fish, while a yellow thermos with a small fish inside sits on the ground to the left. Red labels 'A' and 'B', a curved red line, and an arrow are also visible in the scene.\"},{\"label\":\"figure_cap\",\"bbox\":[420,611,726,658],\"text\":\"Figure 2: Salmon game. Blowing softly on the ember (A)\\ncreates a flame and smokes the salmon, which is then\\nstolen by the raven (B).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,675,748,931],\"text\":\"There were two types of games to help children learn how\\nto self-regulate anxiety by calming their body and brain. One\\ntype of game helps children learn to relax a little by breathing.\\nWe refer to the three variations of this breathing-relaxation\\ngame as Pinwheel, Salmon, and Squirrel. In the Pinwheel\\ngame, we represent relaxation using a familiar metaphor –\\na pinwheel (Figure 1 ). The child user sees an animation of a\\ngirl softly blowing on a pinwheel, which spins. Next, it is the\\nchild's turn. Like the animated girl, the child softly blows on\\npinwheel image, which relaxes her body, thus shifting her\\nbrain state toward a relaxed state (lower alpha brainwave\\nfrequency). The EEG sensor uses a proprietary algorithm to\\ndetermine a \\\"relax\\\" index. When the index passes a threshold,\\nthe game triggers an animation of the pinwheel spinning.\\nIf the threshold is maintained for a set amount of time, the\\nchild earns a token. In the Salmon game, the child must blow\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,653,953],\"text\":\"$^{1}$http://store.neurosky.com/collections/brainlink-pro\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 36\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,172],\"text\":\"on an ember to start a fire to smoke a salmon, which a pesky\\nraven steals (Figure 2). The child must enact the same slow\\nbreathing but in a different context.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300266_pdf_shortened_page_3_figure_003.png\",\"bbox\":[67,188,395,396],\"reading_order\":3,\"tags\":[],\"alt_text\":\"A cartoon landscape features mountains and hills, with a red wavy line marked from 'A' to 'B' indicating a path. A small paraglider travels along this line, while a jar on the left contains three paraglider icons. A woman's face is shown in the top left corner.\"},{\"label\":\"figure_cap\",\"bbox\":[68,406,394,438],\"text\":\"Figure 3: Paraglider game. Relaxing whole body as if lying\\nin the field calms the brain, landing paraglider from A to B.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,460,395,683],\"text\":\"The other type of game teaches children how to use their\\nbody to sustain a relaxed brain state by becoming and then\\nremaining relaxed in their body. We refer to the three varia-\\ntions of this sustained relaxation game as Paraglider, Bear,\\nand Sasquatch. In the Paraglider game the child must relax\\ntheir body and stay calm to land the paraglider (Figure 3 ).\\nIn the Bear game, the child must stay relaxed and calm to\\nstay hidden so they can take a photograph of a bear who\\ncautiously approaches, drawn by the scent of the salmon\\ncarried by the raven (Figure 4 ). All together our system con-\\ntains six games (three of each type) that help children learn\\nself-regulation of anxiety by learning to calm themselves.\\nWe created six games to address concerns of reduced engage-\\nment and enjoyment cited in [19] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300266_pdf_shortened_page_3_figure_006.png\",\"bbox\":[67,699,396,907],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A cartoon forest scene at dusk shows a person in a blue hat holding a smartphone near a log, with a large crow flying overhead and a human face in the top-left corner. A red wavy arrow, labeled A at its start and B at its end, points from a large thermos containing a small bear towards the person, with another bear walking in the distance.\"},{\"label\":\"figure_cap\",\"bbox\":[68,919,374,949],\"text\":\"Figure 4: Beat game. Staying calm hides the user so bear\\nadvances from A to B where it is captured on phone.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,266],\"text\":\"The key characteristics of each game follow design prin-\\nciples from [2] . For example, each game uses a form of em-\\nbodied metaphor that relates body and brain states (source\\ndomain) to a familiar activity for this population (target do-\\nmain). In this way children can learn how to use their body\\nto regulate their mind and receive positive or corrective\\nfeedback through the simple animated game responses (e.g.\\npinwheel spins or stops, ember turns to flame or goes out,\\nbear advances or recedes).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,286,551,302],\"text\":\"4 METHODOLOGY\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,307,747,529],\"text\":\"We conducted a 2x3 randomized controlled experiment with\\n20 young (aged 5 to 8 years) children, split into two groups,\\nto determine the impact of the Mind-Full intervention on\\nyoung children's anxiety and stress levels. The children were\\nrecruited from two lower SES schools that served diverse\\nand multi-ethnic populations, including aboriginal children,\\nrecent immigrant and refugee children. Many of the chil-\\ndren had suffered from trauma due to family dysfunction,\\nrefugee status, marital break-ups and/or other factors related\\nto living in lower SES situations. Children were drawn from\\nKindergarten, grade one or two classrooms, representing the\\nspan of the target age for our system. Half the children par-\\nticipated in 18 individual, facilitated sessions with Mind-Full\\nover seven weeks during school hours.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,530,747,754],\"text\":\"There are two independent variables: group (intervention,\\ncontrol) and assessment time (pre-test, post-test, follow-up\\ntest). Assessment time is named relative to the intervention\\ngroup, however all the children were assessed at pre and\\npost-test points. We also report data for the intervention\\ngroup (only) at nine week follow-up. For ethical reasons (for\\nexample, see [1] ), the control group was later able to do the\\nintervention but we do not report that data here. The control\\ngroup provided a comparative group to account for chil-\\ndren’s social-emotional learning in the classroom and/or at\\nhome and other maturation or developmental effects. Ethics\\napproval to conduct this research was obtained from Simon\\nFraser University (Burnaby, Canada) and the Burnaby School\\nDistrict.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,773,643,790],\"text\":\"Research Questions and Hypotheses\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,793,747,954],\"text\":\"We investigated two constructs: viability , which we defined\\nas the ability to self-regulate during gameplay , and to complete\\nthe intervention at school; and effectiveness , which was\\nthe impact of the intervention on anxiety (see Table 1 ). We\\noperationalized effectiveness in three ways: 1) behaviors\\nrelated to the use of self-regulation skills related to anxiety in\\nsituations at school and home; 2) levels of anxious behaviors\\nat school and home; and 3) physiological measures of stress\\nat school only. We provide details of measurement below\\nunder data collection and analysis.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 36\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[68,124,395,396],\"text\":\"We measured viability to ensure children in the interven-\\ntion group could use our system to learn to self-regulate\\nduring gameplay and complete the intervention. We also ob-\\nserved early sessions, and analyzed facilitator's observation\\nnotes to look for any usability or usage issues. We measured\\neffectiveness to understand the impact of the intervention,\\nwhich addresses our overarching research question. Effec-\\ntiveness was measured to determine how well children could\\nuse self-regulation skills during stressful events at school\\nand home. An assumption here is that if children in the inter-\\nvention group are better at using self-regulating skills after\\nthe intervention (i.e. at post-test) compared to the control\\ngroup, then they learned that from the intervention and were\\nable to transfer this learning into other situations. Any other\\nself-regulation learning that occurred would have randomly\\noccurred in classrooms or homes; and groups were chosen\\nto have equal numbers of children from different classrooms.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,555],\"text\":\"We also measured all children's anxious behaviors at school\\nand home and stress levels at school because for children\\nwho have suffered trauma or live in lower SES situations, it\\nwas possible that children in the intervention group might\\nget better at self-regulating during stressful events but that\\ntheir overall levels of anxiety and stress would not change.\\nWe did not measure stress level at home because we use sili-\\nvary cortisol tests (details below), which we were not able to\\nadminister in a home setting. Our specific research questions\\nand directional hypotheses, where appropriate, follow:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,564,394,598],\"text\":\"RQ1: Is our system a viable neurofeedback intervention that can\\nhelp children learn to self-regulate anxiety during gameplay?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,605,394,654],\"text\":\"H1.1 Children in the intervention group will be able to suc- \\ncessfully self-regulate anxiety to play the games over the \\ncourse of their intervention.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,661,394,711],\"text\":\"H1 2 Children in the intervention group will be able to com-\\nplete the intervention (i.e. receive five tokens per each game\\nin 18 sessions over seven weeks).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,720,394,769],\"text\":\"RQ2. Can children effectively transfer their ability to self-\\nregulate anxiety learned during the intervention to other con-\\ntexts where they are anxious (school, home)?\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,777,395,842],\"text\":\"H2.1 There is no significant difference between the inter-\\nvention and control groups on behavioral measures of their\\nability to self-regulate anxiety at pre-test (i.e. groups are\\nequivalent before the intervention starts).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,850,395,900],\"text\":\"H2.2 There is a significant difference between the interven-\\ntion and control groups on behavioral measures of their\\nability to self-regulate anxiety at post-test.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,172],\"text\":\"H2.3 There is a significant improvement within the interven-\\ntion group on behavioral measures of ability to self-regulate\\nanxiety from pre-test to post-test.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,180,746,230],\"text\":\"H2.4 Any improvement within the intervention group on\\nbehavioral measures of ability to self-regulate anxiety from\\npre-test to post-test will be maintained at follow-up test.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,238,747,510],\"text\":\"RQ3. Are children's anxious behaviors reduced after the inter-\\nvention (school, home) compared to the control group? We\\nexpect that children in the intervention group will improve\\ntheir ability to self-regulate anxiety at school and at home\\n(H2:2-2:3). However, we cannot necessarily expect that they\\nwill experience fewer episodes of anxiety. There are many\\nevents in each child's life that contribute to their experiences\\nof anxiety. The intervention does not impact the causes of\\nanxiety, nor do we have control over these events. For RQ3,\\nour expectation is that children's behaviors that indicate they\\nare experiencing anxiety, in both groups, will fluctuate over\\nthe course of the intervention. It is possible that a child's\\nimproved ability to self-regulate will mean that a parent or\\nteacher may not notice behaviors related to anxiety as often.\\nThat is, the anxiety is still present, but the child can deal\\nwith it more effectively and as a result show less behavioral\\nevidence of anxiety.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,518,747,631],\"text\":\"RQ4. Are children's physiological levels of stress reduced after\\nthe intervention at school compared to the control group? As a\\nresult of being better able to self-regulate anxiety, we might\\nexpect that children's overall stress levels would decrease.\\nHowever, they may still have events in their lives that cause\\nelevated stress levels. As a result, we have no directional\\nhypotheses for this research question.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,646,498,662],\"text\":\"Participants\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,906],\"text\":\"Thirty-two children were identified by school principals,\\ncounselors and teachers at two elementary schools in a lower\\nSES urban area of Canada. The primary criterion for initial\\nselection was qualitative identification of severe challenges\\nwith anxiety and/or attention, since these are often corre-\\nlated. Of the 32 children identified, 30 children and their\\nparents provided assent/consent to participate. We screened\\nthe children in two ways. At pre-test, the teachers were inter-\\nviewed about the nature of each child's learning and anxiety\\nchallenges, other challenges, and personal characteristics.\\nWe also administered the teacher Self-Regulation of Anxi-\\nety survey (described below). Of the 32 children, 20 met the\\ncriteria for severe challenges with anxiety and age appro-\\npriate cognitive functioning, resulting in a sample size of 20\\nchildren with severe anxiety.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,954],\"text\":\"Children's teachers and parents also had to provide con-\\nsent as they participated in classroom coaching activities\\n(teachers) and assessment (teachers and parents) as described\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 36\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,299],\"text\":\"below. Based on the results of pre-test teacher interviews,\\nwe formed 10 matched pairs of children based on school,\\ngrade, gender, anxiety challenges, and personal character-\\nistics. One child from each pair was randomly assigned to\\nthe intervention group and one to the control group. The\\nend result was 14 males, 6 females split evenly across the\\ntwo schools and groups. Six children were in kindergarten,\\nfour children were in grade one and eight children were in\\ngrade two. The children's ages ranged from 5 to 8 years old\\nand changed over the study duration. All children had good\\nverbal mastery of the English language.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,310,135,328],\"text\":\"Procedure\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,395,602],\"text\":\"The Mind-Full intervention was delivered to the intervention\\ngroup in 15-20 minute pull-out sessions in a quiet counsel-\\nling room at each school (Figure 5 ). They were facilitated\\nby a recently graduated social worker. Sessions were deliv-\\nered over seven weeks with a frequency of three times per\\nweek, and a final week for make-up sessions. The length,\\nfrequency and number of sessions was based on other suc-\\ncessful NF studies with children (e.g. [10, 13, 19, 33] ) and\\ndetermined based on the constraints of each school's class-\\nroom schedules. Children played one relaxation and one\\nsustained relaxation game in each session, switching to new\\ngames every 6 sessions, for a total of 18 sessions. All children\\nplayed the same games in the same order. Make-up sessions\\n(e.g. due to illness) were facilitated by the social worker or\\nan educational assistant (EA) trainee who had a relationship\\nwith all the children. Both the social worker and EA trainee\\nwere trained by the PI (Antle) on the project.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,395,857],\"text\":\"Each child was introduced to the Mind-Full system using\\na scripted protocol. In each session, children were instructed\\non how to use breathing or body relaxation to change their\\nbrain state and cause game effects (e.g. pinwheel spin, bear\\napproach) and earn tokens in the games. Session coaching in-\\nvolved helping children understand the relationship between\\ntheir body and brain (e.g. breathing calms the brain, relaxing\\nthe body from feet all the way up to head helps body stay\\nrelaxed). Note that all children in the study had previously\\nbeen exposed to these practices in other classroom inter-\\nventions. Each session was also facilitated with a scripted\\nprotocol designed to build rapport, identify daily stresses,\\nand encourage the children to focus on practicing rather\\nthan succeeding at playing the games. Sessions began and\\nended by asking/reminding children to use self-regulating\\nstrategies outside of the intervention.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,394,954],\"text\":\"The PI monitored early and intermittent sessions and re-\\nviewed detailed facilitator observation notes to ensure proto-\\ncol compliance. Teachers were also trained to use small lam-\\ninated posters, containing simple images and phrases taken\\nfrom the intervention, to support children to transfer self-\\nregulation from the games into the classroom. For example,\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,747,475],\"text\":\"one poster was an image from the Pinwheel game showing\\nan illustration of a girl blowing on a pinwheel and included\\ntext for the teacher to read, \\\"Calming down... imagine blow-\\ning on a pinwheel — slow deep breaths.\\\" All classrooms in\\nboth schools with students in the study were given posters.\\nTeachers were asked to explain these materials to all the\\nstudents in their classes, relating them to other mindfulness\\npractices they used. This ensured that both intervention and\\ncontrol students were exposed to the classroom materials.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300266_pdf_shortened_page_5_figure_008.png\",\"bbox\":[419,119,747,283],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A person lies on their side, wearing a white headset, looking at a tablet propped up on a pillow. The tablet displays a colorful animated scene with mountains, a path, and a character. The person is wearing a dark blue top with a white snowflake pattern.\"},{\"label\":\"figure_cap\",\"bbox\":[421,291,744,308],\"text\":\"Figure 5: Child using the Mind-Full system in study setting.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,486,519,503],\"text\":\"Data Collection\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,507,747,618],\"text\":\"We addressed RQ1 ( viable ) with structured observational\\nnotes taken by the facilitator for every session, which enabled\\nus to determine the number and duration of sessions for each\\nchild in the intervention group. We also determined if each\\nchild, in each session could successfully complete each of\\nthe two games by receiving five tokens (i.e. play successfully\\nfive times).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,748,954],\"text\":\"In order to address RQ2 ( effective ), we assessed each\\nchild's ability to self-regulate anxiety ( SRAnx ), that is to\\ncalm down in a variety of situations at school and home.\\nWe used a teacher version of a short survey that was used\\nin a previous study [3] . In previous work, the survey was\\nshown to be reliable (Cronbach's $\\\\alpha$ = 0.70) and sensitive to\\nchange over time. The construct SRAnx was measured with\\nfive statements, each related to the child's ability to calm\\nthemselves down in different situations at school (teacher)\\nor home (parent), and a five point rating scale ranging from\\n\\\"Can do this mostly by themselves\\\" (5) to \\\"Cannot do this\\nat all even with support\\\" (1). The main difference in the\\nsurvey we used in this study compared to [3] is that we\\nremoved one question that was not found to be sensitive to\\nchange and replaced it with a question that was contextually\\nrelevant for the current study. Sample questions include:\\nChild can calm down when they are having difficulty with\\nsome schoolwork and Child can calm down after a stressful\\nevent in the playground . We also adapted the teacher version\\nto create a parent version that assessed the same behaviors\\nbut in a home setting. Sample questions include: Child can\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 36\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"calm down when they are having difficulty with a task at home\\nand Child can calm down after a stressful event at home.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,157,394,347],\"text\":\"We assessed all the children at pre-test, post-test and the\\nintervention group at follow-up test with the SRAnx surveys.\\nTranslators were assigned to parents who were not fluent in\\nEnglish. Teachers were given dedicated time to administer\\nthe surveys while substitute teachers taught their classes.\\nThere was likely bias in the teacher and parent survey assess-\\nments since they were not blind to condition. However, in\\nline with other studies and recommendations [12] , children's\\nteachers and parents are best suited to assess children's abil-\\nity to self-regulate anxiety at school and at home. We in-\\nterpret results with caution and used multiple measures to\\nimprove validity.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,395,634],\"text\":\"In order to address RQ3, children's levels of anxious be-\\nhaviors, we used the Behavior Assessment System for Chil-\\ndren (BASC-3) Survey, subscale: anxiety for teachers and for\\nparents [32] at the same test points as SRAnx. The BASC-3\\nteacher rating scales are a comprehensive measure of prob-\\nlem behaviors in school settings. We used the survey for ages\\n6 through 11. The survey contains statements with descrip-\\ntors of 16 behaviors relaxed to anxiety and a 4 point rating\\nscale related to frequency of observed behavior, ranging\\nfrom never (1); sometimes (2); often (3); and almost always\\n(4). Sample statements include: Has panic attacks; Appears\\ntense; and Overreacts to stressful situations. The BASC-3 has\\nexcellent test score reliability (i.e., mid-, .80s or higher) [32].\\nParents also filled out the BASC-3 anxiety subscale, which\\nwas comprised of 21 questions and the same 4 point scale.\\nIn cases where a parent or primary caregiver was not fluent\\nin English we assigned a translator to work with the parent\\nand translate the survey.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,394,792],\"text\":\"We addressed RQ4, stress level, by measuring salivary cor-\\ntisol levels, which provide an objective, biological indicator\\nof stress and have been validated with young children (e.g.\\n[22, 26] ). Salivary cortisol is increasingly being used as an\\nindicator of children's stress related experience in the class-\\nroom. For example research with preschoolers found that\\nhigher levels of teacher-child conflict were associated with\\nincreased levels ofchildren's cortisol during interactions with\\nteachers [22] . Higher cortisol levels in 5 th grade students may\\nbe linked to mental health issues [28] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,793,395,922],\"text\":\"A normal pattern for cortisol in typical children is that\\nlevels rise within 20 to 45 minutes after waking and then\\ngradually decline throughout the day. Abnormally high, low,\\nor flat levels of cortisol throughout the day may indicate\\ndysregulation associated with high stress levels. We took\\nsalivary cortisol swabs at pre-test and post-test following\\nstandard procedures for testing with children (e.g. [16, 17] ).\\nFor example, we collected samples at set time of day (9:15\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,396],\"text\":\"am, 11:30 am, 2:30 pm) and had children avoid vigorous exer-\\ncise or food intake prior to sampling. The session facilitators\\nand researchers worked with the children in small groups to\\ntake the swabs at the set times at the two schools over two\\nadjacent days. We created a 60 second song about delicious\\nfoods to help the children salivate (an issue reported in [17] )\\nand also so they would keep the swabs in their mouth for\\nthe full 60 seconds. We also encourage children to remain\\ncalm during the testing. Samples were kept cold and picked\\nup at the end of each day by courier. They were shipped to\\nthe Clemens Kirschbaum laboratory at the Dresden Univer-\\nsity of Technology in Germany for analysis. The lab uses a\\nstandard procedure as reported in [28] . Based on the data\\nreceived from the lab, we calculated three cortisol measures\\nper child: morning level, and average and decline (slope) dur-\\ning the school day. We also determined if the daily pattern\\nwas irregular.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[421,406,722,422],\"text\":\"Table 1: Constructs, dependent variables and measures.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,436,741,743],\"text\":\"
ConstructOperational DefinitionVariable NameMeasurement Instrument
1 Viable (intervention group only)SR in gamesSRGameStructured obs (facilitator)
completion of sessionsCompletionStructured obs (facilitator)
2 Effective (both groups at pre & post, intervention only at f-up)Use/Transfer of anxiety SR be-haviors toSRAnx-S (school)Calm survey (teacher)
non-gameplay contextsSRAnx-H (home)Calm survey (parent)
3 Effective (both groups at pre & post, intervention only at f-up)Anxious behav-ior levelsAnxiety-S (school)BASC-3 survey (teacher)
Physiological stress levelsAnxiety-H (home)BASC-3 survey (parent)
4 Effective (both groups at pre & post)Physiological stress levelsCortisol (school)Salivary cortisol tests (researchers)
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"The image displays a four-column table detailing research constructs. The columns are labeled \\\"Construct\\\", \\\"Operational Definition\\\", \\\"Variable Name\\\", and \\\"Measurement Instrument\\\", describing how different aspects of an intervention are defined and measured. The constructs are numbered 1 through 4, including \\\"Viable\\\" and \\\"Effective\\\" categories.\",\"figure_path\":\"tables/3290605-3300266_pdf_shortened_page_6_tab_9.png\"},{\"label\":\"sec_1\",\"bbox\":[421,772,508,789],\"text\":\"Data Analysis\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,792,746,873],\"text\":\"RQ1: We used facilitator's detailed session notes to calculate\\nthe number and duration of sessions for each child in the\\nintervention group. We also determined if each child, in each\\nsession could successfully collect five tokens in each game,\\nand made notes of usability or learning challenges.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,873,746,954],\"text\":\"RQ2: Since the survey for the RQ2 construct self-regulation\\nof anxiety (SRAnx) was a variation of a previously published\\ninstrument, we assessed its reliability using Cronbach's al-\\npha, which is a measure of the internal consistency or the\\nextent to which all the items in a survey measure the same\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 36\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300266", "source_image_path": "test_data/3290605-3300266/3290605-3300266_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300266/results/output_json/3290605-3300266_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,283],\"text\":\"construct. There is different advice about the satisfactory\\nlevel of reliability, ranging from 0.7 to 0.9 [9] . We used SPSS\\nto run reliability analysis. For Cronbach's alpha values of 0.8\\nand above, we included all questions. When values were less\\nthan 0.8, if deleting any items could increase the overall reli-\\nability above 0.8 we removed them to improve the reliability\\nof the construct measure as is standard practice in survey\\ndevelopment [9] . The RQ3 BASC-3 Anxiety measure has al-\\nready been shown to be valid and reliable so we included all\\nquestions for the Anxiety construct [32] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,475],\"text\":\"For all survey data we used SPSS to check for assump-\\ntions of normality (Shapiro-Wilks' test) and equal variance\\n(Levene's test) and examined frequency distributions to ex-\\nplore deviations. We generated descriptive statistics (mean,\\nstandard deviation) and ran mixed 2x2 (repeated measures)\\nANOVAs for each dependent variable to determine the im-\\npact of group and test point (pre and post). We ran repeated\\nmeasures t-tests on intervention group data from post to\\nfollow-up. We used an alpha level of .05 for all statistical\\ntests. ANOVAs are robust to violations of normality. Where\\nthere were violations in assumptions we state results with\\ncaution.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,475,395,826],\"text\":\"RQ4: Results from cortisol tests indicated that there were\\nmissing values (either no test or empty vial), significant\\nevents that impacted results (e.g. crying, sick), and cases\\nwhere the test protocol had not been followed (e.g. child had\\njust exercised, consumed orange juice, taken asthma or cold\\nmedication). These values were excluded. Exploration of re-\\nmaining values for morning, average and slope of cortisol\\nlevels showed high individual variability, which has been\\nfound to be the case for children in other studies [36] . In\\naddition, the covariate of school was found to affect cortisol\\nmeasures. Due to high variability and low sample size, we\\nchose to conduct a frequency analysis of individual cases.\\nPrevious research has established norms for cortisol levels\\nfor 5 to 10 year olds throughout the day in the 25th , 50th and\\n95th percentiles [27] . Interpolation between the 50th and 95th\\npercentiles is nonlinear and would require complex model-\\ning, so we chose the 50th percentile norms. Using this data we\\ncalculated thresholds for morning, average daily and daily\\ndecline based on our sample times. For each child and test\\npoint we determined if their cortisol variables were above\\nthe 50th percentile and noted irregular patterns. We then\\ncompared all counts across groups and test points.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,848,150,865],\"text\":\"5 RESULTS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,869,253,886],\"text\":\"RQ1. Viability of Intervention\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,888,394,954],\"text\":\"All children were able to learn to use their bodies to change\\ntheir brain states enough to play the games and receive to-\\nkens. With coaching and patience, children were able to\\ncomplete 18 sessions, receiving five tokens in each of the\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,190],\"text\":\"two games per session. Each session included, on average,\\nabout 10 minutes of gameplay. A technical challenge was\\nthat the headset occasionally disconnected from the tablet,\\nrequiring restarting.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,200,619,218],\"text\":\"RQ2. Self-Regulation of Anxiety\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,219,748,604],\"text\":\"The SRAnx survey measures children's ability to self-regulate\\ntheir anxiety, as rated by either their teacher or parent. The\\nCronbach's alpha at each test point then ranged from $\\\\alpha$ =\\n0.81 to 0.89, which is within an acceptable range [9] . Distribu-\\ntions were not normal for the intervention group at post and\\nfollow-up test points (positive skew, which is typical of Likert\\ndata). All datasets had equal variances. Descriptive statistics\\ncomparing teachers' ratings for SRAnx for each group at each\\ntest point are shown in Table 2 . We ran a two-way mixed\\nANOVA on a sample of 19 participants (one child moved be-\\nfore post-test survey) to examine the effect of group and test\\npoint on average SRAnx score. Results indicated a significant\\ninteraction between the effects of group and test points on\\nSRAnx score. $F(2,18) = 4.868, p = .041$ with a small effect size\\n$(\\\\eta_p^2 = .222)$ . As hypothesized (H2.1) simple main effects anal-\\nysis showed no significant difference $(p = .525)$ at pre-test\\nbetween the intervention and control groups. Contrary to\\nour hypothesis (H2.2) there was no significant difference $(p =\\n.390)$ at post-test between the groups. In alignment with our\\nhypothesis (H2.3) the within group analysis results indicated\\nthat the intervention group improved significantly $(p = .010)$ ,\\nfrom pre-test to post-test. As hypothesized (H2.4), a t-test\\nshowed that this improvement was maintained $(p = 1.00)$ at\\nthe follow-up test.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[421,615,743,632],\"text\":\"Table 2: Teacher rating (5-1) ability to self-regulate anxiety.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[434,643,734,822],\"text\":\"
MeasureGroupMeanStd. Dev.Np
TeacherInterv'n2.88.94510n.s
SRAnx @ Pre-testControl3.11.5749
TeacherInterv'n3.43$^{\\\\dagger}$.83410n.s
SRAnx @ Post-testControl3.06.9909
TeacherInterv'n3.43$^{\\\\dagger\\\\dagger}$.85810N/A
SRAnx @ Follow-upControlN/AN/A0
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"A table presents statistical data for Teacher Stress-Related Anxiety (SRAnx) at Pre-test, Post-test, and Follow-up stages. It includes means, standard deviations, sample sizes (N), and p-values for both Intervention and Control groups, with some data points marked as not significant (n.s.) or not applicable (N/A). Some mean values have dagger superscripts.\",\"figure_path\":\"tables/3290605-3300266_pdf_shortened_page_7_tab_12.png\"},{\"label\":\"anno\",\"bbox\":[438,825,639,857],\"text\":\"within intervention group difference p = .10;\\n† gain maintained p = 1.00.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,954],\"text\":\"For the parent ratings on SRAnx we assessed the internal-\\nconsistency reliability of our five items using Cronbach's\\nalpha at each test point. The reliability was improved by\\nremoving Q4 (Child can calm down after a transition). The\\nresulting Cronbach's alpha at each test point then ranged\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 36\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300266/results/markdown/3290605-3300266_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,91,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[81,118,733,182],\"text\":\"Geodesy: Self-rising 2.5D Tiles by Printing along 2D\\nGeodesic Closed Path\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[87,194,726,227],\"text\":\"Jianzhe Gu1, David E. Breen1,2, Jenny Hu1, Lifeng Zhu3, Ye Tao4, Tyson Van de Zande1, Guanyun Wang1,\\nYongjie Jessica Zhang1, Lining Yao1\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[148,227,665,242],\"text\":\"1 Carnegie Mellon University, Pittsburgh, PA, USA, 2 Drexel University, Philadelphia, PA, USA,\",\"reading_order\":5,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[195,243,621,291],\"text\":\"3 Southeast University, Nanjing, China, 4 Zhejiang University, Zhejiang, China\\n(jianzheg.jhj1, jtao2,guanyuw,jessica.zliningy)@andrew.cmu.\\ndavid@c5.drexel.edu.ifzhulf@outlook.com,cityvandezme@gmail.com\",\"reading_order\":6,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,301,142,319],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,323,394,498],\"text\":\"Thermoplastic and Fused Deposition Modeling (FDM) based\\n4D printing are rapidly expanding to allow for space- and\\nmaterial-saving 2D printed sheets morphing into 3D shapes\\nwhen heated. However, to our knowledge, all the known ex-\\namples are either origami-based models with obvious folding\\nhinges, or beam-based models with holes on the morphing\\nsurfaces. Morphing continuous double-curvature surfaces\\nremains a challenge, both in terms of a tailored toolpath-\\nplanning strategy and a computational model that simulates\\nit. Additionally, neither approach takes surface texture as a\\ndesign parameter in its computational pipeline.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,498,394,658],\"text\":\"To extend the design space of FDM-based 4D printing, in\\nGeodesy, we focus on the morphing of continuous double-\\ncurvature surfaces or surface textures. We suggest a unique\\ntool path - printing thermoplastics along 2D closed geodesic\\npaths to form a surface with one raised continuous double-\\ncurvature tiles when exposed to heat. The design space is\\nfurther extended to more complex geometries composed of\\na network of rising tiles (i.e., surface textures). Both design\\ncomponents and the computational pipeline are explained in\\nthe paper, followed by several printed geometric examples.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,674,172,692],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,697,393,729],\"text\":\"• Computer-aided manufacturing, interactive systems\\nand tools;\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,301,502,319],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[420,323,746,356],\"text\":\"Shell structure: Non-developable surface: 4D printing: 3D\\nprinting: Self-folding: Morphing Shape-changing interface.\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,376,540,389],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,392,747,486],\"text\":\"Jianzhe Gu, David E. Breen, Jenny Hu, Lifeng Zhu, Ye Tao, Tyson Van de\\nZande, Guanyun Wang, Yongjie Jessica Zhang, Lining Yao. 2019. Geodesy:\\nSelf-rising 2.5D Tiles By Printing along 2D Geodesic Closed Path. In CHI\\nConference on Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4-9, 2019, Glasgow, Scotland, UK. ACM, NY, USA, Paper 37, 10 pages.\\nhttps://doi.org/10.1145/3290605.3300267\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,499,549,516],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,521,746,600],\"text\":\"From turtle shells to igloos, textured double curvature sur-\\nfaces widely exist in nature and architecture. Within the con-\\ntext of Geodesy, we geometrically interpret these textured\\nsurfaces as a group of raised tiles from a flat or curved con-\\ntinuous surface. These geometries provide many use cases\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_0_figure_018.png\",\"bbox\":[419,619,748,866],\"reading_order\":18,\"tags\":[],\"alt_text\":\"This figure displays three distinct visuals: a circular heat map with an enlarged inset showing concentric rings, a blue and white conical 3D object with a wide base, and a white, textured vase with a geometric surface pattern holding a blue flower.\"},{\"label\":\"figure_cap\",\"bbox\":[420,875,746,948],\"text\":\"Figure 1: (a) 2D printing path for Fuji Mountain, with color\\nshowing the shrinkage rate. (b) Side view of a transformed\\nFuji Mountain. The color was added via screen printing be-\\nfore the morphing. (c) Textured vase transformed from a flat\\nsheet.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,778,392,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,273,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,392,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,939],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,940,246,953],\"text\":\"https://doi.org/10.1145/3290605.3300267\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 37\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,299],\"text\":\"and rich aesthetic qualities. However, these geometries also\\ngive rise to several challenges for manufacturing. Printing\\nthese surfaces often requires numerous support structures,\\ntherefore consuming more printing time and material, in-\\ncreasing the risk of failure, and taking up larger space if\\nshipped. Additionally, smooth textures with fine resolutions\\nare difficult and slow to print. Beyond printing, raised sur-\\nfaces are often fabricated by vacuum forming or injection\\nmolding, time-consuming and high-cost processes that re-\\nquire molds frequently produced by CNC or Wire EDM ma-\\nchines.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,395,554],\"text\":\"4D printing has been devised as a way to speed up the\\n3D printing and prototyping process through self-folding\\n[26] . However, existing methods of 4D printing have lim-\\nited geometric design options. The output geometries are\\nlimited to 1D linear frames [8] , developable surfaces [1] , or\\nnon-developable surfaces with holes [29] . To our knowledge,\\ncontinuous double-curvature surfaces or surface textures\\nhave not been previously achieved via thermoplastic-based\\n4D printing. Thus, Geodesy is trying to push one step further\\ntowards the goal of morphing continuous double-curvature\\nsurfaces via 4D printing. As demonstrated in the later Ap-\\nplication section, a variety of such geometries and surface\\ntextures can be achieved with Geodesy. Fig. 1a shows a flat\\nprinting tool path that enables a flat disk to morph into a\\nFuji mountain (Fig. 1b ). Alternatively, a group of flat tiles\\ncan form morphing textures (Fig. 1c ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,394,651],\"text\":\"In Geodesy, we introduce a novel path planning approach\\nby printing geodesic closed curves along the outline of a tile\\nto form a thermoplastic sheet. Furthermore, we can print a\\ngroup of raised tiles to form a textured surface with a desired\\noverall geometry. The transformation of the tiles leads to\\ntheir own geometries and contributes to the overall shape.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,651,394,715],\"text\":\"Additionally, we implemented a design tool which is both\\na simulator and a compiler. The simulator visualizes the ap-\\nproximated 3D geometry after morphing and further assists\\nthe user in making informed modifications.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,715,313,732],\"text\":\"The main contributions are the following:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,744,396,955],\"text\":\"• A novel tool path planning approach that enables the mor-\\nphing of a single flat thermoplastic tile into a continuous\\ndouble-curvature surface, or a group of flat tiles into sur-\\nface textures.\\n• A simulation tool that visualizes the morphing via a tai-\\nlored mass-spring model and compiles the design input\\n(2D patterns of tiles) into C-code for 3D printing.\\n• Geometric design components corresponding to different\\nprofiles of tiles, connections between tiles and directions\\nof tiles.\\n• Demonstrational artifacts with various double-curvature\\nprofiles and surface textures to enrich the design space of\\nGeodesy.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,123,551,139],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,143,595,161],\"text\":\"4D Printing and Self-folding\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,164,747,323],\"text\":\"A group of HCI researchers has recently been working on a\\n4D printing technique to approximate 3D surfaces directly\\nfrom 2D sheets to save transportation costs and printing time.\\n4D Printing [25] utilized programmable materials to trans-\\nform shape memory lines into arbitrary 3D shapes. Recently,\\na great deal of work has been conducted with different mate-\\nrial systems and computational methods that push forward\\n4D Printing. Transformative Appetite and BioLogic utilized\\nhydromorphic transformations of food and natto cells to\\nrealize 2D to 3D shape changing [31,32] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,323,747,626],\"text\":\"There are also closely relevant prior works which utilize\\nthe shape memory mechanism of thermoplastic to achieve\\nself-folding mechanisms [1,14,23,27-29] , including Ther-\\nmorph [1,23] and 4D Mesh [29] . While Geodesy is utilizing\\nthe same shrinkage property of thermoplastic as Thermorph\\nand 4D Mesh, the transformed shapes from three objects are\\ndifferent. Thermorph approximates shapes by re-meshing\\nthem into origami shapes with seams, 4D Mesh processes\\nthem into a network of thin beams with holes in between,\\nwhereas all the textures produced by Geodesy are continu-\\nous surfaces without seams nor holes. Smooth hemisphere,\\nfor instance, can only be processed by Geodesy. Using Ther-\\nmorph, the result would be an origami hemisphere with\\naround 20 flat polygonal faces and a `geodesic dome' with\\nholes. With 4D Mesh, these geometries are also mechanically\\ndifferent. The seams and holes are all structural weak points.\\nLastly, comparing to 4D Mesh, Geodesy methods are devel-\\noped for much thinner objects, thus make morphing surface\\ntextures possible.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,626,747,740],\"text\":\"There are also a variety of researches on micromater-\\nial mechanisms for modeling the morphology of shape-\\nchanging sheets. The growth of leaves and tissues, for ex-\\nample, is well studied [7,13] . Shape-morphing plants can\\neven be artificially created through Biomimetic 4D print-\\ning [9] . In comparison, Geodesy models the shape changing\\nmechanism and uses an FDM 3D printer for fabrication.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,755,668,774],\"text\":\"Efficient Digital Manufacturing Strategy\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,777,747,955],\"text\":\"A majority of programmable machines are invented for\\ncustomizable manufacturing, such as a 3D printer, knit-\\nting machine or laser cutter. However, some of these ma-\\nchines require a longer time to manufacture objects, and\\nsome come with limitations in their manufacturing proper-\\nties. Today, researchers are inventing novel manufacturing\\ntechniques to either increase manufacturing efficiency or to\\npush the boundaries of manufactured material properties\\n[5,10,12,16,17,24,30,33] . Examples of these are WirePrint [16] ,\\na software system that assists users to print 3D wire struc-\\ntures [15] ; LaserOrigram which utilizes laser cutting and\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 37\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,221],\"text\":\"gravity to produce 3D objects [17]; 3D Printed Hair which \\nintroduced a technique to print hair, fibers and bristles [12]; \\nand Printing Teddy Bears which created a new printer to fab- \\nicate 3D objects from soft fibers [10]. Geodesy is novel in \\nthis context as it prints a single 2D sheet that can transform \\ninto 3D surfaces with deformable materials.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,239,384,257],\"text\":\"Inverse Design and Flattening/Mapping Algorithms\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,260,394,371],\"text\":\"Many researchers are looking for geometric methods to fab-\\nricate non-active material units into 3D undevelopable sur-\\nfaces, such as auxetic materials and tile decors [4,11] , inflat-\\nable structures [19,22] , and pre-stretched fabric tiles with\\nconstraints [20] . Compared to them, Geodesy uses an ac-\\ntive shrinkable material to approximate similar target shapes\\nwithout seams or joints.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,371,394,563],\"text\":\"In order to flatten a 2.5D surface into a 2D flat sheet, we\\nhave studied many computer graphics algorithms on texture\\nmapping, such as Spectral Conformal mapping [18] , Bound-\\nary First Flattening [21] , Spin Transformation of Discrete\\nSurfaces [6] and using developable surfaces to approximate\\ndouble-curvature surfaces [3] . Unlike texture mapping which\\ncan arbitrarily transform and distort in a two-dimensional\\nworld, Geodesy can only change the local area by directional\\nshrinkage. Inspired by the many mapping algorithms stated\\nabove, we developed a purely geometric method for the in-\\nverse design methodology, and a tailored mass-spring model\\nfor simulation.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,582,218,599],\"text\":\"3 GEODESY METHOD\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,394,762],\"text\":\"We leverage the known material mechanism- anisotropic\\nshrinkage of thermoplastic from literature (including Ther-\\nmorph [1] and 4DMesh [29] ) for Geodesy. In Thermorph and\\n4D Mesh, the printing speed and bilayer ratio are used to\\ncontrol the shrinkage rate. However, in the case of Geodesy,\\nwhich requires continuous printing and shrinkage tunability\\nwith higher accuracy, compared with the literature, another\\nmore suitable strategy for shrinkage ratio control is needed.\\nThus, we suggest a new printing strategy to tune the shrink-\\nage rate: the layer thickness.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,761,394,955],\"text\":\"Controlling different shrinkages of thermoplastic by modi-\\nfying its layer thickness has been mentioned in one previous\\neffort [14] . Van Manen et al. provides a diagram in their\\nsupplementary material with four data points that shows a\\nnegative relationship between layer thickness and built-in\\nstrain. The residual stress is built in due to rapid solidifica-\\ntion of printed thermoplastic during extrusion. The thinner\\neach individual layer is, the faster it cools down and con-\\nsequently leads to more residual stress, thereby obtaining\\na larger shrinkage ratio. This study though did not utilize\\nthis property for any of its “ shape-shifting ” examples. We\\nwere inspired by this reported phenomenon, and leveraged\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,267],\"text\":\"this deformation mechanism and investigated it in fine de-\\ntail, with the intention of controlling local shrinkage rate by\\ntuning layer thickness on the fly in one continuous printing\\npath. We did 33 tests on rectangles with the same original\\nsize but different layer thicknesses to determine the relation-\\nship between shrinkage and layer thickness. This knowledge\\nallowed us to develop a design approach for printing full ma-\\nterial sheets with precise variable shrinkage properties that\\nlead to the formation of complex 3D objects.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_2_figure_010.png\",\"bbox\":[419,284,748,697],\"reading_order\":10,\"tags\":[],\"alt_text\":\"The image displays a line graph showing shrinkage rate versus layer thickness, a series of rectangular samples with varying percentages, photographs of a circular object and a dome-shaped object, and a 3D colored model of a disc. A color legend indicates layer thickness values for the 3D model.\"},{\"label\":\"figure_cap\",\"bbox\":[420,709,746,798],\"text\":\"Figure 2: (a) (b) Tests for the mapping between layer thick-\\nness and shrinkage rate. The zero shrinkage sample is a\\nsheet before transformation. (c) Top view of a 2D flat sheet.\\n(d) Side view of a single transformed texture. (e, f) Perspec-\\ntive diagram and cross section of the 2D sheet showing the\\nchange of the layer number.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,747,953],\"text\":\"As Fig. 2a shows, we can control the shrinkage ratio from\\n7.93% to 37.27% by changing the layer thickness with a stan-\\ndard printing speed at 3000 mm/min. We print sheets of\\nmaterial with a total thickness between 0.5mm and 0.6mm,\\nan optimal thickness to maintain shrinkage rate without com-\\npromising structural strength. Since the thickness of each\\nprinted layer ranges from 0.05mm to 0.3mm, multiple print-\\ning layers are needed to achieve the final total thickness of\\nthe sheet.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 37\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 3\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,395,283],\"text\":\"The whole thickness of the sheet is related to the stiff-\\nness and resistance to the curving of the sheet. To keep the\\nstiffness of the sheet at a moderate level, we change the\\nnumber of layers according to the layer thickness at each\\nposition. The number of layers printed for a particular layer\\nthickness is Floor(0.6)/layerthickness . Since the sheet's to-\\ntal thickness of 0.6mm cannot be divided by most values of\\navailable layer thickness options, there can exist discontinu-\\nous thickness changes that may lead to unpredictable local\\ndeformations and a reduction of strength.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,461],\"text\":\"Leveraging the property that thermoplastic only shrinks\\nin the printing direction, we introduce a path planning ap-\\nproach that gives the user a certain degree of controllability\\nover the transformed 3D geometry of each tile (Fig. 2c , 2e ).\\nWe extract the outline of the tile as the outermost path and\\nshift it inward from the outline with the same offset to pro-\\nduce a new closed path. Repeating this process until the\\nnew curve is too small to be shifted inward creates a series\\nof closed paths with the same distance in between. Finally,\\nwe connect the nested paths together to construct a single\\ncontinuous path covering the whole 2D tile.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,482,240,500],\"text\":\"4 DESIGN COMPONENTS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,503,207,521],\"text\":\"Profile of a Single Tile\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,395,746],\"text\":\"A profile is the outline of a single tile from a side view (Fig. 3 ).\\nThrough the manipulation of the shrinking rate of each geo-\\ndesic path, we can create textures with a variety of profiles\\nthat can self-transform from flat sheets. We can accurately in-\\nverse design the printing tool path of all the textures showed\\nin the figure from given profiles, given that they are surfaces\\nof revolution with axial symmetry. When outlines of tex-\\ntures go beyond circles, inverse design will not work exactly.\\nHowever, if we apply the shrinkage distribution defined for\\ncircular textures to convex polygonal outlines, the trans-\\nformed geometry would preserve the overall features and\\nbe visually similar to the corresponding geometry of circu-\\nlar tiles, such that both of the tiles have convex curvature or\\nhave a sharp summit.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,795],\"text\":\"Fig. 3 shows different profiles of a single tile. These profiles\\ncan be adapted for a group of connected tiles to form different\\nsurface textures as well (Fig. 16 ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,808,396,956],\"text\":\"• Convex Texture: the shrinkage rate decreases from outer\\ncircles to inner circles (Fig. 3a).\\n• Concave Texture: the shrinkage rate increases from outer\\ncircles to inner circles (Fig. 3b).\\n• Texture with Curvature Transition: the shrinkage rate first\\ndecreases and then increases from outer circles to inner\\ncircles (Fig. 3c).\\n• Subtle Cone Texture: the shrinkage rate is uniform and\\nsmall(7.93 % ) (Fig. 3d).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[420,124,746,158],\"text\":\"● Dramatic Cone Texture: the shrinkage rate is uniform and\\nlarge(37.27%) (Fig. 3e).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_3_figure_010.png\",\"bbox\":[422,172,749,502],\"reading_order\":10,\"tags\":[],\"alt_text\":\"The image displays five rows, each presenting a different 3D shape through three visual representations. Each row includes a 2D cross-sectional profile with colored contour lines and its corresponding mathematical function, a top-down 2D view with circular color gradients, and a photograph of a physical 3D model resembling a mound of granular material. The shapes vary from rounded domes to pointed cones and flattened disks.\"},{\"label\":\"figure_cap\",\"bbox\":[420,509,746,570],\"text\":\"Figure 3: Different side profiles of Geodesy. Left column\\nshows the target side view profile. Middle column shows the\\n2D printing tool path. Right column shows the transformed\\nsingle texture.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,589,542,607],\"text\":\"Connection of Tiles\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,610,747,723],\"text\":\"Beyond controlling the profile of each tile, we can create\\na surface with multiple textures by connecting tiles to-\\ngether through printing. The connection between tiles can\\nbe achieved by a) direct connection: printing two tiles di-\\nrectly attached to each other's edge, or b) mesh connection:\\nprinting a mesh structure in between with elastic or solid\\nthermoplastic.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,729,747,954],\"text\":\"Rotation Angle between Tiles. For both direct connection and\\nmesh connection, the relative rotation angles between two\\ntiles are different and tunable. After two directly attached\\ntiles being triggered, their center parts will rise respectively,\\nwhich creates bending stress within the connection part.\\nTo release the bending stress, two tiles will rotate around\\nthe attachment axis, forming a rotation angle $\\\\theta$ between\\nthe bottom surfaces of two textures. This produces a plastic\\n3D surface with local textures and an overall shape caused\\nby the transformation of the textures (Fig. 4a and 4b). By\\nintroducing mesh connections between the tiles, the rotation\\nangle can be decreased as the mesh can absorb a certain\\namount of bending strain, and form a smaller angle $\\\\theta'$ (Fig.\\n4c and d).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 37\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_4_figure_002.png\",\"bbox\":[70,119,396,285],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The figure displays two schematic drawings (a and c) of wavy structures, each with a V-shaped base indicated by an angle θ, and corresponding photographs (b and d) of white physical models. The top row shows an open, C-shaped wavy object, while the bottom row depicts a similar wavy structure that forms a closed, polygonal ring shape.\"},{\"label\":\"figure_cap\",\"bbox\":[68,295,394,370],\"text\":\"Figure 4: Bending curvature with different connection meth-\\nods. (a) Tiles with direct connections in between. (b) Side\\nview of a directly connected textured surface. (c) Tiles with\\nmesh connection in between. (d) Textured surface with a\\nmesh connection.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,389,394,436],\"text\":\"Flexibility of Tile Connections. Mesh connections can be\\nprinted with either solid plastic, such as PLA, or elastic and\\nsoft plastics, such as TPU or PP.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,436,395,565],\"text\":\"Direct or mesh connections printed with solid plastic can\\nlead to a structure with poor flexibility. However, a mesh con-\\nnection printed with an elastic material provides enhanced\\nflexibility for the morphed texture surface. Therefore, the\\nflexibility of a mesh connection can be altered by chang-\\ning the material type of the connection. Fig. 5a and b show\\nthe different deformation states of the same structure with\\nflexible mesh connections.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_4_figure_006.png\",\"bbox\":[68,574,396,685],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A hand manipulates a white, flexible material. One view shows the material partially opened with a magnified inset revealing an intricate crisscross pattern, while the other view shows the material squeezed into a tubular shape with a dark, triangular opening.\"},{\"label\":\"figure_cap\",\"bbox\":[83,695,377,712],\"text\":\"Figure 5: Flexibility of the mesh connection structure.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,729,395,890],\"text\":\"Criteria for Choosing Connection Type. Non-developable\\nshapes, require a mesh connection to dissipate conflicting\\nstress between tiles, e.g. turtle shell in Fig. 14 and landscape\\nin Fig. 13 , comparatively, both connections types are applica-\\nble for developable shapes. Additionally, application scenar-\\nios can affect connection choice. An elastic mesh connection\\nmay be most appropriate for artifacts requiring flexibility,\\ne.g. wristband in Fig. 16c , while a direct connection is most\\nappropriate for artifacts needing mechanical integrity, e.g.\\nball in Fig. 12a .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,900,281,918],\"text\":\"Directional Controllability of Tiles\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,954],\"text\":\"The printed flat sheet has approximately uniform thickness\\nfrom the bottom layer to the top layer. While the sheet is\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"symmetric from both sides, the self-rising process is an asym-\\nmetric transformation, with each tile being able to rise both\\nupwards and downwards. As a result, tiles will have a random\\nrising direction causing an uncontrollable global geometry\\n(Fig. 6c).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_4_figure_012.png\",\"bbox\":[427,220,746,456],\"reading_order\":12,\"tags\":[],\"alt_text\":\"The figure illustrates conceptual diagrams of segmented strips and photographs of the resulting three-dimensional shapes. Panels (b), (d), and (f) display linear arrangements of segments with varying lengths, such as \\\"0.1 mm * 6\\\" or \\\"0.06 mm * 2\\\", while panels (c), (e), and (g) show the corresponding white objects formed, including a wavy strip, a coiled ribbon, and an octagonal ring.\"},{\"label\":\"figure_cap\",\"bbox\":[421,467,746,541],\"text\":\"Figure 6: Directional controllability. (b, c) A randomly band-\\ning strip with a uniform monolayer structure. (d, e) A flat\\nstrip by changing the thinner layer direction alternatively.\\n(f, g) A ring-shaped strip with consistent thinner layer di-\\nrection.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,561,746,626],\"text\":\"To control the rising direction, we developed a bilayer\\nstructure(Fig. 6 d, 6f) that directs each tile to rise on the\\ntargeted side without excessively influencing the geometry\\nof each texture.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,637,619,654],\"text\":\"5 FABRICATION PROCEDURE\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,658,746,833],\"text\":\"Printing. Our project is focused on off-the-shelf FDM print-\\ning. In our fabrication procedure, we used aMakerbot Repli-\\ncator 2X, with white PolymerMaker PLA as the printing material\\nfor tiles and plastic meshes, and transparent PolymerMaker PP\\nfor elastic meshes. While printing, we maintained a noz-\\ntle temperature of $200^\\\\circ$ C for PLA and $220^\\\\circ$ C for PP, with a\\nstandard printing speed of 3000 mm/min for tiles and 1500\\nmm/min for meshes. Notably, PLA is used in this paper only\\nfor consistency. Most 3D printable thermoplastics can be\\nused for Geodesy with a standard parameter calibration\\nshown in Fig. 15 .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,840,746,954],\"text\":\"Triggering. The sheet is placed in an environment that forces\\nthe material into its glass transition phase; ideally, this is in\\nwater heated to 87° C with minimal external elements present\\nto influence the transformation. In our fabrications, we used\\na glass water tank of 11.9\\\" x 7.1\\\" x 7.1\\\", or 2.6 gallons in\\nvolume. We used an Anova Culinary Immersion Circulator\\n(800) to heat and scale the liquid temperature.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 37\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"para\",\"bbox\":[69,124,394,236],\"text\":\"Coloring. To place color designs on the forms, water-based\\nink was screen printed on flat, non-actuated Geodesy sub-\\nstrates. The screen mesh thread diameter and opening di-\\nmension between threads are 48 microns and 79 microns,\\nrespectively. The inks need to be fully air cured before activa-\\ntion, so it does not peel off the thermoplastic when actuated\\nin hot water.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,253,213,269],\"text\":\"6 USER WORKFLOW\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,273,394,322],\"text\":\"An interactive simulation-based platform is implemented\\nto assist users with design, simulation and fabrication of\\nGeodesy sheets.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_5_figure_005.png\",\"bbox\":[68,350,395,566],\"reading_order\":5,\"tags\":[],\"alt_text\":\"This image displays a graphical user interface for designing a 3D object from a 2D net of pentagons. The left side shows different views of the design process: a flat pentagonal net in (a), the net with a highlighted section in (b), a layered 2D view in (c), and a 3D layered structure in (d). A control panel on the right side offers options to adjust profiles, height, hole diameter, direction, and generate G-Code.\"},{\"label\":\"figure_cap\",\"bbox\":[68,577,394,652],\"text\":\"Figure 7: User workflow. (a). Users input outlines for tiles,\\n(b). select one tile, (e)choose a profile from profile library,\\nadjust the texture height, hole size and rising direction,(c, d)\\nget the flat pattern and see the transformed geometry from\\nsimulator.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,688,290,705],\"text\":\"Design Profile for an Individual Tile\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,709,394,804],\"text\":\"Users input a targeted profile of a tile (Fig. 3 left columns).\\nThe software inversely designs the 2D printing pattern (Fig.\\n3 middle columns), and outputs the shrinkage feature that\\ndefines how the shrinkage changes from the outer circles\\nto the inner circles. The feature is then added to a profile\\nlibrary for the simulator (Fig. 7 e).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,821,249,838],\"text\":\"Design Surface with Textures\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,842,394,890],\"text\":\"The user creates the 2D outlines of all the tiles of the surface\\nwith commercial CAD tools and outputs them in the DXF\\nfile format (Fig. 7a).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,890,394,954],\"text\":\"After selecting a tile, the user can choose a profile from\\nthe profile library (Fig. 7e) mentioned in the previous step,\\nand adjust the parameters of the texture, including its height,\\nrising direction, and whether or not it has a hole.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,124,485,140],\"text\":\"Simulator\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,746,225],\"text\":\"The simulator will compute and display an approximated 3D\\ngeometry based on the user's outline and configuration (Fig.\\n7 d). Once simulated, the user can iteratively modify the 2D\\noutline and tile configurations until producing the desired\\nsimulation result.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,236,533,253],\"text\":\"G-code Generator\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,257,745,289],\"text\":\"Finally, the software will export the corresponding G-code\\nfor printing.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_5_figure_016.png\",\"bbox\":[426,304,722,509],\"reading_order\":16,\"tags\":[],\"alt_text\":\"The figure illustrates diagrams of layered geometric shapes and a function plot. Panels (a), (c), and (d) show various perspectives of concentric structures, including a conical profile, circles with labeled radius R_i^k and width W, and pentagons, all featuring a color gradient from red (center/top) to green (outer/base). Panel (b) displays a 2D graph of a decreasing function F(u) with an indicated R_f^k.\"},{\"label\":\"figure_cap\",\"bbox\":[421,526,746,558],\"text\":\"Figure 8: Map the shrinkage-radius relationship from a cir-\\ncle tile to a convex polygon tile.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,578,503,595],\"text\":\"7 PIPELINE\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,599,679,616],\"text\":\"Extract the Shrinkage Feature of Each Tile\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,620,747,763],\"text\":\"A purely geometric calculation is sufficient to compute the\\nshrinkage properties of the flat concentric rings that produce\\na surface of revolution via the morphing process (Fig. 8 ).\\nGiven the axisymmetric form of a surface of revolution, the\\nshrinkage amount is a constant value for each circle. The\\nshrinkage ratio is simply the circumference of the circle in\\nits final 3D location ( $Cf$ ) divided by the circumference of\\nthe circle in its initial flat location ( $Ci$ ). We then define the\\nshrinkage percentage as\",\"reading_order\":20,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[536,776,632,807],\"text\":\"$$S h ( k ) = 1 - \\\\frac { C f _ { k } } { C i _ { k } } ,$$\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,746,859],\"text\":\"where k specifies the kth circle. Since the circumference\\nof a circle is $C=2R$, where R is the radius of the circle, the\\nkth shrinkage percentage becomes\",\"reading_order\":22,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[536,872,631,904],\"text\":\"$$S h ( k ) = 1 - \\\\frac { R f _ { k } } { R i _ { k } } .$$\",\"reading_order\":23,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,954],\"text\":\"$F(u)$ is a parameterized curve function defined by users\\nto specify the side view profile of the surface of revolution.\\n$R_{lk}$ is equal to $w$, where $w$ is the width of the printed paths.\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 37\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 6\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,189],\"text\":\"$R_{f_k}$ can be computed as $F(G(R_k))$, where $G()$ is a function\\nthat computes u value for a point on the profile curve $F(u)$\\nthat is distance $R_{f_k}$ along the curve. Therefore, The desired\\nshrinkage percentage of the kth circle is\",\"reading_order\":2,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[159,198,305,233],\"text\":\"$$S h ( k ) = 1 - \\\\frac { F ( G ( k ) \\\\times k ) } { w \\\\times k } ,$$\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,232,394,344],\"text\":\"The G-code needed to print the circles can then be gen-\\nerated from the computed $S_{hR}$ values. Given the limited\\nshrinkage ratio range, which is from 7.93 % to 37.27 % , any\\nshrinkage percentage outside of this range is not printable.\\nNotably, a surface is printable only if its profile is within the\\nvalid printable area between the gentlest slope (Fig. 3d) and\\nthe steepest slope (Fig. 3e).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,344,394,456],\"text\":\"In order to generalize the profile to textures with a convex\\npolygonal outline, we map the shrinkage rate distribution\\nfrom circular tiles to polygonal tiles. To get the shrinkage\\nrate of the $j$ th path in the polygonal tile, we define $Sh(j) =$\\n$Sh(Floral(j \\\\times \\\\frac{N}{2N'})$), where $N$ is the number of geodesic paths\\nfor the circular tile, and $N'$ is the number of paths for a\\npolygonal tile.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,466,133,482],\"text\":\"Simulator\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,486,395,712],\"text\":\"Meshing. To initialize the simulation, the outline of every\\nsingle tile should be converted into a triangle mesh that is\\ncompatible with the simulation model. Firstly, for a given\\npolygonal outline of a tile (Fig. 9a ), all the edges are shifted\\ninward by a constant offset, which is equal to the width of\\nthe printing path. This is repeated until the area surrounded\\nby the outline is approximately zero, producing a series of\\nnested outlines separated by a constant distance (Fig. 9b ). The\\nsame number of vertices are then evenly sampled on the\\nshifted edges as on the original edges (Fig. 9c ). Corresponding\\npairs of vertices on neighboring edges are then connected,\\nforming compactly arranged quads. Lastly, each two vertices\\non the diagonals of all quads are connected and the texture\\nis turned into a triangular mesh (Fig. 9d ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_6_figure_008.png\",\"bbox\":[77,725,386,820],\"reading_order\":8,\"tags\":[],\"alt_text\":\"The figure presents a four-panel sequence demonstrating a meshing process. It begins with a single orange square, followed by a series of four concentric orange squares with a 0.4 mm spacing. Subsequent panels show red nodes placed along the perimeters of these squares and at the center, culminating in a final panel where these nodes are connected by light blue lines to form a triangular mesh.\"},{\"label\":\"figure_cap\",\"bbox\":[136,837,324,855],\"text\":\"Figure 9: Offsetting and sampling.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[67,873,396,955],\"text\":\"Mass-Spring Model for Geodesy. We utilize the open source\\nC++ library Shape-Up [2] to build a mass-spring model specif-\\nically for Geodesy (Fig. 10 ). We employ a projection-based\\nsolver to simulate the transformation of the printed pattern.\\nAfter meshing the printing pattern into a triangular mesh,\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,748,348],\"text\":\"we model the shrinkage of the material along the tangential\\ndirection of the printing curves as active springs imposed\\non the original edges and offsetted edges, such that the edge\\nlength $|p_{i,j}-p_{i,j}+1|$ is constrained to shrink according to\\nthe shrinkage $s_{ij}$ defined on it. Edges between printing tool\\npaths are structure springs constrained to keep their length\\nunchanged, thus modeling Young's modulus and the mate-\\nrial mechanism of PLA shrinking in the printing direction\\nand not in the perpendicular direction. We also introduce\\nbending springs between every two neighboring triangles\\nto model the shear modulus of the material. Finally, we add\\ninstantaneous forces on a subset of the vertices to trigger\\nthe simulation, which models the directional control caused\\nby the bilayer structure.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_6_figure_012.png\",\"bbox\":[435,363,732,528],\"reading_order\":12,\"tags\":[],\"alt_text\":\"A technical diagram illustrates a square mesh structure with an inner and outer square, connected by radial lines and marked with nodes. An inset highlights a corner of the mesh, showing three types of springs: active (orange wavy), structure (light blue wavy), and bending (black curved arrow), which are also defined in an accompanying legend.\"},{\"label\":\"figure_cap\",\"bbox\":[490,545,675,564],\"text\":\"Figure 10: Spring Model diagram.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,583,747,663],\"text\":\"To generalize the mass-spring model to connections be-\\ntween tiles, we model mesh connections as uniformly dis-\\ntributed structure springs with different stiffness, and model\\ndirect connections by simply connecting models of two\\nneighboring tiles together.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,663,747,729],\"text\":\"After the user is satisfied with the design, we generate tool\\npaths for 3D printing, as well as the printing layer thickness\\nto control the shrinkage of the material on the tooltip. We\\nrefer to Shape-Up [2] for the details of the solver.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,740,540,756],\"text\":\"8 APPLICATIONS\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,760,747,825],\"text\":\"As tiles are main morphing components, we try to demon-\\nstrate different design spaces by categorizing potential appli-\\ncations based on the numbers and sizes of these raised tiles\\non a surface.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,836,502,854],\"text\":\"A Single Tile\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,954],\"text\":\"Spin tops are a fascinating and poetic marriage between\\nphysics and play (Fig. 11 a-1c). By adding a handle to two\\npairs of cones, we give them the simple function of being\\na toy. Each piece of the spin top is a large single texture\\nthat is separately printed and then quickly assembled post-\\nactuation.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1012],\"text\":\"Paper 37\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1012],\"text\":\"Page 7\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300267", "source_image_path": "test_data/3290605-3300267/3290605-3300267_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300267/results/output_json/3290605-3300267_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_7_figure_002.png\",\"bbox\":[65,118,395,311],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays several examples of spirals and concentric patterns. These patterns are shown on flat discs, a gradient circle, a drawn illustration, three spinning tops, and inside a bowl.\"},{\"label\":\"figure_cap\",\"bbox\":[68,322,394,410],\"text\":\"Figure 11: A single tile. (a) Visualization of the printing path\\nand shrinkage rate of half of the spin top. (b) Printed flat\\nspin top. (c) Assembled and functional spin tops. (d) Stencil\\nfor screen printing speaker coil. (e) Printed flat speaker with\\nconductive screen-printed ink. (f) Assembled cone speaker\\non a magnet.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_7_figure_004.png\",\"bbox\":[66,424,395,604],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This multi-panel image displays various intricate paper sculptures and their underlying geometric patterns. It includes a white stellated polyhedron, a flat green pattern resembling a net with detailed fold lines, two opening flower-like forms in white and yellow, and a white bust of a human head and shoulders, all appearing to be made from paper.\"},{\"label\":\"figure_cap\",\"bbox\":[68,616,394,649],\"text\":\"Figure 12: Polyhedron-based self-folding structures. (a)\\nPolyhedron ball. (b) Printing path of helms. (c, d) Helms.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,671,394,770],\"text\":\"To create an interactive speaker, a coil (Fig. 11a-c) is screen\\nprinted with silver nanoparticle ink onto a piece of flat ex-\\ntrusion, which forms a paraboloid surface after triggering.\\nWhen the conductive trace is connected to a sound signal\\nand the speaker is close to a magnet, the music is produced\\nand focused by the paraboloid speaker.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,780,186,796],\"text\":\"A Network of Tiles\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,799,395,913],\"text\":\"Polyhedron-based Self-folding Structures. Geodesy provides\\na unique approach to self-fold polyhedron structures from\\nflat sheets. Unlike the conventional self-folding polyhedron\\nthat is similar to paper origami [1] , Geodesy can produce\\ndouble curvatures on each face of the polyhedron structure\\n(Fig. 12 a-b). We designed a helmet with a scaling factor of 6\\n(Fig. 12 c-d).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,953],\"text\":\"Groups of Large Raised Tiles. With the Geodesy approach,\\none can control both the number and size of textures. Under\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,189],\"text\":\"the context of Geoeasy, if we have less than 10 tiles connected\\nto one another, with the minimum diameter of 3cm, the tiles\\nare more perceived as individual features and thus defined\\nas groups of large raised tiles.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_7_figure_011.png\",\"bbox\":[419,200,749,356],\"reading_order\":11,\"tags\":[],\"alt_text\":\"The figure presents five panels showing irregular, undulating surfaces, which appear to be models of terrain or crumpled material. Panel (a) features a flat green template with a magnified view of a detailed geometric pattern, while panels (b) through (e) show different 3D realizations, including textured, smooth, and mesh-like variations with peaks and valleys.\"},{\"label\":\"figure_cap\",\"bbox\":[487,365,679,382],\"text\":\"Figure 13: Mountainous landscape.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,398,746,447],\"text\":\"In Fig. 13 , mountainous landscape is designed to show a\\ngroup of raised hills. In between each mountain is a printed\\nmesh with solid plastic.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_7_figure_014.png\",\"bbox\":[421,459,748,560],\"reading_order\":14,\"tags\":[],\"alt_text\":\"The figure illustrates a design for a modular, three-dimensional surface, moving from a 2D pattern to a physical model. The left panel shows a light green polygonal base with a tessellated grid, featuring a magnified inset revealing intricate internal green lines and blue boundary lines. The middle and right panels display two views of a white, undulating physical model composed of interconnected, puffed polygonal cells.\"},{\"label\":\"figure_cap\",\"bbox\":[487,570,679,587],\"text\":\"Figure 14: Mountainous landscape.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,603,746,652],\"text\":\"In Fig. 14 , we aimed to create a model resembling an ex-\\nisting biogenetic texture. Here we take turtle shell as an\\nexample, with textures imitating each hump on turtle shell.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,659,747,724],\"text\":\"Groups of Small Raised Tiles - Surface Textures. In contrary\\nto large raised tiles, if tile numbers are more than 10 and\\neach tile diameter is smaller than 2cm, we call them groups\\nof small raised tiles (i.e., surface textures).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300267_pdf_shortened_page_7_figure_018.png\",\"bbox\":[421,735,748,811],\"reading_order\":18,\"tags\":[],\"alt_text\":\"A three-panel figure illustrates the design and application of a hexagonal object. Panel (a) shows a blue geometric pattern of concentric hexagons. Panel (b) displays a white, textured object with a hexagonal shape and a wavy surface. Panel (c) shows a pink mug placed on top of this white hexagonal object.\"},{\"label\":\"figure_cap\",\"bbox\":[507,824,659,840],\"text\":\"Figure 15: Textured coaster.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,857,747,954],\"text\":\"In Fig. 15 , by controlling the rising direction of each tile, we\\nkeep the global shape of the sheet flat but generate textures\\non the surface as a coaster that helps to dissipate heat. Here,\\nPLA is used for the coaster as a proof of concept. To produce a\\nmore functional coaster, we could print with ABS, which has\\na glass transition temperature higher than water's boiling\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 37\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300267/results/markdown/3290605-3300267_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[308,118,505,149],\"text\":\"In a Silent Way\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[125,156,690,181],\"text\":\"Communication Between AI and Improvising Musicians Beyond Sound\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[102,199,273,264],\"text\":\"John McCormack\\nSensiLab, Monash University\\nCanfield East, Australia\\nJohn.McCormack@monash.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[326,199,489,264],\"text\":\"Toby Gifford\\n\\nSensLab, Monash University\\nCaulfield East, Australia\\n\\nToby.Gifford@monash.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[535,199,715,264],\"text\":\"Patrick Hutchings\\n\\nSensiLab, Monash University\\nCanfield East, Australia\\n\\nPatrick.hutchings@monash.edu.au\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[94,275,281,340],\"text\":\"Maria Teresa Llano Rodríguez\\n\\nGoldsmiths, University of London\\nLondon, United Kingdom\\n\\nm.llano@gold.ac.uk\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[312,274,501,340],\"text\":\"Matthew Yee-King\\n\\nGoldsmiths, University of London\\nLondon, United Kingdom\\nm.yee-king@gold.ac.uk\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[531,274,719,341],\"text\":\"Mark d'Inverno\\n\\nGoldsmiths, University of London\\nLondon, United Kingdom\\n\\ndinvero@gold.ac.uk\",\"reading_order\":10,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300268_pdf_shortened_page_0_figure_011.png\",\"bbox\":[133,357,677,552],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A bearded man in glasses plays a clarinet in a recording studio setting, illuminated by blue light. In one scene, he is performing while another man is visible behind a soundproof partition playing drums; in the other scene, he plays in front of a microphone and a monitor displaying a red circle, with studio equipment in the background.\"},{\"label\":\"figure_cap\",\"bbox\":[75,564,739,582],\"text\":\"Figure 1: Training with percussionist and instrumentalist improvisation (left), performance with the AI Improviser (right)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,587,140,603],\"text\":\"ABSTRACT\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,608,394,769],\"text\":\"Collaboration is built on trust, and establishing trust with a\\ncreative Artificial Intelligence is difficult when the decision\\nprocess or internal state driving its behaviour isn't exposed.\\nWhen human musicians improvise together, a number of\\nextra-musical cues are used to augment musical communi-\\ncation and expose mental or emotional states which affect\\nmusical decisions and the effectiveness of the collaboration.\\nWe developed a collaborative improvising AI drummer that\\ncommunicates its confidence through an emoticon-based\\nvisualisation. The AI was trained on musical performance\",\"reading_order\":14,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[420,587,747,749],\"text\":\"data, as well as real-time skin conductance, of musicians\\nimprovising with professional drummers, exposing both mu-\\nsical and extra-musical cues to inform its generative process.\\nUni- and bi-directional extra-musical communication with\\nreal and false values were tested by experienced improvising\\nmusicians. Each condition was evaluated using the FSS-2\\nquestionnaire, as a proxy for musical engagement. The re-\\nsults show a positive correlation between extra-musical com-\\nmunication of machine internal state and human musical\\nengagement.\",\"reading_order\":15,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[420,761,525,778],\"text\":\"CCS CONCEPTS\",\"reading_order\":16,\"tags\":[]},{\"label\":\"list\",\"bbox\":[420,782,747,848],\"text\":\"• Human-centered computing → Interactive systems\\nand tools; • Computing methodologies → Artificial in-\\ntelligence; • Applied computing → Sound and music com-\\nputing;\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,861,502,878],\"text\":\"KEYWORDS\",\"reading_order\":18,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,881,740,898],\"text\":\"AI Systems, Improvisation, Extra-musical Communication\",\"reading_order\":19,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,908,555,922],\"text\":\"ACM Reference Format:\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,923,746,953],\"text\":\"Jon McCormack, Toby Gillford, Patrick Hutchings, María Teresa\\nLlano Rodríguez, Matthew Yee-King, and Mark d'Inverno. 2019. In a\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,393,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,273,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"fnote\",\"bbox\":[68,900,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,936],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":25,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,941,244,952],\"text\":\"https://doi.org/10.1145/3290605.3300268\",\"reading_order\":26,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 38\",\"reading_order\":27,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":28,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[67,125,395,198],\"text\":\"Silent Way: Communication Between AI and Improvising Musicians\\nBeyond Sound. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland\\nUK . ACM, New York, NY, USA, 11 pages. https://doi.org/10.1145/\\n3290605.3300268\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,227,197,244],\"text\":\"1 INTRODUCTION\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,248,394,392],\"text\":\"In this paper we investigate the benefits of extra-musical\\ninteraction in real time music improvisation and co-creation\\nwith an artificially intelligent creative partner. Recent ad-\\nvances in Artificial Intelligence (AI) techniques, coupled with\\nincreasingly powerful computer resources, make it feasible to\\nengage in artistic collaborations with a machine intelligence,\\nbecause it exhibits degrees of creative agency [3] and auton-\\nomy [2, Chapter 9] which traditional tools or instruments –\\neither digital or analogue – do not possess [12, 30] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,392,394,583],\"text\":\"Interactions between musical improvisers largely occur\\nthrough the music itself, although visual and other extra-\\nverbal cues play an important role [41] . We explore the role\\nof extra-musical cues and feedback between human and AI\\nperformers to achieve better performance outcomes with a\\nlonger term goal of establishing trust between human and\\nmachine – widely acknowledged as an important factor in\\nsuccessful human group improvisations [42, 43] . We are also\\ninterested in understanding how human-AI improvisations\\nwith and without extra-musical cues are perceived by audi-\\nences; our research also evaluated this aspect of resultant\\nperformances between human and AI.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,598,371,615],\"text\":\"Improvisation and Extra-musical Communication\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,618,394,809],\"text\":\"Live performance and improvisation are amongst the most\\nchallenging creative activities undertaken by humans. To do\\nthem successfully requires a great deal of proficiency and\\nvirtuosity which typically takes many years of practice and\\nexperience before one can claim anything close to mastery\\n[14, 17, 35] . In musical improvisation the ability to commu-\\nnicate allows participants to be aware of and understand the\\nbehaviour and intentions of those involved. Working within\\nan improvised performance setting without some level of\\nunderstanding of what others are experiencing makes it very\\ndifficult for performers to create settings that inspire each\\nother and take the performance forward.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,955],\"text\":\"When it comes to improvising with a non-human per-\\nformer, important traditional cues and indicators may be\\nmissing: body language and movement, eye contact, visual\\ncues, etc., do not exist. For the performer this means that\\nall of the AI's intentions must be inferred through the mu-\\nsical output. This makes it more difficult to build trust and,\\ntherefore, to take risk during a performance; both trust and\\nrisk-taking are widely considered important aspects of suc-\\ncessful group collaboration and teamwork [23, 45] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,124,609,140],\"text\":\"Musical Engagement and Flow\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,303],\"text\":\"Theories of human musical engagement typically posit a phe-\\nnomenological state known as flow [7] as both an underlying\\ndriver and fundamental metric of engagement [10, 22, 48] . A\\nflow state is characterised by a number of cognitive, affec-\\ntive and psychophysiological indicators. Cognitive factors\\ninclude a sense of effortless control and complete focus [43] .\\nAffective factors include loss of self-consciousness and high\\nintrinsic motivation [26] . Psychophysiological markers of\\nflow include salivary cortisol, blood pressure, and heart rate\\nvariability [10] as well as skin conductance [32] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,303,746,369],\"text\":\"Flow is theorised to be an important aspect of successful\\ngroup improvisations [21, 38, 41] and has also been discussed\\nas an engagement metric for human-machine creative part-\\nnerships [16, 34] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,402,657,419],\"text\":\"Biometrics During Music Performance\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,422,746,566],\"text\":\"Biometrics can provide real-time quantification of human\\npsychophysiological state with relatively minimal distrac-\\ntion, and thus may be useful for communicating human\\nmental state to an AI during live performance. Given the im-\\nportance of flow states to group musical improvisation, the\\nbiometric markers discussed above for flow suggest them-\\nselves as relevant variables to be exposed. In this experiment\\nwe selected skin conductance as an indicator of human in-\\nternal state.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,566,747,743],\"text\":\"Skin conductance (SC) has been studied in the context\\nof music performance by Dean & Bailes who note that “SC\\nmeasures are frequently interpreted as an index of not only\\nemotional response ... but also task effort and attention” [11] .\\nThey find that time-series analysis of real-time SC can predict\\nmusically salient features of an improvisation. The relation-\\nship between SC and human internal state is, however, not\\nstraightforward, possibly due to the inherent complexity\\nof flow experiences” [32] . Of interest in this study then was\\nwhether or not a machine learning system could extract\\nuseful information from a real-time SC measure.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,777,570,793],\"text\":\"Aims and Contributions\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,796,746,845],\"text\":\"This study tests two related hypotheses in human-machine\\nmusical improvisation. We hypothesise that extra-musical\\ncommunication of 'internal state':\",\"reading_order\":16,\"tags\":[]},{\"label\":\"list\",\"bbox\":[433,872,747,955],\"text\":\"(1) of the human musician to the machine can en-\\nhance the machine's capacity to generate appropriate\\nand complementary improvised output;\\n(2) of the machine to the human can facilitate more\\nengaging human-machine musical interactions.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 38\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,125,394,204],\"text\":\"Our study employs a factorial design, where a series of\\nhuman-machine musical improvisations are evaluated un-\\nder combinations of conditions: with/without human-to-\\nmachine extra-musical communication, and with/without\\nmachine-to-human extra-musical communication.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,205,394,395],\"text\":\"Results of both detailed evaluations from improvising mu-\\nsicians using the system and a listening study of 100 external\\nobservers conducted on-line support the use of machine-\\nto-human extra-musical communication in the form of ma-\\nchine confidence visualisations. When truthful, such visuali-\\nsations were found to produce a higher reported flow state\\n[8] in performers than reported when using deceptive or ab-\\nsent visualisations, on average. Significantly more listeners\\nperceived a better musical balance between machine- and\\nhuman-performed instrumental parts in recordings made\\nwhen truthful, rather than deceptive, confidence visualisa-\\ntions were used during recording.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,395,476],\"text\":\"Human-to-machine extra-musical communication, in the\\nform of skin conductance measurements, was not found to\\nhave a significant effect on either training the AI system or\\non the flow state of performers, probably due to confounding\\nnoise from muscle movements.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,485,197,502],\"text\":\"2 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,506,395,747],\"text\":\"Many different factors have been identified as significant to\\nincreasing trust in human-machine collaborations, including\\nreliability, predictability, utility, provability, transparency\\nand explainability [27, 28, 31] . We are particularly interested\\nin how revealing intrinsic aspects of the workings and pur-\\npose of both humans and machines can influence trust and\\npromote engagement. In other words, we are interested in\\nrevealing the state of a human-machine collaboration in a\\nway that helps both parties understand the interaction taking\\nplace. Sawyer [40] suggests that improvisational creativity in\\na collaborative performance is achieved through ephemeral\\nsigns; thus, the way an AI improviser communicates must\\nbe simple and precise, yet the communication itself needs to\\nbe meaningful so that the new information helps progress\\nthe performance.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,757,257,773],\"text\":\"Extra-musical Communication\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,777,394,808],\"text\":\"Research addressing issues in extra-musical communication\\nbetween human and AI improvisers is currently in its infancy.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,809,395,955],\"text\":\"Weinberg, Hoffman and Bretan developed a series of ex-\\npressive robotic improvising musicians [5, 19] , most notably\\ntheir improvising jazz marimba robot Shimon . The physical\\nembodiment of Shimon is an important aspect of their re-\\nsearch, both in terms of its extra-musical communication\\nthrough movement, which affords human-machine temporal\\nco-ordination through anticipation, and its visually animated\\nappearance, lending it the impression of musical personal-\\nity [4] . Bretan suggests that an obvious next step for this area\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"of research is to incorporate \\\"social cues\\\" to convey musical\\nemotion and \\\"lead to more convincing performances by the\\nrobot in which the system looks truly expressive\\\" [5] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,747,298],\"text\":\"Ravimukumar et al. [36] describe a research proposal centred\\non the question: \\\"will the addition of two-way extra-musical\\nnotational communication enhance the human's experience\\nof coordinating musical transitions with AI music partners?\\\"\\nwhich bears similarity to our study, although focusing on\\nnotational communication for temporal anticipation of musi-\\ncal changes. Their study is in progress, and does not appear\\nto have reported results at the time of writing.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,747,507],\"text\":\"Skin conductance (also known as galvanic skin response )\\nhas been used to train generative music systems with the goal\\nof producing controlled, affective output. Kim and André\\n[25] utilised galvanic skin response, along with electrocar-\\ndiogram, electromyogram and respiration data, as input for a\\ngenerative music system that used genetic algorithms. While\\nthe input is provided by a human listener they are not pre-\\nsented as a collaborative partner in producing music together.\\nHamilton [18] developed a real-time composition system that\\nrecords galvanic skin response of a human performer and\\nuses this measure as input for a software composition system\\nthat generates notes on a score for the performer to play in\\nreal-time.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,518,652,534],\"text\":\"AI generative systems and confidence\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,538,747,650],\"text\":\"Neural network-based systems have been utilised for sym-\\nbolic music generation for decades [13] and have seen a\\nresurgence along with the deep learning boom of the last\\nfive years. Increased model complexity has seen improve-\\nments in effective memory, expressive range and consistency\\nof generated outputs, making neural networks a good candi-\\ndate for collaborative AI music systems.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,747,777],\"text\":\"Recurrent Neural Networks (RNNs) have been the pre-\\ndominant neural network architecture for music generation\\ntasks [6] , including drum sequence generators [20, 29] . Re-\\ncent research has shown however that Temporal Convolu-\\ntional Network (TCN) models [37] can perform just as well\\nor better in the analysis of sequential data [1] . TCN models\\nalso have a greater number of parallel pathways that allow\\nfor models to be trained significantly faster on GPUs.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,747,873],\"text\":\"In sequential data models, a softmax layer can be used\\nto predict upcoming events and post-assessed in terms of\\nan entropy metric, or an accumulated improbability score.\\nSoftmax layers output real values between 0 and 1 that such\\nall values in a specified dimension sum to unity, and as such\\ncan be used to represent a probability distribution.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,953],\"text\":\"When creating a generative system from a predictive\\nmodel, probability distributions can be sampled to gener-\\nate an output. By doing so, the distribution is collapsed into\\na single choice and the majority of data output from the\\nnetwork itself is discarded.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 38\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300268_pdf_shortened_page_3_figure_002.png\",\"bbox\":[180,121,632,363],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The \\\"Training Phase\\\" diagram illustrates data collection from an Instrumentalist and a Percussionist. Biometric, audio, and MIDI data are fed into Logic Pro, which then outputs 2-track MIDI and biometric data to a Processing unit. This processing unit converts the data into 192-word encoded batches that are then fed into a TCN (Temporal Convolutional Network).\"},{\"label\":\"figure_cap\",\"bbox\":[91,372,722,390],\"text\":\"Figure 2: Training the machine improviser with improvisations on the electronic drum-kit and melodic instrument.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,409,266,425],\"text\":\"3 SYSTEM IMPLEMENTATION\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,429,394,573],\"text\":\"We implemented a machine improviser and studied the ex-\\nperience of musical co-creation with it. The machine impro-\\nviser is software utilising a Temporal Convolutional Neural\\nNetwork (TCN) [37] – a machine learning system to drive\\nreal-time algorithmic generation of percussive accompani-\\nment in a musical duo. In particular, the study probes the\\nefficacy of bi-directional communication of 'internal state'\\nvia extra-musical communicative channels between impro-\\nvisers.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,574,394,684],\"text\":\"The research design included data gathering from hu-\\nman musicians in two distinct stages: (i) training of a TCN\\nsoftware drummer based on human-human improvisational\\nduets (Figure 1, left and Figure 2), and (ii) evaluation of the\\nexperience of co-creating with the trained TCN under var-\\nious conditions of extra-musical communication (Figure 1,\\nright and Figure 5).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,685,394,766],\"text\":\"The network was trained on 3 hours of human duet impro-\\nvisation by experienced improvising musicians. Duets were\\nperformed between an instrumentalist playing melody on a\\nmonophonic instrument (variously saxophone and clarinet)\\nand a drummer playing an electronic drum-kit.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,853,292,870],\"text\":\"Musical performance data collection\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,954],\"text\":\"The drum-kit, a Roland TD-50, is an electronic kit designed\\nto closely emulate the sound and feel of a standard acous-\\ntic drum-kit. It records and transmits performance data in\\nextended precision (14 bit) MIDI format, whilst also synthe-\\nsising emulated acoustic sounds via physical modelling [46] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,410,747,473],\"text\":\"Musical input from the human instrumentalist (clarinet,\\nsaxophone) was recorded as audio and algorithmically tran-\\nscribed into MIDI format using Logic Pro's Flex Audio! fea-\\nture.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,474,747,552],\"text\":\"The training data was gathered over four sessions, with\\ntwo different drummers and two instrumentalists in all com-\\nbinations. The sessions took place in a recording studio, and\\nutilised a 'click-track' to define the underlying tempo and\\nbeat.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,553,747,680],\"text\":\"Each session had 9 exercises comprising combinations\\nof 3 musical styles and 3 performance techniques in a fac-\\ntorial design. The styles were (i) Swing, (ii) Funk and (iii)\\nRock, all in common (4/4) metre, at a fixed tempo of 120\\nbpm. The performance techniques were (i) melodic lead with\\npercussive accompaniment, (ii) trading groups of four mea-\\nsures between performers, and (iii) trading groups of two\\nmeasures.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,681,747,808],\"text\":\"The use of a click-track facilitated symbolic transcrip-\\ntion of the recorded duet improvisations as beat-relative\\nnote events, quantised to 12 time steps per beat, allowing\\ntriple and duple subdivisions down to the resolution of semi-\\nquiver triplets. After symbolic transcription, the musical\\ndata was tokenised for feeding into the TCN model. Each\\nfour-beat measure of the performance then comprised a 48\\ntoken string.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,747,921],\"text\":\"Tokens conveyed if a note was started ( H ) or sustained\\n( s ) by the melodic instrumentalist and the onset velocity,\\nquantified to four bands ( p,mf,mf and f ). These tokens were\\nconcatenated with tokens for each drum hit encoded as midi\\npitch values and the same velocity metric to form longer\\ntokens. This example phrase segment shows how sequences\\nwere tokenised with this method: 38mp o 36m o 38mf o 44m o f\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,672,954],\"text\":\"$^{1}$https://ask.audio/articles/logic-pro-x-tutorial-flex-pitch\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 38\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"38mp o o 36mp| 38mp Hmp s s|38mp Hmp s|38mp Hmp s|38mp s s. A total\\nof 1639 unique tokens were required to encode the training\\ndata. Of these, 1188 tokens were used less than 20 times and\\nwere replaced with the silent token 'o', leaving 451 tokens\\nused in the corpus.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,219,225,235],\"text\":\"Biometric data collection\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,239,394,351],\"text\":\"In addition to translating the musical performance data as\\ninput for the TCN model, the instrumentalist wore an Em-\\npatica E4 biometric wristband 2 , which recorded real-time\\nskin conductance (SC). Following Dean and Bailes [11] we\\nutilised change in skin conductance ( $\\\\partial$ SC) as a real-time pa-\\nrameter containing information about the human musician's\\nmental state and cognitive music processing.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,351,394,447],\"text\":\"The Empatica E4 wristband reports skin conductance in\\nmicroSiemens at a sampling rate of 4 Hz. Baseline skin con-\\nductivity varies between people and its absolute level as\\nmeasured by the wristband depends on how tightly the band\\nis fitted. As such we used a relative measure of change in\\nskin conductance defined by\",\"reading_order\":5,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[176,457,287,489],\"text\":\"$$\\\\delta C_{T}=\\\\frac{S C_{T}-S C_{T-1}}{\\\\sigma_{S C}}$$\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,498,394,610],\"text\":\"where $\\\\sigma_{SC}$ is the standard deviation of the skin conductance\\nover 2 minutes prior to commencing the improvisation ses-\\nsion. A further 1 minute period (minimum) waiting period\\nwas used from the time the wristband was put on before com-\\nmencing baseline calibration, to exclude the large changes\\nrelated to fitting the wristband. The real-time value of $\\\\partial SC$\\nwas quantised to 3 discrete levels:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[145,623,315,678],\"text\":\"$$Q _ { o s c } = \\\\left\\\\{ \\\\begin{array} { l l } { H i g h } & { \\\\partial S C \\\\geq 1 } \\\\\\\\ { M e d } & { - 1 < \\\\partial S C < 1 } \\\\\\\\ { L o w } & { \\\\partial S C \\\\leq - 1 } \\\\end{array} \\\\right.$$\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,702,251,718],\"text\":\"$^{2}$https://www.empatica.com/research/e4/\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300268_pdf_shortened_page_4_figure_010.png\",\"bbox\":[67,747,395,878],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A diagram illustrates a sequence processing model with a target sequence at the top and an input sequence with a mask at the bottom. Three horizontal layers of circular nodes are connected by lines, forming a directed network where information flows from the input and \\\"Qasc\\\" through the nodes to the \\\"Target Sequence\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[68,890,394,948],\"text\":\"Figure 3: A simplified representation of the TCN model,\\nshowing how the final token of the target sequence is pre-\\ndicted with the use of skin conductance and quantised mu-\\nsic data.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"Across the performance sessions High, Medium and Low\\nvalues were recorded for 15 % , 65 % and 20 % of the measure-\\nments respectively. The quantised signal was then sampled at\\nthe start of each musical measure and communicated to the\\nmachine improviser via an OSC [47] request and response.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,206,747,284],\"text\":\"For communication to the human musician of the machine\\nimprover's internal state, we expose a proxy index of the\\nevolving `confidence' reported by the neural net regarding\\nits musical decisions, calculated from its internal distribution\\nof probabilities. We elaborate on this later in this section.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,309,624,329],\"text\":\"Training the machine improviser\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,747,460],\"text\":\"The machine improviser is a software system comprising a\\nTCN that generates performance data for a drum synthesiser\\nto perform over the next measure of the performance, run\\nconsecutively every measure. The TCN model [ 1 ] was trained\\nto predict combinations of notes played in any given measure\\nof performance based on musical and biometric data from\\nthe three measures directly preceding it. By sampling from\\nthese predictions, a generative system was produced.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,461,746,523],\"text\":\"The improvisation sessions used for training data provided\\na set of 4195 sequences of four measures which was divided\\ninto training (76 % ), validation (12 % ) and test sets (12 % ), which\\nprovided a natural split in the data.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,746,619],\"text\":\"During training, the network used four measures of per-\\nformance data for input and target sequences. The fourth\\nmeasure of the input sequence was masked to prevent the\\nsystem from using any time step from the fourth measure to\\ngenerate predictions. This allows the whole fourth measure\\nto be predicted (and generated) at once, in parallel.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,619,746,715],\"text\":\"To facilitate an effective memory to cover the full 192\\ntime steps in four measures, dilations were used through\\nseven convolution layers. With a kernel size of 3 and 192\\nunits per hidden layer, a receptive field of 257 time steps was\\nachieved. The model used for training can be found at https:\\n//github.com/patHutchings/TCN/tree/Machine-Improviser\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,716,746,842],\"text\":\"Two unique data preprocessing features were implemented\\nfor training and inference with the TCN model. In sequence-\\nto-sequence tasks, where the next token in a sequence is\\npredicted, the input sequence is typically offset from the tar-\\nget sequence by inserting a '' token or similar at the\\nbeginning of the input sequence. $Q_{DSC}$ from the last measure\\nis used as the start token, making it visible at every step for\\ntraining and inference (Figure 3 ).\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,747,955],\"text\":\"An extensive hyper-parameter search was conducted to\\nreduce model complexity without loss of predictive accu-\\nracy, as measured by pet-token perplexity on a validation\\nset of 500 four measure strings. Perplexity represents the\\naverage number of most probable tokens to appear next in\\nthe sequence. Complexity was reduced by using a small to-\\nken embedding of only 20 dimensions and limiting effective\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 38\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300268_pdf_shortened_page_5_figure_002.png\",\"bbox\":[167,119,646,227],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A horizontal scale displays five grey face icons, transitioning from sad to happy, each with a numerical and textual label indicating increasing levels from \\\"0.1 (LOW)\\\" to \\\"0.9 (HIGH)\\\". The final happy face is highlighted with a glowing red circle and labeled \\\"SUSTAINED HIGH (> 0.8 for 4 bars)\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[68,237,747,295],\"text\":\"Figure 4: Still images of the visualiser at different levels of confidence ranging from 0.1 (low confidence) to 0.9 (highly confi-\\ndent). The expression changes continuously in response to the confidence of the machine improviser in addition to nodding\\nin time with the current tempo. Sustained high levels of confidence result in a pulsating glow behind the emoticon in time\\nwith the beat.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300268_pdf_shortened_page_5_figure_004.png\",\"bbox\":[178,313,634,513],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A flowchart titled \\\"Evaluation Phase\\\" depicts an instrumentalist's audio and biometric data being captured. This data is fed into an \\\"AUDIO TO MIDI\\\" converter and a \\\"PROCESSING\\\" unit, which then outputs \\\"192 word encoded batches\\\" to a \\\"TCN\\\" (Temporal Convolutional Network). The TCN's output drives a \\\"Roland TD-50 Drum Synthesiser\\\" with MIDI drum data and a \\\"Display\\\" with confidence measure and timing data.\"},{\"label\":\"figure_cap\",\"bbox\":[222,527,590,543],\"text\":\"Figure 5: Evaluating the machine improviser with instrumentalists.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,564,394,628],\"text\":\"memory to four measures. The small model size allows in-\\nference of a measure of drum performance within 5ms on a\\nconsumer level 1080ti graphics card: less than a single time\\nstep in the quantised performance.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,628,394,724],\"text\":\"The silent 'o' token appeared an order of magnitude more\\nfrequently than any other token in the training data and the\\nTCN quickly learned that predicting entirely silent sequences\\nwould still return a small loss. To counteract this effect a\\nweighting of 0.1 was applied to 'o' token contributions to\\nloss calculations.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,725,394,898],\"text\":\"A perplexity of 6.70 was achieved on the validation set\\nafter 69 epochs of training with batches of 16 sequences. This\\nmeans the system finds an average of 6.70 tokens that are\\nmost likely to occur next at any point in the sequences, from\\nthe 451 tokens it knows. A perplexity of 6.68 was achieved\\nwhen $Q_{DSC}$ was replaced with a standard '' token,\\nindicating that the inclusion of skin conductance data did not\\nassist or impede the training of the network. The model with\\nbiometrics was used for the machine improviser and a final\\ntest set evaluation was performed, producing a perplexity of\\n7.34.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,899,395,949],\"text\":\"A softmax layer was used as the final layer of the TCN, so\\nthat outputs could be used as probability distributions for\\nsampling in the generative system. The probability of any\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,564,747,676],\"text\":\"of the 451 tokens in the corpus dictionary being played at\\nany timestep in the upcoming measure is used to make a\\nweighted selection. The machine improviser uses only tokens\\nobserved in the training data. With this dictionary the system\\nhas $2.5\\\\times 10^{12}$ possible outputs at each measure. Tokens are\\ndecoded to MIDI messages and sent to the drum synthesiser\\nfor performance.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,693,564,711],\"text\":\"Visualising Confidence\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,714,747,889],\"text\":\"The AI's confidence was conveyed visually using an emotion-\\nstyle face (Figure 4 ) drawn with simple vector graphics, that\\nbounces in time with the music with a refresh rate of 60Hz.\\nConfidence values were updated every 0.5 seconds and re-\\nflected on the display within 5ms. When system confidence\\nis low, the face frowns and eyes shift in different directions,\\navoiding eye contact with the viewer. When confidence is\\nhigh, the face smiles, its eyes widen, and it maintains eye\\ncontact with the viewer. Sustained high states produce a\\nradiating glow behind the face that pulsates in time with the\\nbeat.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,747,954],\"text\":\"The use of a simplified, iconic representation of a face was\\nchosen to minimise additional cognitive load on the musician,\\nmimicking facial expressions at a high level of abstraction in\\nways similar to how human performers behave when they\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 38\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,220],\"text\":\"lack confidence in performance. Iconic facial expressions\\nare easy to process, but also avoid over-anthropomorphising\\nthe AI, which may potentially lead to false assumptions re-\\ngarding the level of cognition, emotion, and behavioural\\ncharacteristics if a more realistic or nuanced human face\\nwere used, for example.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,230,261,247],\"text\":\"4 PERFORMANCE EVALUATION\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,251,395,299],\"text\":\"After developing and training the machine improviser, we\\nthen evaluated it musically through trials with improvising\\nmusicians. We describe the methodology and results below.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,310,120,327],\"text\":\"Method\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,394,395],\"text\":\"We recruited seven experienced instrumentalists who each\\nengaged in four improvised sessions for a total of 28 trials.\\nRecruited participants were given a $15 department store\\nvoucher for their time.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,394,523],\"text\":\"Three female and four male instrumentalists aged between\\n18 and 56 took part in the evaluation. While all had experi-\\nence with improvisation, different approaches to improvisa-\\ntion were reflected in the range of instruments (saxophone,\\nclarinet, vocals and electronic keyboard), styles of familiar-\\nity (jazz, rock, funk, experimental, folk and classical) and\\nroles (professional musicians, serious amateurs and skilled\\nhobbyists).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,394,618],\"text\":\"In each session the instrumentalist improvised with the\\nmachine improvser for 3 minutes and then self-reported on\\nthe experience using the FSS-2 SHORT scale [8] . The FSS-2\\nSHORT scale comprises 9 items (i.e. questions) intended to\\ncapture the 9 dimensions of flow as described by Csikszent-\\nmihalyi [8] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,619,394,746],\"text\":\"Application of the FSS-2 suite of scales to musical perfor-\\nmance has found that these items have differing correlation\\nwith other external flow metrics, and so a subset of the items\\nmay be more appropriate for measuring flow in musical con-\\ntexts. Wrigley and Emerson [48] found that the \\\"subscales of\\nSense of Control, Autotelic Experience, and Challenge-Skill\\nBalance showed the strongest associations and explained the\\nmost variance\\\" in live music performance.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,747,394,809],\"text\":\"Evaluations took place in the same recording studio used\\nfor data collection, with the addition of a portable screen, po-\\nsitioned at standing height, which displayed the confidence\\nvisualisation (see Figure 2, right and Figure 5).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,954],\"text\":\"We developed three different confidence visualisation con-\\nditions to differentiate effects driven by visualisation design\\nchoices from those driven by the content it is being used to\\ncommunicate. Confidence was (i) truthfully communicated\\nby the visualisation system, (ii) inverted to create a deceptive\\nvisualisation and (iii) not communicated by removing all fa-\\ncial features of the emoticon to create an 'absent' confidence\\nvisualisation. Inversion was used for the deceptive condition,\\nas an 'absent' condition was tested for and inverted patterns\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,155],\"text\":\"provided changes between the communication states with\\nthe same transition dynamics.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,156,747,315],\"text\":\"Instrumentalists were given a short verbal brief to com-\\nmunicate that the visualisations were communicating a met-\\nric of confidence of the improvising machine in predicting\\nwhat to play next. It was emphasised that the visualisation is\\nnot a judgement on the instrumentalist's playing or overall\\nquality of the musical performance. The 'intelligence' of the\\nimprovising machine was described as generating musical\\nimprovisations by repeating patterns learned to be useful in\\naccurately predicting what might happen next in improvised\\nduets we recorded.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,315,747,380],\"text\":\"Four of six possible conditions were tested with randomised\\norder for each instrumentalist (see Table 1 ). Priority was\\nplaced on having longer sessions of improvisation without\\nfatiguing instrumentalists physically and creatively.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,391,562,407],\"text\":\"Results and Discussion\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,540],\"text\":\"We found that the visualisation of machine confidence\\nnoticeably affected the tendency of the instrumentalist to\\nachieve flow . The biometric communication via the instru-\\nmentalist’s skin conductance did not make any discernible\\ndifference to the experience of improvising with the system.\\nThese results emerged from comparison of an aggregate\\nflow measure derived from the 9 survey items in the FSS-2\\nresponses, compared between conditions across participants.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,540,747,763],\"text\":\"We performed a Principal Components Analysis on the\\nFSS-2 responses (comprising 4 sessions x 7 participants =\\n28 responses for each of the 9 questions). The first principal\\ncomponent was consistent with the findings of Wrigley and\\nEmerson in having substantial loadings for Sense of Con-\\ntrol, Autotelic Experience, and Challenge-Skill Balance, and\\nnegligible loadings for Clarity of Goals and Transformation\\nof Time. As such, we utilised an aggregate index of flow\\ncomprising the average of the questions relating to Sense of\\nControl, Autotelic Experience, and Challenge-Skill Balance.\\nFor completeness we additionally ran all the analyses with\\nan aggregate index constructed using the numeric weights\\ncontained in the first principal component of our data, which\\ndid not qualitatively change any of our conclusions.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,763,746,795],\"text\":\"The visualisation condition had a measurable impact on\\nthe aggregate flow index. The Truthful condition was more\",\"reading_order\":18,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[421,819,746,864],\"text\":\"Table 1: Test conditions with truthful (T) and deceptive (D)\\nbiometric data for each visualisation type. Random selec-\\ntions represented with (T/D).\",\"reading_order\":19,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[442,881,724,948],\"text\":\"
Confidence Visualisation
TruthfulDeceptiveAbsent
ConditionBio T/DBio T/DBio T and Bio D
\",\"reading_order\":20,\"tags\":[],\"alt_text\":\"A table titled \\\"Confidence Visualisation\\\" has three main columns: \\\"Truthful\\\", \\\"Deceptive\\\", and \\\"Absent\\\". The row labeled \\\"Condition\\\" contains the values \\\"Bio T/D\\\" under \\\"Truthful\\\", \\\"Bio T/D\\\" under \\\"Deceptive\\\", and \\\"Bio T and Bio D\\\" under \\\"Absent\\\".\",\"figure_path\":\"tables/3290605-3300268_pdf_shortened_page_6_tab_20.png\"},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 38\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 7\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300268", "source_image_path": "test_data/3290605-3300268/3290605-3300268_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300268/results/output_json/3290605-3300268_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[105,122,356,137],\"text\":\"Table 2: flow index vs. visualisation condition\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[104,154,356,334],\"text\":\"
ParticipantDeceptiveAbsentTruthful
13.674.334.33
23.674.174.33
33.334.174.33
44.334.173.67
54.002.833.67
64.003.164.00
72.003.333.67
mean3.573.744.00
s. d.0.760.610.33
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"The image displays a table presenting numerical data for seven participants across three conditions: Deceptive, Absent, and Truthful. The table includes individual scores for each participant, along with the calculated mean and standard deviation for each condition at the bottom.\",\"figure_path\":\"tables/3290605-3300268_pdf_shortened_page_7_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,395,395,553],\"text\":\"flow-inducing than the Absent condition, which in turn was\\nmore flow-inducing than the Deceptive condition. For 4 of\\nthe 7 participants (P1, P2, P3, P7) this relationship was mono-\\ntonic across the three conditions, and for 5 of the 7 parti-\\ncipants (P1, P2, P3, P6, P7) the Truthful condition showed\\nequal or better flow induction than the Deceptive condition.\\nOf the remaining 2 participants, 1 (P4) showed an inversely\\nmonotonic relationship, and the other (P5) strongly preferred\\neither Truthful or Deceptive visualisation over Absent visu-\\nalisation in terms of their flow index.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,395,840],\"text\":\"In order to assess the significance of these trends we per-\\nformed matched-pair t-tests on each of the three between-\\ncondition combinations of the machine confidence visualisa-\\ntion: Absent vs. Deceptive, Truthful vs. Absent, and Truthful\\nvs. Deceptive. The number of instrumentalists in the study is\\nsmall (N = 7). Student's t-test was originally developed for sta-\\ntistical inference from small samples [49] , and Cummings [9]\\nrecommends reporting of 95 % confidence intervals derived\\nfrom the t-distribution and the sample standard deviation\\nfor sample sizes between 5 and 30. Whilst some researchers\\npromote non-parametric tests and much larger sample sizes\\nfor Likert scale analysis in HCI [39] , Norman argues to the\\ncontrary that “parametric statistics can be used with Likert\\ndata, with small sample sizes, with unequal variances, and\\nwith non-normal distributions, with no fear of coming to the\\nwrong conclusion” [33] , and recommends paired t-tests for\\ncomparing conditions via Likert scales for sample sizes of at\\nleast 5.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,394,954],\"text\":\"The average effects of the machine confidence visualisa-\\ntion conditions on the flow index are summarised in table 3 .\\nThe Truthful visualisation condition was on average more\\nflow-inducing than the Deceptive condition, with an effect\\nsize of approximately 1/2 out of a scale of 5, significant at the\\n99 % level, and the Deceptive condition averaged 1/4 point\\nlower than the Absent condition, significant at 95 % .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[499,122,666,136],\"text\":\"Table 3: effect of visualisation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[451,153,714,264],\"text\":\"
Absent vs. DeceptiveTruthful vs. AbsentTruthful vs. Deceptive
upper 95%0.490.620.83
mean0.26$^{*}$0.160.42$^{**}$
lower 95%0.03-0.280.03
\",\"reading_order\":8,\"tags\":[],\"alt_text\":\"This is a table displaying statistical data, likely confidence intervals and means, across three comparative conditions. The rows indicate \\\"upper 95%\\\", \\\"mean\\\", and \\\"lower 95%\\\", while the columns represent comparisons such as \\\"Absent vs. Deceptive\\\", \\\"Truthful vs. Absent\\\", and \\\"Truthful vs. Deceptive\\\". Numerical values, some with asterisks, populate the table cells.\",\"figure_path\":\"tables/3290605-3300268_pdf_shortened_page_7_tab_8.png\"},{\"label\":\"para\",\"bbox\":[420,293,747,630],\"text\":\"The statistical tests described above allow us to make\\ninferences about underlying effects in the presence of ran-\\ndom noise, such as the variable behaviour of the algorithmic\\nimproviser. They are not, however, designed to allow gen-\\neralisations to people beyond the study participants. In any\\nresearch, the only reliable way to make quantitative gen-\\neralisations to people beyond the study group is to recruit\\nparticipants by randomly sampling from the entire popula-\\ntion of interest. However, qualitative judgements regarding\\nprobable transferability of study results can often be argued\\nfrom the diversity of the study participants [15] . In our study\\nwe did not have any particular population in mind, though\\nwe hope the results may be broadly indicative of the type\\nand diversity of reactions that experienced improvising musi-\\ncians would have had if included. We employed convenience\\nsampling in recruiting instrumentalists to evaluate the sys-\\ntem, and even this small group had quite diverse range of\\napproaches and responses. As discussed in §5 the instrumen-\\ntalists covered a broad range of musical styles, lending some\\nconfidence that our results may have relevance outside of\\nthe study group.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,643,592,659],\"text\":\"5 LISTENER EVALUATION\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,662,746,776],\"text\":\"The experience study showed that the participants' tendency\\nto achieve flow was enhanced by extra-musical communi-\\ncation of machine confidence. But what about the musical\\noutput? To see if effects observed through changes in the\\nconfidence visualisation conditions were perceivable only\\nto a performer, or were also noticeable by external listeners,\\nwe conducted an additional on-line listener study.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,788,472,804],\"text\":\"Method\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,747,954],\"text\":\"One of the authors, with tertiary qualifications and profes-\\nsional experience as an improvising saxophonist, partici-\\npated in six improvisation sessions with the improvising\\nmachine to produce sixteen tracks. Although the use of an\\nauthor-participant has the potential to introduce unintended\\nbias, they had greater experience playing with the system\\nover participants used in the performer study and their im-\\nprovisation sessions were selected to best highlight the effect\\nof the differing communication conditions. Prior research\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 38\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300268/results/markdown/3290605-3300268_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[175,103,641,159],\"text\":\"Towards Collaboration Translucence:\\nGiving Meaning to Multimodal Group Data\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[149,171,665,189],\"text\":\"Vanessa Echeverria$^{1,2}$, Roberto Martinez-Maldonado$^{1}$ and Simon Buckingham Shum$^{1}$\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[228,189,586,204],\"text\":\"$^{1}$University of Technology Sydney, Ultimo, NSW, 2007, Australia.\",\"reading_order\":5,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[80,204,734,220],\"text\":\"$^{2}$Escuela Superior Politécnica del Litoral, ESPOL, Campus Gustavo Galindo Km 30.5 Via Perimetral, Guayaquil, Ecuador.\",\"reading_order\":6,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[140,220,674,233],\"text\":\"Vanessa.EcheverriaBarzola, Roberto.Martinez-Maldonado, Simon.BuckinghamShum}@uts.edu.au\",\"reading_order\":7,\"tags\":[\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300269_pdf_shortened_page_0_figure_008.png\",\"bbox\":[100,246,718,404],\"reading_order\":8,\"tags\":[],\"alt_text\":\"Two scenes depict medical simulation training involving multiple individuals in purple scrubs interacting with a patient simulator. Participants are equipped with various data collection devices, including green-highlighted \\\"Localisation sensors,\\\" yellow-highlighted \\\"Physiological wristbands,\\\" and red-highlighted \\\"Lapel microphones.\\\" A \\\"Microphone array\\\" is also visible, all within a hospital-like setting.\"},{\"label\":\"figure_cap\",\"bbox\":[69,411,734,427],\"text\":\"Figure 1: Multimodal analytics in healthcare scenarios: in a simulation-controlled room (left) and in the classroom (right).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,435,142,452],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,456,395,807],\"text\":\"Collocated, face-to-face teamwork remains a pervasive\\nmode of working, which is hard to replicate online. Team\\nmembers' embodied, multimodal interaction with each\\nother and artefacts has been studied by researchers, but\\ndue to its complexity, has remained opaque to automated\\nanalysis. However, the ready availability of sensors makes\\nit increasingly affordable to instrument work spaces to\\nstudy teamwork and groupwork. The possibility of\\nvisualising key aspects of a collaboration has huge\\npotential for both academic and professional learning, but\\na frontline challenge is the enrichment of quantitative\\ndata streams with the qualitative insights needed to make\\nsense of them. In response, we introduce the concept of\\ncollaboration transherence, an approach to make visible\\nselected features of group activity. This is grounded both\\ntheoretically (in the physical, epistemic, social and\\naffective dimensions of group activity), and contextually\\n(using domain-specific concepts). We illustrate the\\napproach from the automated analysis of healthcare\\nsimulations to train nurses, generating four visual proxies\\nthat fuse multimodal data into higher order patterns.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[422,437,525,454],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[422,458,713,473],\"text\":\"• Human-centered computing → Collaborative interaction\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,487,504,503],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,506,731,521],\"text\":\"CSCW; collaboration; learning analytics; pervasive computing\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_2\",\"bbox\":[422,534,540,548],\"text\":\"ACM Reference format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,552,746,620],\"text\":\"Vanessa Cheeveria, Roberto Martínez-Maldonado, and Simon Buck-\\ningham Shum. 2019. Towards Collaboration Translucente: Giving\\nMeaning to Multimodal Group Data. In Proceedings of ACM CHI\\nWorkshop . New York, NY, USA, Paper 36 , 16 pages.\\nhttps://doi.org/10.1145/3290609.3300629\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,644,559,660],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,664,748,932],\"text\":\"The ability to communicate, be an effective team/group\\nmember and collaborate face-to-face (f2f) are key skills for\\nemployability in the 21 st century workplace [10] .\\nCollaborating in collocated (f2f) settings provides unique\\nbenefits that are not easy to achieve in digitally mediated\\nforms of group work [36, 65] . Literature suggests that the\\nrich, multimodal communication channels in f2f\\ninteraction can promote social bonding [60] , increase\\ncreativity [29, 60] and productivity [65] . However,\\nlearning to collaborate effectively requires practice,\\nawareness of group dynamics and reflection upon past\\nactivities [43] . Importantly, it often needs close coaching\\nby an expert facilitator to foster beneficial collaborative\\ninteraction [28] . However, although having a coach or\\nteacher closely supervising each group would be ideal, it\\nmay be unrealistic in practice.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,828,391,903],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full\\ncitation on the first page. Copyrights for components of this work owned by others\\nwho5,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611,612,613,614,615,616,617,618,619,620,621,622,623,624,625,626,627,628,629,630,631,632,633,634,635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650,651,652,653,654,655,656,657,658,659,660,661,662,663,664,665,666,667,668,669,670,671,672,673,674,675,676,677,678,679,680,681,682,683,684,685,686,687,688,689,690,691,692,693,694,695,696,697,698,699,700,701,702,703,704,705,706,707,708,709,710,711,712,713,714,715,716,717,718,719,720,721,722,723,724,725,726,727,728,729,730,731,732,733,734,735,736,737,738,739,740,741,742,743,744,745,746,747,748,749,750,751,752,753,754,755,756,757,758,759,760,761,762,763,764,765,766,767,768,769,770,771,772,773,774,775,776,777,778,779,780,781,782,783,784,785,786,787,788,789,790,791,792,793,794,795,796,797,798,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813,814,815,816,817,818,819,820,821,822,823,824,825,826,827,828,829,830,831,832,833,834,835,836,837,838,839,840,841,842,843,844,845,846,847,848,849,850,851,852,853,854,855,856,857,858,859,860,861,862,863,864,865,866,867,868,869,870,871,872,873,874,875,876,877,878,879,880,881,882,883,884,885,886,887,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,903,904,905,906,907,908,909,910,911,912,913,914,915,916,917,918,919,920,921,922,923,924,925,926,927,928,929,930,931,932,933,934,935,936,937,938,939,940,941,942,943,944,945,946,947,948,949,950,951,952,953,954,955,956,957,958,959,960,961,962,963,964,965,966,967,968,969,970,971,972,973,974,975,976,977,978,979,980,981,982,983,984,985,986,987,988,989,990,991,992,993,994,995,996,997,998,999,1000,1001,1002,1003,1004,1005,1006,1007,1008,1009,1010,1011,1012,1013,1014,1015,1016,1017,1018,1019,1020,1021,1022,1023,1024,1025,1026,1027,1028,1029,1\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[71,903,252,914],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":21,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,915,243,925],\"text\":\"© 2019 Association for Computer Machinery.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,926,238,936],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[71,939,221,950],\"text\":\"https://doi.org/10.1145/3290605.3300269\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 39\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,100,395,300],\"text\":\"A promising way to address the above would be to\\ncapture behavioural traces from group interactions.\\nSignificant effort has been invested in automatically\\nmining digital traces of online experiences, where logs can\\nbe easily captured, to make group interactions visible,\\ninfer patterns of behaviour and broaden our\\nunderstanding of group activity in various contexts [18] .\\nBy contrast, much more needs to be done to help\\nresearchers, designers, and users in understanding the\\ncomplexity of collaboration and in finding ways to\\nsupport collaboration or learn to collaborate more\\neffectively in collocated settings.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,307,395,727],\"text\":\"The broad banner of Educational Data Science has been\\nused to refer to areas of data-intensive research (e.g.\\nintelligent tutoring systems - ITS, educational data\\nmining, and learning analytics - LA) aimed at providing\\nautomated analysis and feedback based on learners'\\ninteraction logs and other sources of evidence. However,\\nit has been recently reported that there is a disconnection\\nbetween logged data and higher order educational\\nconstructs [55, 75] . More problematic, decisions can be\\nmade and actions can be taken based on misleading\\ninformation or not acknowledging that logged data is, by\\ndefinition, incomplete [39] . One of the main reasons for\\nsuch disconnection is, not surprisingly, the intrinsic lack\\nof meaning in data, and their representations, that are\\noften used as proxies of activity mediated by different\\ninterfaces (e.g. in dashboards, recommender systems,\\nfeedback tools) [1, 26] or to conclude generalisations\\nabout activity without considering the context where it\\nunfolds [80] . Moreover, LA and other data-intensive\\ninnovations may work well for well-defined, specific\\nscenarios [24] . Yet, this approach fails when trying to\\nsupport people in complex scenarios that involve higher\\norder thinking, non-computer mediated interactions, or\\nill-defined, open tasks, such as in f2f team/group work\\nsituations.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,734,395,903],\"text\":\"Attempts to address the complexity of f2f collaboration\\nthrough automated means exist but they have tended to\\nreduce or over simplify the interaction space by slicing the\\nactivity, only looking at certain quantitative social aspects\\n(e.g. [56] ) or very specific parts of the task (e.g. micro\\nformations [46] , speech [56] , gaze [73] ). Sensors are\\nbecoming inexpensive and more readily available.\\nHowever, the more sensors are used to log f2f activity the\\nmore complex the meaning making process to make these\\ndata into information becomes [12] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,909,395,944],\"text\":\"In this paper, we propose an approach to give meaning\\nto multimodal group activity data. Inspired by the\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,100,747,318],\"text\":\"metaphor of social translucence [21] , we propose a vision\\nto make evidence of collaboration translucent. In doing so,\\nwe emphasise that collaboration also involves epistemic,\\nphysical (the use of tools, devices and the space) and\\naffective aspects besides the social realm. We build on the\\nnotion of quantitative ethnography [74] to give meaning\\nto sensor data based on knowledge that can help explain\\nsuch data (e.g. domain knowledge, theory) in a specific\\ncontext. We illustrate our approach in the context of\\nsimulation in nursing. Simulated scenarios are\\nrepresentative of situations in which it is critical for team\\nmembers to reflect upon evidence on different aspects of\\ntheir activity.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,325,747,576],\"text\":\"We use extracts from our research on group work in\\ntwo authentic settings: an immersive simulation room\\n(Figure 1 , left) and a simulated hospital ward-classroom\\n(right). In these, we capture rich multimodal data,\\nincluding nurses' localisation, movement, physiological\\nsignals, actions, voice and video. We illustrate how ideas\\nfrom quantitative ethnography can help reveal important\\naspects of collaboration, from low level logs, to\\nmeaningful higher order constructs. We present four\\nprototypes as exemplar 'proxies' of collaboration. We\\nanalyse how three of these can play a key role as proxies\\nin terms of social dynamics; embodied strategies; and\\nemotional arousal. We also present a fourth proxy shown\\nto actual students after authentic in-the-wild classroom\\nsessions.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,583,747,752],\"text\":\"The rest of the paper is organised as follows. Next\\nsection provides an overview of the state-of-the-art in the\\narea of collaboration analytics. Section 3 presents the\\nprinciples underpinning our approach. In Section 4 , we\\ndescribe the studies that illustrate how our approach can\\nbe put into action for giving meaning to multimodal group\\ndata. In Section 5 we present exemplars of proxies that\\nprovide insights into the activity of nine teams of nursing\\nstudents. We conclude with a discussion of the application\\nof our approach and ideas for future work in Section 6 .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,775,560,793],\"text\":\"2 RELATED WORK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,803,703,821],\"text\":\"2.1 State-of-the-art: Collaboration Analytics\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,747,942],\"text\":\"There has been a growing interest in exploring the value\\nof group data to generate understanding of both\\nobservable and hidden patterns in f2f settings [18] . For\\nexample, substantial effort has been posed in extracting\\nquantitative non-verbal speech features from dialogue in\\ncontexts such as brainstorming [38, 78] , problem-solving\\n[56, 66, 81] , and group meetings [2, 58, 59, 63, 77] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 39\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[69,100,395,468],\"text\":\"Other works have looked at a wider range of aspects of\\nf2f collaboration. Some studies have analysed the\\nrelationship between traces of physical activity (e.g.\\nproximity [26] , motion [7] and posture [38] ) and students'\\ncompetencies during group tasks. Traces of head motion\\nhave been used to investigate how group members pay\\nattention to objects and people in close proximity;\\neffective social dynamics [77] ; the author of meaningful\\nutterances [63] , or low rapport [58] . Face and hand\\ntracking features, extracted from videos, have been used to\\nanalyse affective states [61] , physical formations [76] and\\nsynchronicity [58] . Other studies have found that\\nphysiological features (e.g. electrodermal activity, hypoxic\\nventilatory response) may serve as indicators of affective\\nstates at individual [32, 61] and group levels [14, 32] . Gaze\\nfeatures have been used to identify participation styles\\n[59] and assess the quality of group work [73] . Multitouch\\nscreens and input devices can also serve to log group\\nactivity [50] . For example, touch events have been be used\\nto predict group performance [18, 48, 81] and stroke\\nfeatures from digital pens have been used to identify\\nexpertise [66] and to assess participation [59] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,474,395,676],\"text\":\"In terms of interfaces that communicate insights, prior\\nresearch has mostly been limited to mirroring data for\\ngroup members to decide what steps to take next. Most of\\nthese systems have offered simple representations of non-\\nverbal speech features, to enhance awareness and\\naccountability of verbal participation [2] ; support self-\\nreflection [78] ; or promote social regulation [38] . Not\\nmany mirroring systems have included other modalities of\\ndata. Some exceptions include interfaces aimed at\\ninfluencing group work by showing gaze data [73, 77] ;\\ntouch activity [23, 81] ; and quality scores of the group\\nproduct [18] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,682,395,935],\"text\":\"Overall, the studies presented above show how\\nmultimodal data may serve to complement the analysis of\\nf2f activity. Most prior work has de-composed the\\ncomplexity of group work, focusing on particular aspects\\nof collaboration . Yet, some works have explored the\\npotential of analysing multiple sources of data associated\\nwith more than one dimension of collaboration (e.g. social\\nand task-related [18, 47, 66, 72] , social and affect [32, 61] ,\\nor social and physical aspects [7, 26, 76] ). Most previous\\nworks have been conducted under controlled conditions\\n(e.g. [7, 14, 32, 61, 76] ) where it is easier to isolate aspects\\nof group work. However, there is a growing body of\\nresearch attempting to bring multimodal innovations into\\nauthentic scenarios, such as in classrooms [23, 56, 66] and\\nthe workplace [58, 63] . In sum, although some prior work\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,100,747,182],\"text\":\"has started to look at more than one aspect of\\ncollaboration, there is a timely need for a holistic\\napproach that can help researchers and designers to\\nassociate multimodal group data with meaningful higher\\norder constructs.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[423,195,647,213],\"text\":\"2.2 Multimodal Data and Meaning\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,215,747,466],\"text\":\"A significant body of HCI work makes use of behavioural\\ntraces of human activity captured through sensors or\\ninput devices [17, 41] . As shown above, these traces can\\nrange from low level logs, such as clockstreams, to non-\\nmediated human action, such as eye movement or\\ngestures. Logs have the benefit of being easy to capture, at\\nscale, without observers influencing the activity and the\\ncapture process [17] . Logs can be mined, for instance, to\\ncluster user behaviours [44] , identify archetypal users\\n[83] , and visualise common paths [44] . However, while\\nlogs can illuminate what users do, they often say much\\nless about why [17] . This is a critical methodological\\nchallenge if HCI is to develop principled ways to make\\nsense of the vast quantities of interaction data now\\navailable.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,474,747,692],\"text\":\"A small but growing body of literature in the field of\\nLearning Analytics focuses on the question of how one\\nmaps “ from clicks to constructs ” – how low-level system\\nlogs can serve as proxies for the higher order constructs\\nthat educators and students can understand [74, 75, 84] .\\nFor example, far from the `big data revolution' signalling\\nthe `death of theory' [52] , Wise and Shaffer [84] argue that\\nwhen datasets are so large that spurious statistically\\nsignificant patterns can be obtained easily, theory is even\\nmore important to guide interpretation. Approaches to\\nbridging the traditional divide between quantitative and\\nqualitative methodologies are now being developed and\\nvalidated, such as quantitative ethnography [74] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,700,747,934],\"text\":\"Theoretically-motivated analytics can be designed in a\\nprincipled manner for higher order constructs such as\\nstudents' “ conscientiousness ” [75] , or “ crowd-sourced\\nlearning ” capacity to learn in a MOOC [55] . These and\\nmost other examples are from contexts where a single\\nmodality of clickstream is associated with higher level\\nconstructs. In collocated scenarios, where multiple\\nstreams of data in different modalities can be captured\\nfrom each person, giving meaning to the data logs is an\\neven more challenging task. Current approaches to give\\nmeaning to multimodal data include: i) comparing\\nmultimodal traces of activity with human-annotated video\\ndata (e.g. see review in [13] ); ii) automatically coding\\nmultimodal data according to an epistemic frame [85] ; and\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 39\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,744,1013],\"text\":\"Page 3\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,100,395,217],\"text\":\"iii) examining co-occurrence of events or associating\\ncertain indicators of activity with collaboration, task\\nperformance and learning outcomes [14, 32, 76] . Shaffer\\n[74] argues that `if we want to integrate different sources of\\ndata, [their representations] have to span a similar amount\\nof the semantic space, of the meaning, that we are\\nattributing to the data' (p. 148).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,224,395,308],\"text\":\"To summarise, we must go beyond solving the\\ntechnical data fusion problem [42] ; this is necessary, but\\nnot sufficient. The next challenge is to give meaning to\\nmultimodal data in terms of what people are actually\\ndoing.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,334,175,351],\"text\":\"3 APPROACH\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,355,394,388],\"text\":\"In this section we present our approach to give meaning\\nto multimodal group data.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[74,398,357,415],\"text\":\"3.1 Collaboration Translucence: Foundations\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,419,395,705],\"text\":\"Erickson et al. [20, 21] developed the design approach of\\nsocial transluence . This refers to computer-mediated\\nsystems that provide social cues that compensate for the\\nloss of visibility (of socially significant information),\\nawareness (of others' presence or actions) and\\naccountability (of people's own visible actions) as a result\\nof moving away from interaction in physical spaces into\\nthe digital realm. The term transluence foregrounds the\\nintention of making selective aspects of activity visible.\\nTranslucent systems include the notion of a social proxy , a\\nminimalist form of visualisation of people or their\\nactivities [21] . In the original literature [22] , there were at\\nleast two types of social proxies: real time proxies (e.g.\\nabstract representations of presence and participation in a\\nchat room); and summaries of information over time that\\nallowed reflection on past events to inform future actions\\n(e.g. a timeline that showed past activity in a forum).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,711,395,949],\"text\":\"In the last two decades, the concept of social\\ntranslucence has been adopted by several researchers in\\nHCI and CSCW [53, 62] , particularly in works focused on\\nonline networks (e.g. [27] ) and small group work (e.g.\\n[87] ). Moreover, social translucence has been embraced as\\nan analysis framework for eliciting design requirements\\n(e.g. [87] ). Bilandzic and Forth [4] and Niemantsvdriet et\\nal. [62] argued that social translucence should also be\\napplied to f2f situations, because these are becoming\\ncomplex multi-user, hybrid spaces enriched with a\\nnumber of digital devices and sensors. A critical question\\nremains: what needs to be made visible, that already is\\nnot, in a collocated situation? Although awareness can be\\neasily diminished in online systems [34] , various aspects\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,100,747,267],\"text\":\"of collaboration can also get dimmed in the physical world\\n[32] . For example, in classrooms, it is challenging for\\nteachers to closely monitor multiple groups at once [37]\\nand for students to evidence skills development. In other\\nsettings, keeping fluid awareness may also be challenging\\nif the same members of the team are not present in all the\\nopportunities of physical contact [71] such as in\\nemergency rooms. Awareness can also wear-off as time\\npasses, especially in fast-paced group settings [40] or in\\nmeetings [2] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,274,747,442],\"text\":\"Most work based on social translucence has been\\nlimited to only considering quantitative social aspects\\n(both in online and in the few f2f settings [2, 15, 38] ). This\\nis despite the fact that Erickson et al. [20] originally\\nsuggested that future work should look at modelling more\\ncomplex traits of group behaviour (e.g. by looking at the\\ncontent of conversations) and also tracking and\\nvisualising social behaviours over time. In next section, we\\ndiscuss theoretical perspectives that serve to provide a\\ndefinition of collocated collaboration translucence.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[428,454,632,470],\"text\":\"3.2 Dimensions of collaboration\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,475,748,808],\"text\":\"The social dimension is clearly critical in group work, but\\nother dimensions are equally important. There are various\\ntheoretically-inspired, practical frameworks in HCI that\\ndecompose collaborative activity into multiple\\ndimensions. For example, the activity-based computing\\n(ABC) framework [3] decomposes group activity into\\ntasks , materials , time , and users . The Blended Interaction\\nframework [35] structures the CSCW design space into\\nfour spaces: individual and social interaction, the task , and\\nthe physical space . More recently, an approach based on\\nthe Activity-Centred Analysis and Design (ACAD)\\nframework [49] provided a three-dimensional view of\\ngroup activity: (1) set , which includes the physical and\\ndigital space and objects; input devices, screens, software,\\nmaterial tools, furniture; (2) epistemic , which includes both\\nimplicit and explicit knowledge oriented elements that\\nshape the participants' tasks and working methods; and\\n(3) social , which includes the variety of ways in which\\npeople might be grouped together (e.g. dyads, trios);\\nscripted or emerging roles, and divisions of labour.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,817,747,934],\"text\":\"A fourth dimension not included in the frameworks\\nabove, but that has been identified in numerous\\nmultimodal group analytics studies, is 4) the affective\\ndimension. Affective aspects have been identified in\\nfoundational theoretical work [82] as critical to\\nunderstand CSCW work, even though it can often remain\\ninvisible [68] . As discussed above, it is possible to shed\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 39\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,100,394,132],\"text\":\"light on affective aspects using video recordings or\\nphysiological sensors.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,140,395,307],\"text\":\"To summarise, a preliminary definition of collaboration\\ntranslucence should include not only social aspects, but\\nalso making evidence of collaboration translucent\\naccording to the multiple, intertwined dimensions of\\ngroup activity: 1) physical, 2) social, 3) epistemic, and 4)\\naffective). Before diving into possible data representations\\nthat can serve as collaboration proxies, we need to\\nperform a first methodological step which would be to\\nunderstand how to give meaning to complex, multimodal\\ndata.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[74,320,249,337],\"text\":\"3.3 The Multimodal Matrix\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,341,395,541],\"text\":\"Quantitative ethnography [74] is a method that lets\\nresearchers use statistical methods on fieldnotes,\\ninterviews and other kinds of qualitative data which has\\nbeen mainly applied to build epistemic and social\\nnetworks [25] . Inspired by this concept, we introduce our\\napproach to grounding quantitative data in the semantics\\nderived from a qualitative interpretation of the context\\nfrom which it arises. We propose a conceptual data\\nrepresentation termed the multimodal matrix (Figure 2 ),\\ncomprising the following conceptual elements: dimensions\\nof collaboration , multimodal observations , segments , and\\nstanzas .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,548,395,717],\"text\":\"Dimensions of collaboration. These explain the complexity\\nof group activity (groups of columns in Figure 2 ). As an\\nillustration, we selected the dimensions from the ACAD\\nframework (plus the affective dimension) as a set that can\\nbe considered. While not all dimensions need to be\\nconsidered in every single multimodal study, having a\\nsystemic view of the key aspects of group activity can\\nhelp researchers and designers to justify the emphasis of\\nsome kinds of connections over others [33] and to provide\\nmeaning to multiple sources of data used together.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,724,395,759],\"text\":\"Multimodal Observations. Each modality of data can be\\ncoded into one or more kinds of information that we will\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,100,748,519],\"text\":\"call multimodal observations (columns in Figure 2 ). Each\\ncan be associated with a dimension of collaboration. For\\nexample, data obtained from the discourse or task-related\\nactions would be associated with the epistemic dimension;\\ncommunication data with the social dimension; logs of\\ntool/space usage with the physical dimension; and\\nphysiological data the affective dimension. Some\\nobservations may span more than one dimension, but,\\nmost likely are associated with one dominant dimension.\\nFor example, dialogue content would be associated with\\nthe epistemic dimension, but quantitative features such as\\nturn-taking with the social. This is a modelling decision,\\ndepending on one's perspective. Critically, each column\\nshould only contain one kind of information and only one\\nterm can be used in each ( ontological and terminological\\nconsistency [74] p. 129). These columns are where each\\nstream of data is coded into meaningful information based\\non theory, the learning design or pedagogical intentions,\\nexpert knowledge, domain knowledge. For example (see\\nFigure 2 , column 4), instead of simply logging raw\\naccelerometer data, the data is encoded categorically\\n(low/medium/high) in terms of a nurse's physical intensity\\nwhile performing a sub-task. The meaning ascribed to the\\ndata would obviously be quite different for people in a\\nmeeting, or children playing outdoors.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300269_pdf_shortened_page_4_figure_009.png\",\"bbox\":[50,780,475,924],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A multi-column data table titled \\\"Dimensions of collaboration\\\" displays \\\"Multimodal observations\\\" categorized under Physical, Epistemic, Social, and Affective dimensions. The data is presented in a time-series format, grouped into \\\"Phase 1\\\" and \\\"Phase 2,\\\" with columns for \\\"Time,\\\" various \\\"RN1\\\" activities and intensities, \\\"Check_pulse,\\\" \\\"CPR,\\\" and \\\"EDA peak,\\\" showing mostly binary and categorical values.\"},{\"label\":\"figure_cap\",\"bbox\":[74,927,232,944],\"text\":\"Figure 2: Multimodal matrix\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,526,748,758],\"text\":\"Segments. Based on quantitative ethnography [74] ,\\nsegments are the smallest units of meaning considered for\\nanalysis (rows in Figure 2 ). The information contained in a\\nrow depends on the context. For example, in a highly\\nqualitative analysis (e.g. discourse analysis) each line\\ncould correspond to an utterance. In multimodal analytics\\ncases, many things would be happening in between one\\nutterance and another (e.g. gestures, changes in eye-gaze,\\nchanges in physiological states). Each line might instead\\nrepresent a time window (e.g. 100 milliseconds, 1 second,\\nsee second column in Figure 2 ) or critical incidents in the\\nactivity. As before, all information relevant to each part of\\nthe sample (e.g. a small window of time) should be in the\\nsame row and all rows should contain the same kind of\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[480,759,747,793],\"text\":\"information (evidentiary and ontological\\nconsistency [74] p. 167).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[480,800,747,935],\"text\":\"Stanzas. Segments can be grouped according to\\ncriteria to show meaningful relationships. In\\ndiscourse analysis, a stanza might correspond\\nto a number of utterances before or after a\\nparticular incident. In collocated group work, a\\nstanza might correspond to well defined phases\\nin the collaborative task (e.g. see rows grouped\\nby phase Figure 2 ). As shown in the next\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 39\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,745,1012],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,100,395,183],\"text\":\"section, grouping the rows according to meaningful task\\nphases gives meaning to the multimodal data streams. In\\ncollaborative learning tasks, these phases are sometimes\\nmade explicit in the learning design (e.g. see collaboration\\nscripts [70] ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,191,395,225],\"text\":\"We next illustrate the application of our approach to give\\nmeaning to multimodal group data in two f2f settings.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,250,253,266],\"text\":\"4 ILLUSTRATIVE STUDIES\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,270,396,572],\"text\":\"Healthcare simulations play an important role in the\\ndevelopment of teamwork, critical thinking and clinical\\nskills and prepare nurses for real-world scenarios.\\nStudents from the Bachelor of Nursing at the University of\\nTechnology Sydney, experience many hypothetical\\nscenarios across different stages of their professional\\ndevelopment. In these scenarios students, acting as\\nregistered nurses (RN), provide care to a patient, who has\\nbeen diagnosed with a specific condition. Manikins,\\nranging from newborn to adult, give students the\\nopportunity to practise skills before implementing them\\nin real life. Simulations are sometimes recorded and\\nplayed back to students so that strengths and areas for\\nimprovement can be observed in facilitated debriefing\\nsessions [31] . In practice, achieving this is challenging due\\nto time and logistic constraints, hence the need for\\nsummary overview representations that can support\\nreflection upon practice.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,579,396,747],\"text\":\"In this section we describe two studies in authentic\\nnursing settings. Study 1 was conducted in an immersive\\nsimulation room, and Study 2 in a simulated hospital\\nward-classroom. Both were conducted within the\\nframework of the university's curriculum which\\nemphasises patient-centred care (PCC) and teamwork –\\nhigher order constructs that we target. This means that\\nstudents must learn not only technical skills, but also\\ndevelop communication skills to enable them to deliver\\nprofessional care.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[75,759,152,776],\"text\":\"4.1 Study 1\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,779,395,947],\"text\":\"This study was conducted as part of an optional program\\nfor nursing students to gain further experience in\\nacademic research and healthcare practice. As part of this\\nprogram, a scenario was designed by a teacher in the\\ncontext of caring for a patient requiring basic life support.\\nNine undergraduate nursing students (6 female and 3\\nmale), aged from 20 to 53 years (avg= 34, std=10),\\nparticipated in the study. According to their own time\\navailability, they were randomly organised into three\\nteams (A, B and C), of four students (2 females and 2\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,99,746,132],\"text\":\"males), three (2 females and 1 male) and two (females)\\nstudents eachs.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,140,747,408],\"text\":\"Learning design . The manikin was programmed by the\\nteacher to deteriorate over time, dividing the task into two\\nphases. Phase 1 involved the assessment of a patient's\\nchest pain, including four sub-tasks: i) give oxygen\\ntherapy; ii) assess chest pain; iii) give medication; and iv)\\nconnect an electrocardiography (ECG) device. In Phase 2\\nstudents were expected to perform cardiopulmonary\\nresuscitation (CPR) on the patient suffering a cardiac\\narrest. Each student was randomly asked to enact one of\\nfour roles (RN1-4) with an associated set of subtasks. RN1\\nwas team leader, with RNs 2-4 responsible for subtasks ii,\\niii and iv, respectively. Depending on the number of\\nstudents, the subtasks were distributed among the roles.\\nEach simulation lasted an average of 9.5 minutes (std=0.7).\\nPhase 1 lasted 5 minutes (std=0.8) and Phase 2 4.5 minutes\\n(std=0.4).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,415,747,868],\"text\":\"Apparatus. Sessions were conducted in an immersive\\nsimulation room. Students were the only people in the\\nroom (Figure 1 , left). The room is equipped with a control\\nroom behind a one-way mirror from which a teacher can\\ncontrol the patient's state and 'voice' via a microphone\\nconnected to a speaker located inside the manikin's\\nmouth. Students' localisation around the manikin was\\ncaptured automatically through ultra-wide band wearable\\nbadges (Poxyzicò). These provide an error rate of 10 cm,\\nrecording x and y position of each student at 2Hz. We\\napplied a Kalman filter to improve further calculations.\\nSome student actions were automatically logged by the\\nhigh-fidelity manikin (Laerdal Simman 3G), including:\\nplacing the oxygen mask, setting oxygen level, attaching\\nblood pressure monitor, reading blood pressure,\\nadministering medicine, attaching the ECG device,\\nstarting CPR, and stopping CPR. A microphone array\\n(Microcone) was used to detect nurses' conversations.\\nPhysiological wristbands (Empatica e4) were worn by\\nstudents. These include a photoplethysmography sensor,\\nan electrodermal activity sensor, a 3-axis accelerometer,\\nand an optical thermometer. For this study, we\\nautomatically recorded EDA (at 4Hz) and acceleration (at\\n32 Hz) streams of data captured by the first two sensors.\\nAll the sessions were video-recorded. We synchronised\\nthe data streams at a 1 Hz, down sampling data streams\\nfrom sensors that had a higher frequency.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,875,747,944],\"text\":\"Data gathering and analysis. Two researchers and a\\nteacher were present in each session. Besides the data\\noutlined above, other data gathering included observation\\nnotes and recordings of the group debriefing. These were\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 39\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300269_pdf_shortened_page_6_figure_002.png\",\"bbox\":[80,102,484,235],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A conceptual diagram illustrates the breakdown of higher-order constructs, \\\"Patient-centred care\\\" and \\\"Teamwork in healthcare simulation,\\\" into four \\\"Dimensions of collaboration\\\": Physical, Epistemic, Social, and Affective. Each dimension is further detailed with specific collaboration strategies or aspects, which are then linked to corresponding \\\"Multimodal observations\\\" like wrist acceleration intensity, actions registered by a manikin, and electrodermal activity peaks.\"},{\"label\":\"figure_cap\",\"bbox\":[78,240,404,257],\"text\":\"Figure 3: From multimodal logs to constructs in healthcare\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,266,395,366],\"text\":\"transcribed for analysis. Data analysis involved two\\nresearchers independently screening the video recordings\\nof the sessions looking for moments of interest that could\\nserve to illustrate the potential use of the collaboration\\nproxies (1, 2 and 3) and to describe individual nurses'\\nbehaviours.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[75,378,153,396],\"text\":\"4.2 Study 2\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,399,395,633],\"text\":\"The second study was conducted in an authentic setting as\\npart of the regular classes of the third-year undergraduate\\nunit, Integrated Nursing Practice . Each class typically has\\n20-30 students working in teams of 4-6. Classrooms are\\nequipped with 5-6 patient beds like the one used in Study\\n1 (Figure 1 , right). The study focused on six 3-hour classes\\nconducted in week 3 of semester 2, 2018. Only the activity\\noccurring around one bed was recorded in each class, to\\nallow 1 team to opt in for the study. Thus, the study\\ninvolved six teams of 5 students each (teams 1-6), with a\\ntotal of 30 students (27 female and 2 male) and 2 teachers.\\nDue to limitations imposed by the authenticity of the\\ncontext and privacy agreements, no other personal\\ninformation was recorded.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,642,395,792],\"text\":\"Learning design . The coordinator of the unit designed a\\nscenario that involved a patient experiencing an adverse\\ndrug reaction. Students were expected to perform the\\nfollowing tasks: i) assessment of chest pain symptoms, ii)\\nadministration of medication, iii) management of adverse\\ndrug reaction and iv) conducting an ECG. Additionally,\\neach student was asked (but not required) to play one of 3\\npossible roles: a team leader, secondary nurses, and the\\npatient. The teacher assumed the doctor role.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,799,395,934],\"text\":\"Apparatus . The manikins available in this setting (Laerdal\\nNursing Anne) are similar to the one used in Study 1 but\\nof lower fidelity (the range of actions that it can log are\\nlimited to detect whether nurses check the patient's vital\\nsigns). To overcome this technical limitation, we\\ndeveloped a mobile observation tool, synchronised with\\nthe other sensors, for a researcher to log all the critical\\nactions, as defined by the teacher, including: placing the\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[489,100,746,317],\"text\":\"oxygen mask, preparing intravenous (IV)\\nfluids, administering IV fluids, reading blood\\npressure, writing observations in charts,\\nattaching the ECG device, stopping the IV\\nfluids and calling the doctor. Each of the four\\nactive students in the scenario wore a\\nlocalisation badge and a physiological\\nwristband as in Study 1. Individual audio was\\ncaptured using lapel microphones. The\\nstudent enacting the patient was not tracked\\ncommonly sitting on a chair at the bed side. The\\nalso tracked but her/his data were not used\\nose of this analysis.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,324,747,643],\"text\":\"Data gathering and analysis. Two researchers were present\\nin each classroom session while one of the two teachers\\ndelivered the regular class. In addition to the multimodal\\ndata gathering, each team was invited to participate in a\\n30-minutes semi-structured follow-up interview a week\\nafter their class (week 4). Out of the 30 students, 18\\nparticipated in these sessions in which they explored one\\nof the collaboration proxies (proxy 4 to be presented in\\nsection 5.4 ). We structured the interview into three main\\nparts, using three key constructs from social translucence\\n[87] to structure the interview: 1) visibility , in which\\nstudents were expected to re-construct their activity based\\non the proxy and they were asked if they could identify\\ntheir own actions represented in it; 2) awareness , in which\\nstudents were asked whether they could reflect their\\npractice individually and as a group; and 3) accountability ,\\nin which students were asked about who else should have\\naccess to the proxy and for what purposes. All group\\ndiscussions were audio recorded for further analysis.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[428,655,677,671],\"text\":\"4.3 Giving meaning to multimodal data\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,674,747,792],\"text\":\"Each data stream captured by the sensors and devices in\\nour studies was encoded into columns in the multimodal\\nmatrix based on meaning elicited from subject matter\\nexperts, the learning design, or literature. The multimodal\\nobservations used in our studies, and their relationship\\nwith the dimensions of collaboration, are depicted in\\nFigure 3 , and described as follows:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,799,747,934],\"text\":\"Embedded strategies and proximity. Embodied strategies\\nduring high-stakes teamwork scenarios are critical in\\nhealthcare education [51] . Nurses are expected to be\\npositioned in strategic areas when it comes to an\\nemergency. Based on interviews with four nursing\\nteachers, and related work [86] , we identified five\\nmeaningful zones which are commonly associated with a\\nrange of actions nurses commonly perform (see Figure 4 ):\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 39\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300269", "source_image_path": "test_data/3290605-3300269/3290605-3300269_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300269/results/output_json/3290605-3300269_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"list\",\"bbox\":[68,99,395,267],\"text\":\"i) the patient's bed, for cases in which nurses were located\\non top of or very close to the patient; ii) next to patient , for\\ncases in which nurses were at either side of the bed; iii)\\naround the patient , for cases in which nurses were further\\naway from the bed, from 1.5 to 3 meters away of the bed;\\niv) bed head ; which is an area where a nurse commonly\\nstands to clear the airway (colloquially known as bagging )\\nduring a CPR procedure; and v) trolley area , for cases in\\nwhich nurses were getting medication or equipment (a\\nlocalisation badge was attached to the trolley).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,274,395,443],\"text\":\"Proximity (for i and v) and localisation (for ii, ii and iv)\\ndata captured during study sessions was automatically\\nencoded into these meaningful zones. Five columns per\\nnurse were added to the multimodal matrix\\nrepresentation: RN(°), patient, RN(°), next, RN(°), around,\\nRN(°), bagging and RN(°) trolley. Each row has a value of\\n\\\"1\\\" if that zone is occupied by a nurse, or \\\"0\\\" otherwise.\\nThe association of the zones at a specific period of time is\\nmutually exclusive (e.g. [0,0,0,1,0] for a nurse in the\\n'bagging' zone).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300269_pdf_shortened_page_7_figure_004.png\",\"bbox\":[68,448,400,598],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A hospital room features a patient in bed with a \\\"Trolley\\\" beside them, and various areas are demarcated and labeled as \\\"Patient\\\", \\\"Bed head (breathing area)\\\", \\\"Next to the patient\\\", and \\\"Around the patient\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[69,598,319,613],\"text\":\"Figure 4: Zones of interest around the patient\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,619,395,887],\"text\":\"Intensity of physical activity. From the literature [6] we\\nknow that nurses' physical activity varies from light (e.g.\\nwalking, talking, manipulating medical tools) to moderate\\n(e.g. performing a CPR) intensity. We defined three levels\\nof physical intensity for our study: static , light and\\nmoderate , where the highest intensity corresponds to\\nperforming CPR. Inspired by related work [51] , to\\ndetermine the level of intensity we first applied a moving\\naverage filter on the raw acceleration data streams from\\nthe wristbands to remove signal noise (window sample =\\n32). Then, through visual inspection of these data, we\\ndefined thresholds for each physical intensity level taking\\nvalues corresponding to CPR activity as the maximum\\nlevel of intensity. One column per nurse RN $\\\\geq$ intensity\\nwas added to the matrix, containing a value of 1, 2, or 3\\nfor static, low, and moderate intensity in each cell.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,894,395,946],\"text\":\"Actions. Based on the learning design, we matched the set\\nof expected actions and procedures (see sections 4.1 and\\n4.2 ) expected to be performed during the simulation with\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,100,747,184],\"text\":\"the actions that could be captured, either automatically by\\nthe manikin or manually logged by an observer. In the\\nmatrix representation, actions were encoded into a\\ncolumn called action with a keyword per action performed\\nand who performed it (if this information was available).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,191,748,643],\"text\":\"Speech activity and interaction . Verbal communication\\nclearly plays an important role in the management and\\ncoordination of patient care. Nurses are encouraged to\\ncoordinate tasks, anticipate actions, and report\\ninformation to the medical team in order to construct\\nawareness [86] . Non-verbal metadata about speech, in the\\nform of speech onset/offset, may shed light on the team\\nperformance [56, 77] . We attempted to capture hands-free\\nspeech activity via a microphone array in Study 1. Given\\nthe nature of the simulation, it was hard to obtain clean\\nstreams of voice that could be automatically analysed\\nthrough speech detection algorithms due to noise\\ngenerated by clinical instruments. For this reason, we used\\nlapel microphones in Study 2. In the proxies to be\\npresented in the next section, we reconstructed the dataset\\nof Study 1 by manually transcribing and synchronising\\nthe video recording. As a result, one column per nurse and\\nfor the patient was added to the multimodal matrix (as\\nRN( # _ talking and PT _ talking respectively) to indicate the\\npresence (1) or absence of speech (0) per second. We also\\nadded one column per nurse and for the patient to\\nindicate who was listening ( RN( # _ listening, PT _ listening ),\\nif they were in close proximity to the person speaking. For\\nexample, a row [0;1,0]: [1,0,1] (assuming columns\\ncorrespond to R1, R2 and R3 for speaking and listening\\nactions respectively) means that RN1 and RN3 are listening\\nto RN2 :\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,650,748,920],\"text\":\"Electrodermal Activity (EDA) peaks. It has been identified\\nthat physiological data can be effectively used to aid\\nnurses in recalling confronting experiences in order to\\ndevelop coping strategies [57] . An increase in EDA,\\nspecifically, is typically associated with changes in arousal\\nstates, commonly influenced by changes in emotions,\\nstress, cognitive load or environmental stimuli [8] . When\\na change in the level of arousal is produced, physiological\\nresponses are activated in our body (e.g. increasing sweat\\nproduction, heart rate, and blood pressure) [9] . We\\nautomatically identified peaks in EDA data using a tool\\ncalled EDA Explorer [79] . A peak in skin conductance was\\ndefined by a minimum increase of 0.03 us as suggested in\\nthe literature [5] . We added a column to the multimodal\\nmatrix called EDA peaks . Each cell contains a value of “ 1 ”\\nwhen a peak was detected or “ 0 ” otherwise.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 39\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300269/results/markdown/3290605-3300269_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,94,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[77,118,737,213],\"text\":\"At Your Service: Designing Voice Assistant\\n\\nPersonalities to Improve Automotive User Interfaces\\n\\nA Real World Driving Study\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[99,231,275,325],\"text\":\"Michael Braun\\n\\nBMW Group Research\\nNew Technologies, Innovations\\nLMU Munich\\nMunich, Germany\\nmichael.bf.braun@bmw.de\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[328,231,485,295],\"text\":\"Anja Mainz\\n\\nLMU Munich\\nMunich, Germany\\nanja.mainz@campus.lmu.de\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[539,231,714,308],\"text\":\"Ronee Chadowitz\\n\\nBMW Group Research\\nNew Technologies, Innovations\\nMunich, Germany\\nronee.chadowitz@bmw.de\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[198,337,394,402],\"text\":\"Bastian Pfleging\\n\\nTechnische Universiteit Eindhoven\\nEindhoven, Netherlands\\nb.pfleging@tue.nl\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[413,336,622,401],\"text\":\"Florian Alt\\n\\nBundeswehr University; LMU Munich\\nMunich, Germany\\nflorian.alt@unibw.de\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_0_figure_009.png\",\"bbox\":[65,418,748,615],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A panoramic view from inside a car shows a driver on the left with a \\\"User Emotions & Personality\\\" label and lightbulb icon. The middle portion displays the car's interior and windshield, with \\\"Personalized Voice Assistant\\\" and a head icon. The right side shows the road ahead with traffic, accompanied by a \\\"Real Traffic\\\" label and a traffic light icon.\"},{\"label\":\"figure_cap\",\"bbox\":[69,618,746,659],\"text\":\"Figure 1: In a real world driving study (N = 55), participants experienced an in- car voice assistant in two different characters.\\nOne participant shared how he felt in the car was part of the role of the company in the Big Five personality model, and a default character\\ndesigned as a generic agent to suit any driver. (From in this figure @Duncan Law)\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,663,140,680],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,684,395,765],\"text\":\"This paper investigates personalized voice characters for in-\\ncar speech interfaces. In particular, we report on how we\\ndesigned different personalities for voice assistants and com-\\npared them in a real world driving study. Voice assistants\\nhave become important for a wide range of use cases, yet\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,664,747,839],\"text\":\"current interfaces are using the same style of auditory re- \\nsponse in every situation, despite varying user needs and \\npersonalities. To close this gap, we designed four assistant \\npersonalities (Friend, Admirer, Aunt, and Butler) and com- \\npared them to a baseline (Default) in a between-subject study \\nin real traffic conditions. Our results show higher likability \\nand trust for assistants that correctly match the user's person-\\nality while we observed lower likability, trust, satisfaction, \\nand usefulness for incorrectly matched personalities, each \\nin comparison with the Default character. We discuss design \\naspects for voice assistants in different automotive use cases.\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,851,525,868],\"text\":\"CCS CONCEPTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,872,746,904],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\nHCI.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,917,502,933],\"text\":\"KEYWORDS\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,938,746,954],\"text\":\"Automotive UI, Voice Assistant, Personalization, Personality.\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"fnote\",\"bbox\":[68,778,394,898],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nalso be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@em.org.\\n\\nCHI 2019, May 4-9, 2019 Glasgow, Scotland, UK\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[68,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,925,265,954],\"text\":\"ACM ISBN 978-1-4605-5970-2/19-03...$15.00\\nhttps://doi.org/10.1145/3290605.3300270\",\"reading_order\":20,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 40\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[68,125,204,138],\"text\":\"ACM Reference Format:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,139,395,242],\"text\":\"Michael Braun, Anja Mainz, Ronee Chadowitz, Bastian Pfleing,\\nand Florian Alt. 2019. At Your Service: Designing Voice Assistant\\nPersonalities to Improve Automotive User Interfaces: A Real World\\nDriving Study. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland\\nUK . ACM, New York, NY, USA, 12 pages. https://doi.org/10.1145/\\n3209605.3300270\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,254,197,270],\"text\":\"1 INTRODUCTION\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,274,394,386],\"text\":\"Voice assistants are becoming a pervasive means of inter-\\naction in everyday life [41] . A similar trend is apparent for\\nautomotive UIs [44] . Apart from minimizing driver distrac-\\ntion during manual driving [27, 39] , speech interfaces also\\noffer a more natural user experience (UX), compared to con-\\nventional UIs in cars [1] , which is of particular interest in\\nthe transition towards automated driving.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,386,395,560],\"text\":\"Current voice assistants can understand natural language\\nand express information through speech synthesis [41] . How-\\never, up to now, most assistants lack an inter-personal level\\nof communication which is required to build relationships.\\nRelated research suggests that to become more widely ac-\\ncepted, such systems need to satisfy the expectations users\\nhave towards social interaction [28, 34] . It is so far unclear\\nhow personalized voice characters affect trust, UX, accep-\\ntance, and workload in the real world. To close this gap, we\\ndesigned a set of personalized voice assistants and tested\\nthem in a real-world driving study ( $N=55$ ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,560,395,738],\"text\":\"Our results show that personalized assistants are accepted\\nwhen they match users' preferences. A personalized assis-\\ntant leads to more trust and higher likability than the default\\ncharacter. For driving-related use cases, assistants require a\\nmore serious tone than for entertainment use cases. There-\\nfore, we endorse personalization for in-car voice interfaces,\\nas the driver workload was comparable among all assistant\\ncharacters and we see a potential for improvements on trust\\nand UX, both for manual and automated driving. Our work\\nis complemented by a discussion of design considerations,\\nmeant to support the design of future voice assistants.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,745,394,809],\"text\":\"Contribution Statement. We contribute insights from a real\\nworld driving study (N=55) where we compared the influ-\\nence of personalized voice assistants on trust, UX, acceptance,\\nand workload to a non-personalized voice assistant.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[67,820,197,837],\"text\":\"2 RELATED WORK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,393,875],\"text\":\"This work builds upon research on natural language inter-\\nfaces and their potential benefits on automotive UIs.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,885,249,902],\"text\":\"Natural Voice User Interfaces\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,394,955],\"text\":\"Conversational interfaces, or voice assistants, that is inter-\\nfaces which are operated by voice input and respond with\\nsynthesized speech [41] , have become ubiquitous through\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,156],\"text\":\"smart phones and home automation [41]. Prominent exam-\\nples are Amazon Alexa $^4$ , Apple's Siri $^3$ or Google's Assistant $^4$ .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,157,747,252],\"text\":\"Such systems are easy to use as no commands have to be\\nlearned. They are more efficient than conventional screen-\\nbased interfaces, less error-prone [33] , and can offer accessi-\\nbility to users with disabilities [42] . However their unlimited\\nrange of possible inputs also facilitates a gulf between user\\nexpectations and actual capabilities [5, 24] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,252,747,300],\"text\":\"Assistant behavior can be classified as reactive (listen and\\nanswer), proactive (initiate conversation, e.g., for reminders),\\nand social (e.g., talk to someone else on your behalf) [47, 53] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,315,587,332],\"text\":\"Voice Assistants in The Car\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,335,747,479],\"text\":\"Voice interfaces have been shown as valuable alternative\\ninput modalities for automotive user interfaces [40, 44, 45] .\\nDrivers mainly utilize visual and manual cognitive resources\\nfor the driving task, without extensively straining vocal and\\nauditory channels [52] . This can be used to optimize voice in-\\nterfaces for limiting overall cognitive load, preventing effects\\nthereof, such as inattentional blindness [21, 23, 54] . In-car\\nvoice assistants however also bare risks when demanding ver-\\nbal interactions coincide with critical driving tasks [50, 51] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,479,747,558],\"text\":\"In the near future, the omission of the steering wheel in\\nautomated vehicles might lead to an increased distance be-\\ntween driver and dashboard, making haptic interactions less\\nconvenient than speech. Social implications could also favor\\nvoice assistants, as users can hand over responsibilities [46] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,558,747,640],\"text\":\"The current landscape of commercial in-car voice assis-\\ntants comprises Google's Assistant via Android Auto, Ap-\\nple's Siri via CarPlay, Mercedes-Benz' MBUX 4, NIO NOMF,\\nBMW IPS 4, and many more upcoming systems, e.g. by Ford,\\nToyota 3, Honda, Hyundai, or Peugeot 6.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,654,629,670],\"text\":\"Personalization of User Interfaces\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,673,747,819],\"text\":\"Many interfaces today, and especially intelligent assistants,\\nincorporate features of personalization. These range from\\nknowing the user's name, to content customizations based\\non models of needs and behaviors [19, 49] . Such systems can\\nalso act as social players by proactively pointing out infor-\\nmation [36, 47] or by helping users to accept new technologies,\\ne.g., by mimicking their behavior in automated driving [37] .\\nPersonalization can also help maintaining attachment to cars\\nwhen ownership and driving are things of the past [7] .\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,846,685,859],\"text\":\"1 https://developer.amazon.com/alexa, last access: 2018-09-15\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,859,653,872],\"text\":\"$^{2}$https://www.apple.com/siri/, last access: 2018-09-15.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,872,652,885],\"text\":\"$^{3}$https://assistant.google.com, last access: 2018-09-15\",\"reading_order\":24,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,885,720,899],\"text\":\"4 https://www.mercedes-benz.com/a-class/com/en/mbux, 2018-09-15.\",\"reading_order\":25,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,899,630,912],\"text\":\"$^{5}$https://www.nio.io/es8, last access: 2018-09-15.\",\"reading_order\":26,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,912,727,924],\"text\":\"$^{6}$https://www.press.bmwgroup.com/global/article/detail/T0284429EN/\",\"reading_order\":27,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,924,681,938],\"text\":\"7 https://www.toyota.com/concept-i, last access: 2018-09-15.\",\"reading_order\":28,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,938,687,952],\"text\":\"$^{3}$https://soundhound.com/powered-by-houndify, 2018-11-26\",\"reading_order\":29,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,121,1013],\"text\":\"Paper 40\",\"reading_order\":30,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":31,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[69,125,319,141],\"text\":\"Designing Personality For Digital Agents\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,240],\"text\":\"Humans are quick on first impressions, be it with humans\\nor with digital systems [35] . Immediate assessments of per-\\nsonality helps us decide whether we aim to converse with\\nan opponent and it allows us to adjust our expectations [8] .\\nDigital assistants benefit from a consistent personality as it\\nhelps users to predict their behavior [2] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,241,394,336],\"text\":\"A widely recognized approach for the classification of per-\\nsonalities is the Big Five model by McCrae and Costa, con-\\nsisting of openness, conscientiousness, extraversion, agree-\\nableness, and neuroticism (OCEAN) [29] . Extraversion is\\nthe most prevalent dimension in HCI studies as it has high\\ninformative value and is easy to observe [18] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,336,394,431],\"text\":\"For the design of artificial personalities, we can build upon\\nthe similarity-attraction hypothesis. It states that humans\\nlike to interact with others of similar personality [35] . Fur-\\nthermore, digital assistants and users need a shared under-\\nstanding of acceptable behavior [16] and the assistant must\\nnot be too human-like, to avoid uncanny experiences [32] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,431,394,558],\"text\":\"In related work, Bickmore & Picard show a relational agent\\ncapable of social and emotional interaction, which was eval-\\nuated with high ratings for trust and likability [4] . Nass et\\nal. applied a similar concept to a simulated driving context\\nand found increased driving performance and attention if\\nan emotional voice assistant is matched to drivers in a simi-\\nlar state [34] . We are building on the results of this work by\\nexploring personalized voice assistants in real world settings.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,572,239,587],\"text\":\"3 RESEARCH APPROACH\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,592,395,657],\"text\":\"To investigate personalized voice assistants for driving sce-\\nnarios, we first collect requirements for personality traits of\\nin-car assistants. We then designed a set of assistants which\\nwe finally evaluated in a real-world driving study.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,666,227,683],\"text\":\"4 CHARACTER DESIGN\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,688,395,736],\"text\":\"In the following section, we report on the design process of\\nthe four different voice assistants for in-ear speech interfaces\\nthat we evaluated in a subsequent study.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,736,395,927],\"text\":\"Our initial design of eight assistants is based on Argyle's\\ntwo-dimensional 'Model of Attitudes towards Others' [3] .\\nThe model includes the dimensions Dominant – Submissive\\nand Hostile – Friendly as basic pillars of inter-personal com-\\nmunication. We designed assistants to cover the different\\ndimensions of the model. Following a technique proposed\\nby Luria [26] , assistants' personalities are based on fictional\\ncharacters. In particular, the characters and their respective\\nplacement 9 were: Sherlock Holmes (D, H), Sheldon Cooper\\n(D, mH), HAL9000 (mH, mS), Marvin the Android (mH, S),\\nJack Sparrow (D, F). Baloo the Bear (mD, F), Donkey from\\nShrek (mK, F), and Ron Weasley (S, F).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_2_figure_012.png\",\"bbox\":[426,119,740,306],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This is a 2x2 matrix diagram with a horizontal axis ranging from \\\"Equivalent\\\" to \\\"Subordinate\\\" and a vertical axis from \\\"Casual\\\" to \\\"Formal.\\\" Each quadrant contains a role and descriptive terms: \\\"FRIEND\\\" (casual, at eye level), \\\"ADMIRER\\\" (affirmative, subordinate), \\\"AUNT\\\" (serious, caring), and \\\"BUTLER\\\" (controlled, servile), with \\\"DEFAULT\\\" (friendly, helpful) at the center.\"},{\"label\":\"figure_cap\",\"bbox\":[420,310,745,355],\"text\":\"Figure 2: We derived a two-dimensional model from prior\\nwork and our pre-study. Each one assistant was designed to\\nmatch the four dimensions.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,366,485,383],\"text\":\"Pre-Study\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,385,746,449],\"text\":\"We conducted a pre-study to obtain a better understanding\\nabout the required and undesirable personality traits for an\\nin-car assistant. We invited 19 participants (12 male) aged\\n19-53 years (M=35, SD=11). Most were non-HCI researchers.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,457,746,570],\"text\":\"Apparatus. We designed six scenarios, three related to driv-\\ning and three related to entertainment. Each scenario con-\\ntained a specific task, such as asking the assistant for the near-\\nest gas station. Participants could engage in a dialogue with\\neach of the eight speech assistants. The assistants' responses\\nwere pre-recorded by a voice actress for each assistant and\\nreflected the respective placement in the model.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,577,746,674],\"text\":\"Procedure. Participants were invited to our lab. They expe-\\nrienced all six scenarios with each voice assistant, adding\\nup to 48 total interactions. The order was counter-balanced.\\nAfter each assistant, we had participants fill in a MeCue and\\nan Acceptance Scale questionnaire [20, 31] . At the end we\\nconducted a semi-structured interview with participants.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,681,746,808],\"text\":\"Results. Results from the McCue and Acceptance Scale ques-\\ntionnaires [20, 31] and personal interviews identify unfriendly\\nbehavior and excessive talking as negative traits, while assis-\\ntants with a perceived friendly attitude were liked by most\\nparticipants. The data shows a dissent on the desired levels\\nof distance between assistant and user; the assistant's profes-\\nsionalism (i.e., how respectful it behaves towards the user),\\nand the balance of power within the conversation.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,746,922],\"text\":\"From the feedback of our pre-study, we can assume a hos-\\ntile assistant as unsuitable. As a result, we excluded such\\ncharacters for further investigation. On the dominance scale\\n(balance of power), we identified notions of preferences to-\\nwards equivalent and subordinate characters. We also decided\\nto introduce the dimension `professionalism', with casual and\\nformal being the two ends of the scale.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,746,954],\"text\":\"The resulting model facilitated the design of four plausible\\ncharacters for an in-car voice assistant (see Figure 2 ).\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,374,953],\"text\":\"$^{9}$D = dominant, S = submissive, H = hostile, F = friendly, m = medium\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,997,120,1013],\"text\":\"Paper 40\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,997,745,1013],\"text\":\"Page 3\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"sec_2\",\"bbox\":[68,124,172,140],\"text\":\"Final Characters\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,395,256],\"text\":\"All characters were designed in cooperation with a screen-\\nwriter. We focused on credible and distinguishable features.\\nThe traits are expressed through choice of words and in-\\ntentionation, while content and extent of speech output were\\nidentical for all characters to ensure comparability. All audio\\nsnippets used in the study were recorded by a professional\\nvoice actress. Audio samples are available online. 10\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,256,345,272],\"text\":\"We provide a brief description of each assistant.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,279,395,330],\"text\":\"Friend. This character was designed to exhibit a casual con-\\nversational tone while at eye level with the user. She has fun\\nbeing a co-driver and lightens the mood with her wittness.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,336,394,384],\"text\":\"Admirer. She also has a casual conversation tone but is de-\\nsigned to be subordinate towards the user. This character is\\naffirming and almost praises the user's decisions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,393,394,441],\"text\":\"Aunt. The aunt character is a rather formal instance, who\\nbehaves familiar with the user. She cares deeply about the\\nuser's well-being and takes things serious.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,448,394,481],\"text\":\"Butler. This character is designed to be subordinate and neu-\\ntral. She delivers facts and follows orders.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,488,395,586],\"text\":\"In addition to the four characters that fit the dimensions in\\nFigure 2 , we designed a fifth character, Default, as a trade-off.\\nThis character is supposed to be suitable, albeit not perfect,\\nfor a majority of users. We use the Default as a comparable\\nstandard assistant with the same capabilities but less distinct\\npersonality features than the previously defined characters.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,593,395,625],\"text\":\"Default: She is correct in what she does but not too technical,\\nand neither like a subordinate nor like a friend.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,637,194,654],\"text\":\"Assigning Assistants\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,657,395,816],\"text\":\"As a final step, we came up with an approach to match users\\nto one of the four characters. We conducted a user study\\n( $N = 31$ ), where participants (aged 19 – 62 years, $M = 35$ ,\\n$SD = 12.45$ ) first underwent a 60-item Big Five Inventory\\nquestionnaire [12] . We then introduced them to the four\\ncharacters we had designed in the previous step. They were\\ntold about the character's qualities by the examiner and\\ncould listen to a set of recorded voice samples. Finally, they\\nvoted on their favorite character and how they would place\\na perfect voice assistant within our model dimensions.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,816,395,929],\"text\":\"A decision tree analysis [43] was used to identify a dis-\\ntribution of assistant characters towards user personality\\ntraits. Neuroticism had the highest information gain and was\\nthus used as first layer, branching off to conscientiousness,\\nagreeableness, and openness, which were further separated\\nin a third layer. To name an example, neurotic users' most\\nprobable match is the Aunt, as they might prefer the caring\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,188],\"text\":\"attitude. Very open participants likely match with the Friend,\\nas they might appreciate its casual way of communicating.\\nInteractions between dimensions are of course more complex\\nthan these examples and can lead to divergent assignments.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,747,221],\"text\":\"The presented approach was used in the subsequent study\\nto assign participants to assistants.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,232,641,249],\"text\":\"5 REAL WORLD DRIVING STUDY\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,747,348],\"text\":\"We performed a driving study in realistic traffic conditions\\n( $N=55$ ) to investigate voice assistant personalities. The\\nmain question we answer with this experiment is whether\\nthe personalization of voice assistants, based on user per-\\nsonality traits, has advantages in comparison to a default\\ncharacters, as is common in today's vehicles.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,359,495,377],\"text\":\"Hypotheses\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,380,747,477],\"text\":\"We assume positive effects of personalization on user expe-\\nrience with limitations caused by high workloads in certain\\ndriving situations. Our assumptions are based on literature\\nand can be summarized in seven hypotheses. Following best\\npractices discussed at CHI '18 [10] , we pre-registered our\\nhypotheses prior to the study. $^11$\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,483,745,516],\"text\":\"H1: A default one-fits-all character is generally accepted by\\nusers.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,754,556],\"text\":\"H2: A personalized character scores higher ratings for trust\\nand user experience, compared to the default assistant (cf. [37])\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,563,747,596],\"text\":\"H3: A personalized character leads to more expressions of\\npositive emotions compared to the default assistant.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,603,745,637],\"text\":\"H4: A less serious character leads to higher workloads than\\na serious character (cf. [50, 51]).\",\"reading_order\":23,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,643,747,676],\"text\":\"H5: Users would pick the character adapted to their person-\\nality over other characters or the Default (cf. [37]).\",\"reading_order\":24,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,682,760,717],\"text\":\"H6: Users prefer less emotional characters for driving-related\\ntasks, and emotional ones for non-driving-related tasks (cf. [51] ).\",\"reading_order\":25,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,723,747,756],\"text\":\"H7: User extraversion correlates with the estimation of ex-\\ntraversion of their preferred character [35] .\",\"reading_order\":26,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,767,505,784],\"text\":\"Study Design\",\"reading_order\":27,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,787,747,883],\"text\":\"This study used assistant personality as a between-subject\\nindependent variable. Four personalities (Friend, Admirer,\\nAunt, Butler) were tested against a baseline character (De-\\nfault). Additionally, three use case clusters (Driving Related,\\nProactive Assistant, Connected Car) were deployed as inde-\\npendent variables within each ride.\",\"reading_order\":28,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,883,747,931],\"text\":\"As dependent variables we collected user personality traits\\n(Big Five Inventory [12] ) and subjective ratings on user ex-\\nperience (UEQ modules Attractiveness and Stimulation [22] ,\",\"reading_order\":29,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,939,264,954],\"text\":\"$^{10}$ http://www.drivingstudy.de/audiosamples\",\"reading_order\":30,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,939,725,954],\"text\":\"$^{11}$ Pre-registered online at https://aspredicted.org/blind.php?x=5p2ta6\",\"reading_order\":31,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 40\",\"reading_order\":32,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 4\",\"reading_order\":33,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_4_figure_002.png\",\"bbox\":[68,117,395,260],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays a split view, with the left side showing the interior of a car from the driver's perspective, where a driver is visible and two devices on the dashboard are highlighted by numbered circles. The right side features a map with a teal route marked by multiple black circular waypoints of varying sizes.\"},{\"label\":\"figure_cap\",\"bbox\":[69,262,393,337],\"text\":\"Figure 3: Left: the voice interface was controlled by a wizard\\non the backseat (1), two cameras streamed data to an emo-\\ntion recognition software and provided the wizard with a\\nview of the instrument cluster (2), the voice feedback was\\noutput through loudspeakers (3). Right: Experiment route.\\nMap data ©2018 Gedalia DE·BEG, map view ©2029 Google\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,346,394,508],\"text\":\"one-item likability scale), acceptance (Acceptance Scale [20] ),\\ntrust (one-item, c.f. [14] ), and workload (Driving Activity\\nLoad Index [38] ). We furthermore analyzed the driver's facial\\nexpressions regarding displayed emotions using the Affdex\\nSDK [30] and assessed the propriety of the used matching\\nalgorithm, i.e., whether or not the recommended character\\nmatched with the preferred character. At the end of the exper-\\niment, participants answered questions on the experienced\\ncharacters in a semi-structured interview and assessed the\\nperceived personalities using a semantic differential rating.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,518,145,534],\"text\":\"Participants\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,635],\"text\":\"55 participants aged 23-60 years (M=41.3, SD=10.2) took part\\nin the study (45 male, 10 female). None of them had expert\\nknowledge on digital assistants, though more than half have\\nused one in their everyday life (6 daily, 8 often, 14 rarely, 26\\nnever). The majority of the participants were familiar with\\nvoice controls, in general, and within an in-car systems.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,646,135,663],\"text\":\"Apparatus\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,394,747],\"text\":\"We conducted the experiment as a Wizard-of-Oz study [11]\\nwith the participants driving a real car and the operator\\nsitting in the back. The operator watched the surroundings\\nand the driver's behavior in order to trigger the experiment\\nuse cases in appropriate situations.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,747,394,889],\"text\":\"The operator was equipped with a tablet computer run-\\nning the experiment interface from which audio files could be\\nplayed on loudspeakers in the front of the car. Two cameras\\nwere positioned on top of the steering wheel (see Figure 3 ).\\nOne was connected to the system interface and allowed the\\noperator to watch the instrument cluster and thus, react to,\\ne.g., the activation of the distance control system. The second\\ncamera was directed at the driver's face and supplied a data\\nstream to the emotion recognition system.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,954],\"text\":\"The experiment took place in an upper-middle class car\\non a road section in Munich, Germany. The route allowed\\nfor a ca. 5 minute familiarization ride on private grounds be-\\nfore entering public streets. Thus, participants could become\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,283],\"text\":\"accustomed with the car itself before being introduced to the\\nassistant. The road started in an inner-city area, passing a\\nconstruction site with speed limits, and several lateral park-\\ning spots, before leaving the city on a state road. The route\\nalso provided sightseeing spots at both ends. Speed limits on\\nthe route ranged from 40 to 100 km/h and participants took\\nbetween 16 and 24 minutes for a one-way ride, depending\\non traffic. The total distance for both ways was 22 km. The\\nconstruction site, parking spaces, and sightseeing spots were\\nused as triggers for the experiment use cases.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,294,487,311],\"text\":\"Procedure\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,316,746,363],\"text\":\"Several days before the experiment took place, participants\\nanswered an online Big Five Inventory questionnaire which\\nwas used to select a fitting assistant character (see Section 4 ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,364,746,507],\"text\":\"At the site, we introduced participants to the concept of\\nan intelligent voice assistant and to the procedure. They\\nanswered general questions on demographics and signed a\\ndeclaration of consent. After a familiarization ride on private\\nproperty, the experiment commenced on public roads. Each\\nparticipant experienced two rides: one with a personalized\\nassistant (Friend, Admurer, Aunt, or Butler) and one with the\\nDefault assistant. The order of experienced characters was\\nalternated between participants to prevent sequence effects.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,507,746,650],\"text\":\"On the road, 12 use cases were triggered by the operator at\\ncertain locations. The use cases were split into three clusters:\\nDriving Related (e.g., using the automatic parking function\\nwhen passing an empty lateral spot), Proactive Assistant\\n(e.g., offering sport mode when leaving the city limits), and\\nConnected Car (e.g. getting information on a sightseeing\\nspot nearby), as well as a welcome and farewell message\\nby the assistant. After each use case, participants rated the\\ninteraction verbally as good, neutral, or bad.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,651,746,778],\"text\":\"After each ride, participants answered the questionnaires\\ndescribed above, giving their feedback for the experienced\\ncharacter. At the end of the final ride, participants listened\\nto key statements from all five characters and decided which\\ncharacter they would like to use in future conversations. In\\nthe end, the examiner held a short semi-structured interview\\n(ca. 5 minutes) focusing on appropriate and inappropriate\\nsituations with respect to the three use case clusters.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,789,495,805],\"text\":\"Limitations\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,809,746,874],\"text\":\"All study participants were BMW Group employees. This\\nguaranteed that participants were covered by insurance. We\\nexpect no major effects on the results as the demographic\\ndata was reasonably heterogeneous.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,874,746,954],\"text\":\"The small number of women in the study is a limitation\\nwhich could not be avoided during recruiting. Related work\\nsuggests that women are on average demonstrating higher\\nlevels of interpersonal sensitivity than males [9] . However\\nthis does not necessarily affect personality preferences [25] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 40\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[87,122,370,327],\"text\":\"
TaskClusterContent
-On-boardingAssistant welcomes driver
1Proactive AssistantSpeed limit at construction site
2Driving RelatedAutomatic parking function
3Connected CarSet a reminder
4Driving RelatedActivate distance control
5Driving RelatedDeactivate distance control
6Proactive AssistantAssistant offers sport mode
7Driving RelatedDeactivate sport mode
8Connected CarCheck lights at home
9Connected CarInformation on nearby area
10Proactive AssistantAssistant marvels at surroundings
11Connected CarUpdating information
12Proactive AssistantRemember bag in trunk
-Off-boardingFarewell
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a table presenting various tasks related to an automotive assistant. It includes columns for \\\"Task\\\" (numbered from 1 to 12, plus \\\"On-boarding\\\" and \\\"Off-boarding\\\"), \\\"Cluster\\\" (e.g., Proactive Assistant, Driving Related, Connected Car), and \\\"Content\\\" (describing the specific action or information). The table outlines functions from welcoming the driver to parking information and farewells.\",\"figure_path\":\"tables/3290605-3300270_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,334,394,365],\"text\":\"Table 1: Four tasks in each ride belonged to one cluster (Driv-\\ning Related, Proactive Assistant, Connected Car).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,393,395,551],\"text\":\"The matching of personalities based on the user's person-\\nality led to an uneven distribution of assigned characters.\\nThis could not be avoided as recruiting based on a person-\\nality test would have violated union rules on personal data\\nprivacy. We could also not let participants chose a character\\nby themselves as this would have given them too much in-\\nformation in advance and thus jeopardized the data integrity.\\nWe excluded one between-group because of the low number\\nof participants (3), the other groups consist of 21, 16, and 15\\ndata sets, which qualify as solid basis for statistical analysis.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,565,149,581],\"text\":\"6 RESULTS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,586,395,680],\"text\":\"We used a decision tree to assign characters: Of the 55 par-\\nticipants, 21 were matched to the character Friend, 16 to the\\nButler, and 15 to the Aunt, leaving three participants who\\nexperienced the Admirer. As such a small sample cannot be\\nused to generate statistically meaningful assertions, we are\\nomitting the results for this character in direct comparisons.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,680,395,808],\"text\":\"We divide the data set into two groups based on whether\\nthe matching algorithm suggested the same character as\\nthe participant chose as his/her favorite at the end of the\\nexperiment. In total, 16 of 55 participants chose the sug-\\ngested personalized character, 27 preferred the Default, and\\n12 decided for another personalization than proposed by\\nthe matching algorithm. All values reported in Table 2 were\\ncollected on a scale from -3 (low) to +3 (high).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,822,104,837],\"text\":\"Trust\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,395,955],\"text\":\"Trust in digital systems is an essential prerequisite for their\\nlong-time adoption, especially in the automotive context\\nwhere automation is expected to disrupt the industry [14] .\\nPairwise comparisons show the Default character as sig-\\nnificantly more trustworthy than Friend, Aunt, and Butler\\n(T-test, $p < .05$ ). The Friend character was judged least trust-\\nworthy, Aunt and Butler only marginally differ (Table 2 ).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[435,124,726,284],\"text\":\"
FriendAuntButlerDefault
MSDMSDMSDMSD
Trust0.001.731.071.441.561.092.210.85
Attractiveness0.380.880.440.830.351.490.440.82
Stimulation1.120.951.160.910.891.081.170.91
Likability0.051.930.931.490.002.191.941.21
Usefulness0.860.591.230.771.290.871.700.81
Satisfaction-0.240.560.791.040.621.331.630.91
Mental W.1.321.490.501.491.001.321.151.50
Auditory W.1.261.520.711.071.061.341.191.47
Interference1.890.941.431.401.251.061.651.14
Stress1.791.431.231.312.001.032.060.98
\",\"reading_order\":10,\"tags\":[],\"alt_text\":\"This table presents mean (M) and standard deviation (SD) values for ten different metrics: Trust, Attractiveness, Stimulation, Likability, Usefulness, Satisfaction, Mental Workload, Auditory Workload, Interference, and Stress. These metrics are evaluated across four categories labeled Friend, Aunt, Butler, and Default. Several values in the table are bolded, highlighting specific data points.\",\"figure_path\":\"tables/3290605-3300270_pdf_shortened_page_5_tab_10.png\"},{\"label\":\"table_cap\",\"bbox\":[422,292,745,334],\"text\":\"Table 2: User ratings for experienced assistant characters\\nFriend, Aunt, Butler, and Default. Mean values and standard\\ndeviations on a scale from -3 to +3.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_5_figure_012.png\",\"bbox\":[426,340,727,550],\"reading_order\":12,\"tags\":[],\"alt_text\":\"The image displays two sets of box plots, labeled \\\"TRUST\\\" from -3 (LOW) to 3 (HIGH), comparing \\\"PERSONALIZED CHARACTER\\\" and \\\"DEFAULT CHARACTER\\\" conditions. The left pair of box plots represents \\\"CORRECT MATCHING,\\\" where Personalized Character shows generally higher trust than Default Character. The right pair of box plots represents \\\"INCORRECT MATCHING,\\\" where Default Character shows generally higher trust than Personalized Character.\"},{\"label\":\"figure_cap\",\"bbox\":[421,558,746,606],\"text\":\"Figure 4: Personalized characters were trusted more than the\\nDefault assistant when the matching algorithm was right\\nand less when it was assessed as wrong. *p < .05; **p < .01\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,616,747,680],\"text\":\"Separated by efficacy of the matching algorithm, we can\\nsee in Figure 4 that the personalized characters were trusted\\nmore than the Default assistant when the matching was\\ncorrect and less when the algorithm was wrong.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,693,553,710],\"text\":\"User Experience (UX)\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,713,749,761],\"text\":\"Participants provided subjective UX evaluations via a ques-\\ntionnaire incorporating the modules Attractiveness and Stim-\\nulation of the UEQ, and a one-item scale on likability from [22]\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,769,747,834],\"text\":\"Attractiveness & Stimulation. All evaluated characters were\\nassessed as medium attractive to use without noteworthy\\npreferences. Stimulation was rated neutral (Butler) to good\\n(Friend, Aunt, Default, see Table 2).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,747,953],\"text\":\"Likability. In direct comparison and over all participants,\\nthe Default character is rated most likable ( $p < .05$ ), with no\\nsignificant differences between all other characters. In case\\nof correct matching however, personalized characters were\\nrated significantly more likable than the Default, as shown in\\nFigure 5 . Vice versa, the characters were rated poorly when\\nincorrectly matched.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 40\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 6\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_6_figure_002.png\",\"bbox\":[70,116,371,333],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays four box plots showing LIKABILITY scores, ranging from -3 (LOW) to 3 (HIGH). The data is categorized by \\\"CORRECT MATCHING\\\" (green) and \\\"INCORRECT MATCHING\\\" (red), each comparing \\\"PERSONALIZED CHARACTER\\\" and \\\"DEFAULT CHARACTER.\\\" For \\\"CORRECT MATCHING,\\\" personalized characters show higher likability, whereas for \\\"INCORRECT MATCHING,\\\" default characters show higher likability, with some comparisons marked for statistical significance.\"},{\"label\":\"figure_cap\",\"bbox\":[68,338,394,398],\"text\":\"Figure 5: Likability scores were at a maximum both for per-\\nsonalized characters when the matching was correct, and\\nfor the Default character when participants felt incorrectly\\nmarked. * $p<.01$\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,428,141,445],\"text\":\"Acceptance\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,449,395,560],\"text\":\"The Van der Laan Acceptance Scale [20] was used to mea-\\nsure perceived usefulness and satisfaction of voice assistant\\npersonalities. None of the characters was rated as useless\\n( $M < 0$ ) by participants and only the Friend personality is\\nseen as mildly unsatisfying (see Table 2 ). The Default char-\\nacter scores best in direct comparison, Aunt and Butler are\\nassessed similarly.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,560,394,642],\"text\":\"Figure 6 shows that personalization has no benefit on use-\\nfulness or satisfaction when characters are correctly matched.\\nHowever, in a mismatched situation, personalized charac-\\nters where evaluated as significantly less useful and less\\nsatisfying than the Default assistant.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,657,133,673],\"text\":\"Workload\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,677,395,836],\"text\":\"We used the Driving Activity Load Index [38] , a specialized\\nversion of the Nasa Task Load Index [13] for the automotive\\ndomain, to assess participants' required mental and audi-\\ntory workload towards the voice assistant, the interference\\nof speech interaction with the driving task, and perceived\\nstress caused by the system. An analysis of variance showed\\nno significant results for any character (mean values and\\nstandard deviations are listen in Table 2 ). This suggests that\\npersonalized characters were perceived as comparably suit-\\nable for in-car user cases as the Default voice assistant.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,852,200,870],\"text\":\"Emotion Recognition\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,955],\"text\":\"We evaluate the output of the Afflex facial expression de-\\ntection system [30] for a 10-second time frame after each in-\\nteraction. This duration was chosen as literature states emo-\\ntional responses to auditory stimuli are processed against\\npreexisting expectations within less than 10 seconds after\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,747,955],\"text\":\"interaction [6, 17] . An ANOVA and pairwise comparisons (T-\\ntest) showed significant differences for measurements of joy\\nbetween personalized characters and the Default ( $p<0.05$ )\\nwhen the matching was incorrect (increased joy with a per-\\nsonalized character). We observed a comparable tendency\\nfor correctly matched characters. However, Table 3 shows\\nthat all measures except those for Engagement are very low\\n(scales 0–100) and with high deviations. Thus, we refrain\\nfrom drawing conclusions based on these measurements.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_6_figure_012.png\",\"bbox\":[426,116,726,561],\"reading_order\":12,\"tags\":[],\"alt_text\":\"The image presents two sets of box plots, titled \\\"USEFULNESS\\\" and \\\"SATISFACTION,\\\" each with a y-axis ranging from -3 (LOW) to 3 (HIGH). Within each set, \\\"PERSONALIZED CHARACTER\\\" and \\\"DEFAULT CHARACTER\\\" are compared under \\\"CORRECT MATCHING\\\" (green boxes) and \\\"INCORRECT MATCHING\\\" (pink boxes) conditions. Asterisks above the \\\"INCORRECT MATCHING\\\" sections for both usefulness and satisfaction indicate significant differences between the personalized and default characters.\"},{\"label\":\"figure_cap\",\"bbox\":[420,566,746,611],\"text\":\"Figure 6: Incorrectly matched characters were rated as less\\nuseful and satisfying as Default. Values for correct match-\\nings show no differences between the characters. $^**p<.01$\",\"reading_order\":13,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[432,643,730,745],\"text\":\"
FriendAuntButlerDefault
MSDMSDMSDMSD
Valence-5.1722.53-5.8621.92-5.2821.66-5.6721.81
Joy5.6315.015.2914.465.6014.745.6114.82
Anger0.401.760.401.760.341.380.351.43
Surprise10.4714.929.7613.349.9213.379.9413.61
Engage.35.0828.8834.3728.3234.7528.0135.1727.97
\",\"reading_order\":14,\"tags\":[],\"alt_text\":\"A statistical table presents mean (M) and standard deviation (SD) values for five metrics: Valence, Joy, Anger, Surprise, and Engag. These metrics are reported across four categories: Friend, Aunt, Butler, and Default. Each cell contains two numerical values, corresponding to the mean and standard deviation for that specific metric and category.\",\"figure_path\":\"tables/3290605-3300270_pdf_shortened_page_6_tab_14.png\"},{\"label\":\"table_cap\",\"bbox\":[420,749,745,780],\"text\":\"Table 3: Emotion detection values for a 10-second time\\nframe after experiencing the characters.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 40\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300270", "source_image_path": "test_data/3290605-3300270/3290605-3300270_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300270/results/output_json/3290605-3300270_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_7_figure_002.png\",\"bbox\":[74,117,387,317],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a parallel coordinate plot comparing four entities: Butler (yellow), Default (blue), Aunt (green), and Friend (red). Each entity's profile is represented by a colored line connecting points across seven bipolar scales. The scales feature opposing descriptors such as \\\"SUBORDINATE\\\" vs \\\"EQUIVALENT,\\\" \\\"ACTIVATING\\\" vs \\\"SOOTHING,\\\" and \\\"MATURE\\\" vs \\\"JUVENILE.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[68,330,394,376],\"text\":\"Figure 7: Semantic differential scale of perceived assistant\\npersonalities, showing participants were able to correctly\\ndistinguish between the different characters.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,397,199,415],\"text\":\"Personality Interplay\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,418,394,498],\"text\":\"In the final interview, participants assessed the experienced\\ncharacters using a semantic differential scale with 7 dimen-\\nsions. Figure 7 shows that most characteristics were per-\\nceived as designed, only the Butler was rated as more domi-\\nnant than the designers had intended.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,498,395,625],\"text\":\"We also asked participants to assign an estimation of ex-\\ntraversion to their experienced characters. Extraversion is\\nthe personality dimension which is easiest to be observed\\nin social interactions and literature describes it as most re-\\nvealing factor of personality [18] . The Default (27.5) was\\nassessed as least extraverted (scale 0 – 100, followed by the\\nButler (56.3) and the Aunt (66.3). The Friend (73.8) was per-\\nceived as most extraverted.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,626,395,754],\"text\":\"Figure 8 shows the mean personality trait scores of partici-\\npants, grouped by their preferred character. In pairwise com-\\nparison, participants who chose the Friend character scored\\nsignificantly higher in extraversion than all other groups\\n( $p < .05$ ), confirming the similarity-attraction hypothesis\\nmentioned by Nass et al. [35] . Other dimensions did not yield\\nsubstantial differences. The low scores on neuroticism are\\nstriking but constant throughout groups.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,764,133,781],\"text\":\"Use Cases\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,785,395,882],\"text\":\"Participants experienced 12 use cases from 3 clusters (Table 1 )\\nwith each character. In the interview, they reflected on these\\nuse cases by listening to the relevant audio snippets again\\nand gave feedback on how their preferred assistant should\\nhave behaved. We extracted recommendations for each use\\ncase through thematic analysis and from task ratings.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,395,954],\"text\":\"On-boarding & Off-boarding . The first and last contact with\\nthe character occurred at the beginnings and end of each\\ndrive. They were not part of any use case cluster, we in-\\nstead used them to express the assistant's personality with\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,413,747,496],\"text\":\"no further information provided. Both personalized and De-\\nfault characters were positively rated for these types of use\\ncases. This suggests that an assistant can express more of its\\nfull personality during on-boarding and off-boarding, espe-\\ncially when the car is not in motion.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300270_pdf_shortened_page_7_figure_012.png\",\"bbox\":[440,122,740,317],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This is a radar chart displaying four profiles: FRIEND (red), AUNT (teal), BUTLER (yellow), and DEFAULT (dark blue). The chart has five axes representing personality traits: EXTRAVERSION, AGREEABLENESS, CONSCIENTIOUSNESS, NEUROTICISM, and OPENNESS. Each profile's scores are connected by lines, forming polygons that show their relative strengths across these traits.\"},{\"label\":\"figure_cap\",\"bbox\":[420,329,746,377],\"text\":\"Figure 8: Mean Big Five scores for participants, split by their\\npreferred character. Users who chose the Friend were signif-\\nicantly more extraverted than all other groups.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,502,748,663],\"text\":\"Driving Related Tasks. Tasks directly related to driving, e.g.,\\nactivating certain driving modes, are highly relevant for\\nthe user's security. Participants rated the Friend character\\nas least appropriate and unanimously called for serious and\\nshort statements. In less crucial situations like sideways park-\\ning, a supportive stance as displayed by the Aunt was sought-\\nafter. Feedback should be kept affirmative and minimal. To\\nname an example from the study, the order to deactivate the\\nsports mode should be answered with an \\\"okay\\\" instead of\\n\\\"deactivating sports mode.\\\"\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,671,748,849],\"text\":\"Connected Car Tasks. Modern cars possess not only multi-\\nmedia functionalities but also connect to online services like\\ncalendars or smart homes. We combine these kinds of tasks\\ninto one cluster. Participants accepted the personalized char-\\nacters for these situations, opposed to driving related tasks.\\nOn direct comparison, participants preferred the Friend char-\\nacter for her lively presented answers. Feedback suggests\\nthe assistant should behave like a co-driver who can answer\\nquick questions in a pragmatic way (\\\"Did I leave the lights\\non at home?\\\") — \\\"Yes, you did.\\\" A presentation of personality\\nis accepted, as long as it is authentic.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,856,748,954],\"text\":\"Proactive Assistant Tasks. When voice assistants initiate con-\\nversations without prior input, we call this proactivity. Feed-\\nback on proactive tasks was mixed. Many participants op-\\nposed unsolicited speech output. If appropriate, personalized\\ncharacters were preferred. Interview feedback suggests the\\nassistant should act like an authentic, human co-driver.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 40\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300270/results/markdown/3290605-3300270_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[67,120,743,211],\"text\":\"Toward Algorithmic Accountability in Public Services\\n\\nA Qualitative Study of Affected Community Perspectives on Algorithmic\\n\\nDecision­Making in Child Welfare Services\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[118,231,258,293],\"text\":\"Anna Brown\\n\\nMassey University\\nWellington, New Zealand\\n\\na.e.brown@massey.ac.nz\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[325,231,485,293],\"text\":\"Alexandra Chouddechova\\nCarnegie Mellon University\\nPittsburgh, USA\\nachould@cmu.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[531,231,718,292],\"text\":\"Emily Putnam-Hornstein\\n\\nUniversity of Southern California\\n\\nLos Angeles, USA\\n\\nhornste@usc.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[226,307,368,373],\"text\":\"Andrew Tobin\\n\\nMassey University\\nWellington, New Zealand\\n\\na.tobin@massey.ac.nz\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[418,307,616,373],\"text\":\"Rhema Vaithianathan\\n\\nAuckland University of Technology\\n\\nAuckland, New Zealand\\n\\nrhema.vaithianathan@aut.ac.nz\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,382,142,398],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,402,395,707],\"text\":\"Algorithmic decision-making systems are increasingly being\\nadopted by government public service agencies. Researchers,\\npolicy experts, and civil rights groups have all voiced con-\\ncerns that such systems are being deployed without adequate\\nconsideration of potential harms, disparate impacts, and pub-\\nlic accountability practices. Yet little is known about the\\nconcerns of those most likely to be affected by these sys-\\ntems. We report on workshops conducted to learn about\\nthe concerns of affected communities in the context of child\\nwelfare services. The workshops involved 83 study partici-\\npants including families involved in the child welfare system,\\nemployees of child welfare agencies, and service providers.\\nOur findings indicate that general distrust in the existing\\nsystem contributes significantly to low comfort in algorith-\\nmic decision-making. We identify strategies for improving\\ncomfort through greater transparency and improved com-\\nmunication strategies. We discuss the implications of our\\nstudy for accountable algorithm design for child welfare\\napplications.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[420,382,525,398],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[420,402,745,435],\"text\":\"• Information systems → Decision support systems;\\nApplied computing → Computing in government;\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,451,502,467],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[420,471,746,519],\"text\":\"Algorithmic Accountability; Algorithmic Bias; Child Welfare\\nServices; Decision-Support; Automated Decision Systems;\\nParticipatory Design\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,531,555,546],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,549,745,661],\"text\":\"Anna Brown, Alexandra Chouldechova, Emily Putnam-Hornstein,\\nAndrew Tobin, and Rhema Vaithianathan. 2019. Toward Algorith-\\nmic Accountability in Public Services: A Qualitative Study of Af-\\nfected Community Perspectives on Algorithmic Decision-Making\\nin Child Welfare Services. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow,\\nScotland, UK, ACM, New York, NY, USA, 12 pages. https://doi.org/\\n10.1145/3290605.3300271\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,692,549,709],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,713,746,952],\"text\":\"Algorithmic decision-making systems are increasingly being\\nadopted by governments in an effort to improve and reform\\nexisting public service processes. Decisions about where to\\npolice [7] , whom to detain [28] , which child maltreatment\\nallegations to investigate [20] , whom to grant access to per-\\nmanent supportive housing [41] , and what level of unemploy-\\nment benefit to provide [31] are all being informed— if not\\nperformed—by algorithmic systems. These technologies and\\nthe opaque manner in which they are deployed have drawn\\ntremendous criticism from researchers [6, 14, 16, 18] , policy-\\nmakers [32] , civil rights groups [11] , and the media [3] . There\\nis concern that data-driven algorithmic tools may be per-\\npetuating discriminatory practices and having unintended\\nconsequences, all while operating outside the scope of tradi-\\ntional oversight and public accountability mechanisms.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,772,394,891],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute, requires prior special\\npermission and/or a fee. Request permissions from permissions@bmc.org.\\nCIP 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[68,894,394,919],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,919,266,946],\"text\":\"ACM ISBN 978-1-4603-5970-2/19-05...$15.00\\nhttps://doi.org/10.1145/3290605.3300271\",\"reading_order\":21,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,997,121,1013],\"text\":\"Paper 41\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1013],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,395,315],\"text\":\"Several recent proposals have been put forth in an effort\\nto establish good operating practices for promoting ‘algo-\\nrithmic accountability’ [13, 24, 36, 37, 40] . These all offer\\nrecommendations for what public agencies can do to enable\\nstakeholders and the public to assess envisaged systems and\\nengage in debate over whether their use is acceptable. Many\\nof the proposals indicate that agencies should specifically\\nseek to engage with affected communities—individuals who\\nare most likely to be subject to, or impacted by, the deploy-\\nment of algorithmic systems. This helps to ensure that the\\nproposed system will meet the needs of those most directly\\naffected by it, and bestows a kind of `license to operate' [40] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,316,395,427],\"text\":\"While public service agencies routinely engage affected\\ncommunities in deliberative processes, these efforts are gen-\\nerally carried out on an ad hoc basis. The resulting findings\\nremain internal to the given agency, and thus fall short of\\nproviding generalizable knowledge from which a broader\\nunderstanding of effective design strategies could emerge.\\nThis paper seeks to take initial steps in bridging this gap.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,428,395,619],\"text\":\"As part of a broader participatory design effort, we con-\\nducted workshops to learn about the concerns of affected\\ncommunities in the context of child welfare services. These\\ncommunities include families involved in the child welfare\\nsystem, and social workers whose professional roles will be\\nimpacted by the introduction of algorithmic systems. The\\nwork presented here reflects a pilot study conducted with\\nthe further intent of designing (with the same participant\\ncommunities) a blueprint to aid government agencies and\\ndata scientists in improving community comfort levels with\\nalgorithmic decision-making. Our study was designed to\\nanswer three central questions:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[70,624,395,768],\"text\":\"(i) How do people who are most likely to be subject to or\\naffected by algorithmic decision-making feel about the\\ndeployment of such systems?\\n(ii) What are the primary sources of community discomfort\\nsurrounding the development and deployment of such\\ntools?\\n(iii) What can researchers and designers do in the devel-\\nopment and deployment stages to raise comfort levels\\namong affected communities?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,773,395,885],\"text\":\"In addition to this research article, we have produced an\\nin-depth report on the study's findings intended for more\\ngeneral consumption. This report contains many more par-\\nticipant quotes and other information that could not be ac-\\ncommodated by the conference proceedings format. The\\nreport will be made available for download from the authors'\\nacademic website.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,899,309,916],\"text\":\"2 BACKGROUND AND MOTIVATION\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,919,395,952],\"text\":\"While we are not the first to explore issues of algorithmic\\naccountability in the public sector, a distinguishing feature\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,251],\"text\":\"of our work is that it is directly motivated by ongoing ef-\\nforts by members of the research team to develop and deploy\\nalgorithmic tools for use in child welfare. These tools are in-\\ntended to inform service delivery and investigation decisions\\nto better focus limited resources on the riskiest and neediest\\ncases. This work has significant buy-in from agency leader-\\nship, and is intended to inform the next stages of algorithm\\ndesign.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,747,553],\"text\":\"The use of algorithmic tools in child welfare is a con-\\ntentious issue. Several recent attempts at deploying algorith-\\nmic systems in child welfare have met with scathing criticism\\nthat ultimately resulted in their termination. In December\\n2017 the Illinois Department of Children and Family Services\\nannounced that they were terminating their predictive ana-\\nlytics program for reasons including the perception by DCFS\\nstaff that predictions were unreliable, issues with how the\\npredictions were communicated, data quality, and questions\\nsurrounding the initial procurement process [21] . Earlier\\nthat same year the County of Los Angeles Office of Child\\nProtection released a report examining the use of predictive\\nanalytics in assessing child safety and risk in which they\\ncite the black-box nature of proprietary tools and high false\\npositive and false negative error rates as factors driving the\\ncounty's decision to terminate their project. Studies such as\\nour own can serve to inform more effective and accountable\\nuses of algorithmic systems by helping to identify affected\\ncommunity concerns during the design phase.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,554,746,730],\"text\":\"Algorithmic systems of the kind we consider here are in\\nmany cases already governed by existing data protection\\nregulations such as those articulated in the EU General Data\\nProtection Regulation (GDPR) and Canada's Personal Infor-\\nmation Protection and Electronic Documents Act (PIPEDA).\\nSuch regulations are primarily intended to govern private\\nsector data use and commonly offer exceptions for public\\nsector use. To the extent that they apply in a given instance,\\nthey provide data subject rights, and dictate necessary cri-\\nteria for data use and storage. Necessary, however, is not\\nsufficient.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,731,746,889],\"text\":\"Algorithmic systems that are deployed in full compliance\\nwith the existing regulation may nevertheless fail to have\\nso-called \\\"license to operate\\\", also known as \\\"social license\\\".\\nIn the industrial context, this refers to community and stake-\\nholder acceptance of a company's operating procedures busi-\\nness practices. As Shah [40] argues, without such licence\\nfrom the public, the promise of algorithmic systems for pro-\\nmoting positive social change may fall to be fully realized.\\nBetter understanding affected community concerns is an\\nimportant step in building toward trust and social license.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,746,954],\"text\":\"Our study is informed by work characterizing the struc-\\nture of organizational justice perceptions. Colquitt [12] iden-\\ntifies four central components of justice perceptions: distribu-\\ntive (how equitably resources are distributed); procedural\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 41\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,283],\"text\":\"(the fairness, consistency and accuracy of the decision pro-\\ncess); interpersonal (feelings that one is treated with due\\nrespect); and informational (perceived truthfulness and com-\\nprehensiveness of justifications provided). Procedural justice\\nis a particularly important concept, as it has been found to\\nmitigate the relationship between outcome favorability and\\nsupport for decisions [8, 9] . Outcomes in the child welfare\\nsystem are often unfavorable to families. Understanding how\\nalgorithmic systems affect perceptions of procedural justice\\nis therefore central to design and deployment considerations.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,523],\"text\":\"We build upon a growing body of work in the HCI com-\\nmunity that has explored perceptions of fairness and pro-\\ncedural justice in algorithmic systems [1, 5, 25–27, 35, 44] .\\nNotably, the recent work of [44] reports on a series of work-\\nshops that presented participants with scenarios based on\\ninternet-related products and services. The scenarios were\\nconstructed to reflect different forms of discrimination, stereo-\\ntyping and exclusion on the basis of race, sex, or geographic\\nlocation. Study participants were engaged in extensive dis-\\ncussion of their reactions to the instances of “ algorithmic\\nbias ” . The authors specifically recruited participants from\\ntraditionally marginalized populations, including racial and\\nethnic minorities and persons of low socioeconomic status.\\nThis focussed the study on those populations most likely to\\nbe affected by algorithmic bias in internet services.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,395,826],\"text\":\"Several recent studies have investigated public [17, 39, 43]\\nand practitioner [29, 42] perspectives on the use of algorith-\\nmic systems in the context of public sector decision making.\\nScurich and Monahan [39] and Grgi c-Ha ˇ ca et al. [17] inves-\\ntigate the narrower question how the inclusion of particular\\nfeatures influences public perceptions of justice and fairness.\\nWang [43] studies public perceptions of procedural justice\\nmore broadly in the context of the criminal justice system.\\nThese studies of public perception tend to focus on nationally\\nrepresentative samples of the general population, or rely on\\nMTurk workers. In both cases, the participant samples are\\nneither representative of nor targeted towards populations\\nthat have direct experience with the public system in ques-\\ntion. Participants in our study frequently invoked personal\\nexperiences with the child welfare system, which suggests\\nthat such first-hand experience is important to informing\\nperceptions. Furthermore, we are not aware of any prior\\nstudies that, like our own, involve both affected members of\\nthe public and practitioners within the system.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,837,199,853],\"text\":\"3 METHODOLOGY\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,954],\"text\":\"The present study reflects just one element of a broader par-\\nticipatory design effort to improve child welfare outcomes\\nthrough the use of data-driven algorithmic tools. Participa-\\ntory design methodologies favor a human-centred approach\\nthat engages the participation of people most likely to be\\naffected by the services and policies being designed. Within\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,252],\"text\":\"participatory design sits an established set of practices, tools\\nand techniques to explore and understand the 'lived experi-\\nence' of everyday people [38] . These methods have been suc-\\ncessfully applied to address technological design challenges\\nin the public sector. Notably, research [4] commissioned by\\nthe Data Futures Partnership formed the basis of national\\nguidelines for New Zealand organizations to obtain social\\nlicense for data use [34] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,252,747,332],\"text\":\"Participatory design is characterised by generative, ex-\\nperiential and action-based methods that place emphasis\\non embodied learning and explorations into future scenar-\\nios [22] . To study community perspectives, we adopted a\\nmethodology where:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,335,748,543],\"text\":\"• Meaningful conversations are facilitated with affected\\ncommunities using scenarios that model a real life\\nsituation while exploring data use variables of interest\\nto the study;\\n• Participants are invited to deliberately demonstrate\\ntheir levels of comfort with scenarios using a common-\\nsense trust/benefit matrix;\\n• Participants are invited to identify what would in-\\ncrease their comfort in the data use and sharing sce-\\nnarios explored; and\\n• Participants identify and prioritize the themes and con-\\ncerns that they consider most important to increasing\\ncomfort.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,546,747,708],\"text\":\"Our study received full IRB approval from all member\\ninstitutions involved in the human subjects research and pri-\\nmary data analysis. Study participants were provided with\\nan informed consent form at the beginning of the workshop\\nsession. In devising the study we consulted with ethics spe-\\ncialists at the local child welfare agencies in order to ensure\\nthat our design minimized the risk of unintended harm to\\nstudy participants, and facilitated an environment in which\\nparticipants felt comfortable expressing their beliefs and\\nopinions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,720,498,736],\"text\":\"Participants\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,740,747,789],\"text\":\"Four participant samples were recruited from a single ju-\\nrisdiction in a mid-sized US county. The three main groups\\nincluded in the full analysis are:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,792,748,954],\"text\":\"• Families ( n = 18) Two workshops of family partici-\\npants were recruited through community providers. A\\ncondition of recruitment was that peer support peo-\\nple would attend and participate in the discussions.\\nTheir responses have been included in the sample and\\nthe findings. Four of the eighteen participants in the\\nfamilies workshops were peer support people.\\n• Frontline Providers ( n = 38) Three workshops in-\\ncluded child welfare worker participants who were in\\nregular contact with families. These workshops were\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 41\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[100,125,395,189],\"text\":\"variably peopled by family support people, peer sup-\\nport people and case workers. These participants were\\nrecruited through provider networks by the relevant\\nlocal state agency.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[90,190,394,283],\"text\":\"• Specialists (n = 11) Specialist providers in the sam-\\nple above were a subgroup who attended the provider\\nworkshop whose roles were identified mostly as not\\ninvolving regular contact with families. Types of spe-\\ncialists included data workers, supervisors and office\\nmanagers.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,293,395,438],\"text\":\"A fourth sample of Prototype Specialists included n = 16\\nparticipants from the city's child protective service head\\noffice employed in roles not involving regular contact with\\nfamilies. These participants took part in an earlier prototype\\nof the workshop scenarios, and their perspectives have been\\nincluded in the findings. Since the prototype scenarios were\\nslightly different from those that all other participants re-\\nsponded to, responses from this group have been filtered to\\nremove any that were attributable to scenario differences.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,438,394,613],\"text\":\"Family participants were recruited through community\\nproviders whose peer support staff approached families with\\ninvitations to participate in the workshops. These partic-\\nipants were offered childcare for the full duration of the\\nworkshop, a light pizza dinner, and modest compensation for\\ntheir time. Frontline providers and specialists were recruited\\nthrough the local human services agency and by commu-\\nnity providers. Most of the participants were women, which\\nin the frontline provider and specialist groups is consistent\\nwith the over-representation of women in social work and\\nrelated professions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,612,395,741],\"text\":\"Recruitment for one of the workshops specifically focused\\non participants identifying as persons of colour. While prior\\nstudies have found significant differences in perceptions of\\nprocedural justice across racial and ethnic groups [19, 33] ,\\nthe responses given in our study were similar overall. The\\nmain notable differences arose when participants described\\ntheir personal experiences as persons of color affected by\\nthe child welfare system.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,759,140,777],\"text\":\"Workshops\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,779,394,859],\"text\":\"We developed a series of progressive scenarios designed to\\nexplore variations of interest to the research team concern-\\ning the use of algorithmic decision-making by public service\\nagencies. Specifically, the scenarios varied across three dis-\\ntinct dimensions:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,869,395,951],\"text\":\"• Decision making framework : We varied whether\\nthe decision was made by a human (human), by a hu-\\nman assisted by an algorithm (algorithm-assisted), or\\nby an automated algorithmic decision-making system\\n(algorithmic).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,123,747,349],\"text\":\"• Proactive vs. reactive : We considered both reactive\\nscenarios, where the decision was prompted by a re-\\nport made to child welfare services, and proactive sce-\\nnarios, where an individual becomes eligible for sup-\\nport or services on the basis of an algorithmic assess-\\nment.\\n• Data sources : We varied the breadth of data that was\\nused to inform the decision. Most narrowly, we con-\\nsidered scenarios where only the family's own child\\nwelfare data factored into the decision. Later scenarios\\nintroduced child welfare data from associates of the\\nfamily, data from other administrative systems (crimi-\\nnal justice), and local community data not specific to\\nthe family (e.g., neighbourhood).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,351,746,414],\"text\":\"The scenarios were tested and refined via a prototype\\naudience of US child welfare specialists to ensure that they\\nwere understandable and relatable. The structure of the final\\nscenarios is summarized below. $^1$\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[443,420,641,452],\"text\":\"• Scenario 1a\\nReactive + human decision-making\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,452,747,516],\"text\":\"Presents a child welfare decision being made by an\\nintake worker in reaction to a call from a member of\\nthe public. There is no mention of personal data or a\\ncomputer tool being involved in making the decision.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[444,518,700,546],\"text\":\"• Scenario 1b\\nReactive + algorithm-assisted decision-making\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,546,746,595],\"text\":\"Presents a child welfare action that is reactive, and\\na decision that is made by a human assisted by an\\nalgorithm.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[443,598,744,641],\"text\":\"• Scenario 1c\\nReactive + algorithmic decision-making + using family's\\nchild welfare data\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,642,745,690],\"text\":\"Presents a child welfare action that is reactive, and a\\ndecision that is made by an algorithm including asso-\\nciative data (child welfare investigation).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[442,691,627,707],\"text\":\"• Scenario 1d(i), (ii) & (iii)\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,708,745,739],\"text\":\"Proactive + algorithmic decision-making + using fam-\\nily's child welfare data\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[454,739,746,802],\"text\":\"Presents a child welfare action that is proactive, and\\na decision to offer services that is made by an algo-\\nrithm — with three different ways of communicating\\nthis decision to the family.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[443,803,638,819],\"text\":\"• Scenarios 1e\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,820,745,850],\"text\":\"Reactive + algorithmic decision-making + using admin-\\nistrative data beyond child welfare\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[454,851,745,900],\"text\":\"Presents a child welfare action that is reactive, and a\\ndecision that is made by an algorithm including asso-\\nciative data (criminal justice data).\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[420,911,746,952],\"text\":\"$^{8}$Note that the scenarios are all enumerated as '1C'. This enumeration\\nallows for comparisons of scenarios in later studies. Those\\nscenarios will be coded as '2C', '3C' and so forth.\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 41\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 4\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[89,125,172,139],\"text\":\"• Scenario 1f\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,141,394,172],\"text\":\"Proactive + algorithmic decision-making + using admin-\\nistrative and community data\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,173,394,221],\"text\":\"Presents a child welfare action that is proactive, and a\\ndecision that is made by an algorithm including non-\\nassociative data (criminal records, neighborhood, age).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,228,394,372],\"text\":\"Figure 1 displays all six of the scenarios as they were shown\\nto the main workshop participants (those shown to the pro-\\ntotype sample were slightly different). The first scenario\\noutlines a situation that is constructed to be most familiar\\nto the participants' lived experience. This familiarity and\\nengagement is then leveraged to incrementally introduce\\nscenario elements that participants have not experienced,\\nbut which they can understand and respond to in the context\\nof the evolving narrative.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,372,394,546],\"text\":\"The participants at each workshop were split into two\\ngroups, each of which was guided by a research facilitator.\\nAll participants were provided with a print-out of the scenar-\\nios for their reference throughout the discussion. Participants\\nwere instructed to not view later scenarios before the current\\none was finished being discussed. Each scenario was read\\nout by the group's research facilitator. Certain parts of each\\nscenario description were bolded for emphasis. These corre-\\nsponded to the specific decision and action that was taken\\nin the scenario. However, participant perspectives could be—\\nand were—influenced by any part of the text.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,546,395,722],\"text\":\"Upon being presented with the given scenario, participants\\nwere then asked to place an identifier token on a comfort\\nboard to indicate their perceived level of 'benefit' and 'trust'\\nin the situation. Here, 'benefit' refers to the amount of benefit\\nthey see arising as a result of the decision or action taken;\\nand 'trust' refers to how much trust they have in the decision,\\naction, or system actors. Participants were asked to reflect on\\nthe scenarios from the the perspective of an affected parent\\n(for later scenarios, grandparent). Figure 2 shows a photo\\nof the comfort board for one of the groups in response to\\nscenario 1b.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,723,395,866],\"text\":\"After taking positions on the board, participants were\\nengaged in a facilitated conversation about their perceived\\nlevels of comfort with the child welfare decision-making\\nprocesses and actions in the given scenario. They were then\\nasked to identify what, if anything, would increase their\\nlevels of comfort. Upon completing the final scenario the\\nparticipants were engaged in a broader discussion aimed\\nat synthesizing and prioritizing overarching concerns and\\nrecommendations for system design.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,882,242,899],\"text\":\"Data collection and analysis\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,903,395,951],\"text\":\"Three sets of data were collected. Data set 1 was composed of\\nphotographs of the positions of participants' counters com-\\nfort map in response to each scenario. Data set 2 consisted\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,315],\"text\":\"of verbal comments made by workshop participants which\\nwere noted verbatim by facilitators and coded according to\\nwhich scenario they applied to. Data set 3 was composed of\\nsummative comments written by participants on sticky notes\\nat the conclusion of each workshop in answer to the question,\\n“Considering all of the scenarios we've discussed, what are\\nthe most important things that are needed to increase your\\ncomfort with the use of data and computer tools in social\\nwelfare decision-making?” Participants were facilitated to\\nsort these comments into thematic groups on a sheet, give\\neach theme a label, and prioritize themes according to their\\nrelative importance.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,747,619],\"text\":\"At the conclusion of workshops, Data set 1 (visual comfort\\nmaps) was manually translated into derived comfort map\\nmatrices (such as shown in Figure 2 ) that could be exam-\\nined to identify patterns across scenarios and participants.\\nData set 2 (verbatim participant comments) was transcribed\\nby each researcher (individually) into a spreadsheet which\\ncould be also be filtered by scenario and participant type.\\nIndividual researchers used grounded theory to inductively\\ncode, conceptualize and categorize data from their work-\\nshops, and then came together to inductively assess com-\\nmon and unique findings. At this point, data set 3 (themes\\nself-identified by participants being most important) was\\ninductively analyzed by the research team, and these codes,\\nconcepts and categories were compared with those result-\\ning from team analysis of data set 2. Finally, the research\\nteam drew theoretical conclusions drawing on all data sets,\\nwith the lead researcher reporting these conclusions and ev-\\nidencing them with verbatim comments and visual comfort\\nmaps.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,631,528,647],\"text\":\"Study limitations\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,747,953],\"text\":\"Before proceeding to our main findings, we highlight sev-\\neral limitations of our study that are important to bear in\\nmind while interpreting the results. First, the recruitment\\nstrategy was one of convenience sampling. This means that\\nour study sample is almost surely not representative of the\\nfull population of individuals affected by the county's child\\nwelfare system. Second, the study was conducted in a US\\ncounty that is already in the process of adopting algorith-\\nmic decision-support tools in the child welfare context. The\\nspecialist subgroup in particular consists of child welfare\\nworkers who may already be familiar with the county's ap-\\nproach. This group is thus likely to be much more informed\\nabout the relevant issues compared to workers in other juris-\\ndictions. Lastly, the scenarios we explored are all narrowly\\nfocused on algorithmic decision making in the US child wel-\\nfare system. Our findings cannot directly speak to concerns\\nor experiences of affected communities involved in other sys-\\ntems such criminal justice, homelessness, or unemployment\\nservices.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 41\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300271_pdf_shortened_page_5_figure_002.png\",\"bbox\":[70,122,744,762],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays six panels, labeled 1a through 1f, each titled \\\"Nicole's Story\\\". Each panel contains several paragraphs of text detailing different scenarios and timelines related to Nicole and interventions by Child Welfare Services, often involving computer tools for risk assessment.\"},{\"label\":\"figure_cap\",\"bbox\":[69,776,746,821],\"text\":\"Figure 1: All six scenarios as presented to study participants (see Section 3 for more information). During the workshops each\\nparticipant was provided with a printout of the scenarios with one scenario appearing per page. Participants were instructed\\nto not advance to later scenarios until the current one had been fully discussed.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,842,394,938],\"text\":\"We also conceded that a full participatory design framework\\nwould ideally entail designers, families, frontline providers\\nand specialists all gathering together on an equal basis to\\nlearn from each other. For this study, however, we accepted\\nguidance from ethics specialists in the local child welfare\\nagencies that there was a risk of many forms of bias from\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,842,746,938],\"text\":\"easing our plot on such an approach. This was a an especially\\nsignificant concern with respect to families, whose responses,\\nit was feared, may be unduly influenced or censored in a\\nmixed-group approach. Indeed, we included peer support in\\nthe family workshops precisely to further facilitate greater\\nfreedom of dialogue among family participants.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1013],\"text\":\"Paper 41\",\"reading_order\":6,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 6\",\"reading_order\":7,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300271_pdf_shortened_page_6_figure_002.png\",\"bbox\":[97,120,361,465],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A square grid with a blue-to-green color gradient features \\\"TRUST\\\" labeled on the vertical axis (1-7) and \\\"BENEFIT\\\" on the horizontal axis (1-7). Several colorful magnetic letters, such as H, K, W, B, S, A, and N, are scattered across the grid. The grid rests on a wooden table alongside pens and paper.\"},{\"label\":\"figure_cap\",\"bbox\":[68,475,395,578],\"text\":\"Figure 2: Comfort board for one of the workshop partici-\\npant groups in response to scenario 1b. Each letter token on\\nthe board is a unique participant identifier that is retained\\nacross all of the scenarios. The gradient shading on the com-\\nfort board is intended to reflect different levels of overall\\n'comfort' with the scenario. Lighter colors correspond to\\ngreater overall comfort.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,612,155,628],\"text\":\"4 FINDINGS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,633,395,952],\"text\":\"In this section we summarize several of the major themes that\\nemerged from the workshops. Overall, participants tended\\ntowards expressing low levels of comfort across the range of\\nscenarios. Reasons for lower comfort were found to fall under\\nthree broad themes: (i) system-level concerns; (ii) scenario-\\nspecific concerns about how data and algorithms are used in\\ndecision-making; and (iii) concerns about how agencies and\\nservice providers relying on algorithmic tools communicate\\nand interact with families. Reasons for higher comfort were\\nmore difficult to generalize and tended to be particular to the\\nscenario and participant type. Reasons for higher comfort\\ngiven in Scenarios 1d(i) and 1e had the most generalizable\\nthemes. These included (i) improved access to services; and\\n(ii) the nature and relevance of the data going into the risk\\nscore. We elaborate on each of these themes below, high-\\nlighting notable differences in how they were expressed by\\nthe different participant groups. This section speaks most\\ndirectly to the first two central questions posed at the outset\\nof the paper: how do affected communities feel, and what\\nare the primary sources of comfort and discomfort?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,125,737,173],\"text\":\"System-level concerns were the most common\\nreasons given for low comfort in algorithm-assisted\\nand algorithmic decision-making\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,176,747,351],\"text\":\"Participants across all of the represented groups – families,\\nfrontline providers and specialists – made frequent reference\\nto 'the system' and 'government' to explain their reasons for\\npositions of low comfort across the different scenarios. In dis-\\ncussion these terms could variously refer, either generally or\\nspecifically, to local government or to wider US government\\nagencies (most commonly in child welfare, but also criminal\\njustice, health, education and social welfare), and to the\\npeople, decisions, actions and behaviours of those agencies.\\nThese point to low baseline perceptions of procedural and\\ninterpersonal justice of the child welfare system as a whole.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,352,747,448],\"text\":\"Families often referred to negative experiences in their\\nown lives, and reflected on the oppositional nature of the\\nsystem, saying, for instance, \\\"It's been me versus the system\\\"\\n(Family - 1a). Most family participants had low perceptions\\nof trust in the decisions made, and low expectations of the\\nbenefits that the system could provide.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,461,734,511],\"text\":\"\\\"They would look at me more because I had previous\\nexperience than because they wanted to help me with\\nmy daughter.\\\" (Family - 1c)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,524,752,572],\"text\":\"Even in settings where participants saw a clear benefit, system-\\nlevel factors were cited as primary reasons for low trust, and\\nthus low overall comfort.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,586,735,650],\"text\":\"\\\"I see the benefit – I'm the grandma and we need help,\\nmy daughter and the young father. I still don't trust\\nthe system, though. I'd look for the help elsewhere.\\n\\\"\\n(Specialist - 1d)\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,663,747,840],\"text\":\"Frontline providers and specialists expressed concern re-\\ngarding negative system approaches that placed too much\\nemphasis on the `deficits' and `risks' of a case. Providers\\nreferred to their professional or personal experiences of `the\\nsystem' in describing what they believed to be a `deficit-\\nbased' approach. Specialists often explained their positions\\nof low comfort as a response to the language and terminology\\nused in the scenarios. For instance, the term `investigation'\\nwas commonly perceived as a clear example of negative lan-\\nguage, as were technical terms such as `statistical tool', `risk\\nscore', and `high risk'.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,853,733,903],\"text\":\"\\\"It seems like a deficit model – let's weigh up all the dirty\\nthings in your life, nothing good though.\\\" (Provider -\\n1d)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[435,916,732,948],\"text\":\"\\\"Investigation' says that you've been judged already.\\\"\\n(Specialist - 1a)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 41\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 7\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300271", "source_image_path": "test_data/3290605-3300271/3290605-3300271_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300271/results/output_json/3290605-3300271_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[68,125,375,189],\"text\":\"All groups raised concerns about potential bias on\\nthe part of case workers involved in the decision\\nprocess, as well as bias present in the data or the\\nalgorithm\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,193,395,302],\"text\":\"Many participants voiced concerns about bias and discrimi-\\nnation on the basis of race, ethnicity, gender, poverty status,\\nneighborhood, and urban/rural location. Families questioned\\nhow and whether the computer tool takes race or ethnicity\\ninto account, and whether the data itself might be biased\\ndue to selective sourcing. Personal experiences of racial bias\\nwere often cited as reasons for low comfort.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,308,380,341],\"text\":\"\\\"The system here in America just lets us down, espe-\\ncially if you are Black\\\" (Family-1)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,346,382,489],\"text\":\"\\\"Knowing what 'the system' has done to people of\\ncolour, I'm coming from a position of very low trust.\\nAs a black mother, I have [an advanced degree] and a\\ncareer and I still have that fear of a system that is check-\\ning on that, on me as being black. That white mother\\nsitting next to me, they won't investigate her like they\\nwill me. Knowing that my black friends' babies were\\ndrug tested in hospital, it's just a fact that I'm treated a\\ncertain way because of who I am.\\\" (Specialist - 1b)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,494,382,556],\"text\":\"\\\"How honest are we allowed to be? Most of our systems\\nwere not made for people of colour, or by people of\\ncolour, or have people of colour in them.\\\" (Specialist -\\n1a)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,563,395,723],\"text\":\"Where a data-driven algorithm was used in the decision-\\nmaking process, frontline providers raised concerns about\\ndata fidelity and bias, as well as its impact on case worker\\njudgment. Providers questioned the extent to which outdated\\nhistorical data might be given undue weight in decisions\\nabout a new situation, and whether old referrals with no\\nnegative findings should be taken into consideration. They\\nalso noted that selective sourcing and differential availabil-\\nity of data could result in policies that disproportionately\\nimpacted low socioeconomic status populations.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,727,381,823],\"text\":\"\\\"My neighbour might be shooting up heroin and their\\nsix year old is out in the street, but they have private\\ninsurance so their records aren't part of this system.\\nThe computer tool is only capturing people who have\\nto use public health so there's a bias to poorer people\\nin the system.\\\" (Provider - 1b)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,836,382,901],\"text\":\"Participants questioned whether a statistical model\\ncould adequately account for all relevant decision\\nelements, and emphasized the need for a human in\\nthe loop approach\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,905,395,953],\"text\":\"Family participants mostly expressed general concerns about\\n'human versus computer' capabilities. Some participants\\nwere specifically concerned that data-driven algorithmic\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"tools would not be able to produce risk scores that accu-\\nrately accounted for salient aspects of their circumstances.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,161,734,210],\"text\":\"\\\"A computer cannot understand context. My son has\\nautism – how does the data account for this?\\\" (Family -\\n1b)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,215,746,327],\"text\":\"Frontline providers and specialists emphasized the need\\nto supplement the algorithmic assessments with a more in-\\ndepth look at the family's situation and history. They were\\nvocal in questioning decision-making systems that relied\\non algorithms alone, stressing that child welfare decisions\\nrequire an understanding of context that is only possible\\nthrough human interpretation and contact.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[433,333,734,428],\"text\":\"\\\"The score should be a flag rather than a definitive 'go'.\\nIt needs to be approached with curiosity: Where are you\\nat? What are you facing? What are your needs? Would\\nyou benefit from home visits, more community? Help\\nput it back together. If child welfare was just a score we\\nwouldn't be sitting here.\\n\\\" (Provider - 1b)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,433,732,466],\"text\":\"\\\"Use data without removing human decision-making.\\\"\\n(Specialist - 1c)\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,471,746,550],\"text\":\"The idea of fully automated algorithmic decision systems\\nwas met with low perceptions of procedural justice. While\\nalgorithmic risk scores were perceived as potentially helpful\\nas a starting point, they were generally deemed to be an\\ninadequate basis for ultimate decision-making.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,564,743,613],\"text\":\"Participants wanted more information on how the\\nalgorithm weighs different factors, and the ability to\\ndispute the score\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,617,746,729],\"text\":\"Many of the participants expressed discomfort with the black-\\nbox manner in which the algorithmic tool was presented.\\nSpecifically, they wanted to have more information on how\\nthe tool was constructed, and the weights given to different\\nfactors included in the model. This indicated low percep-\\ntions of informational justice in the algorithm-assisted and\\nalgorithmic decision-making scenarios.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,734,733,781],\"text\":\"\\\"How do you determine if a person has a record? How\\ndid the data get scored? What is the process for deciding\\nthe score?\\\" (Provider - 1b)\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,787,733,819],\"text\":\"\\\"A risk score from 1-10? What is the criteria? I am not to\\nknow that there is consistency.\\\" (Specialist - 1st)\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,746,888],\"text\":\"Echoing earlier concerns about a 'deficits-based' approach, \\nparticipants also questioned whether 'positive' data about \\nfamilies was taken into account, or if the model weighed \\nonly 'negative' factors associated with increased risk.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,745,952],\"text\":\"The black-box nature of the algorithmic tools also led to\\nconcerns surrounding recourse and contestability. Partici-\\npants wanted to be able able to dispute input data and risk\\nassessments that they disagree with.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 41\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 8\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300271/results/markdown/3290605-3300271_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[205,118,609,151],\"text\":\"ActiveInk: (Th)Inking with Data\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[106,170,217,217],\"text\":\"Hugo Romat\\n\\nMicrosoft Research\\n\\nRedmond, WA, USA\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[256,170,392,216],\"text\":\"Nathalie Henry Riche\\n\\nMicrosoft Research\\n\\nRedmond, WA, USA\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[434,170,545,216],\"text\":\"Ken Hinckley\\n\\nMicrosoft Research\\n\\nRedmond, WA, USA\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[597,170,709,216],\"text\":\"Bongshin Lee\\n\\nMicrosoft Research\\n\\nRedmond, WA, USA\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[177,230,308,292],\"text\":\"Caroline Appert\\n\\nUnivers, Paris-Sud, CNRS\\nUniversité Paris-Saclay\\n\\nOrsay, France\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[343,229,470,292],\"text\":\"Emmanuel Pietriga\\nINRIA\\nUniversité Paris-Saclay\\nOrsay, France\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[511,229,633,275],\"text\":\"Christopher Collins\\n\\nMicrosoft Research\\n\\nRedmond, WA, USA\",\"reading_order\":10,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,301,141,319],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,324,395,517],\"text\":\"During sensemaking, people annotate insights: underlining\\nsentences in a document or circling regions on a map. They\\njot down their hypotheses; drawing correlation lines on scat-\\nterplots or creating personal legends to track patterns. We\\npresent Activelink, a system enabling people to seamlessly\\ntransition between exploring data and externalizing their\\nthoughts using pen and touch. Activelink enables the natural\\nuse of pen for active reading behaviors, while supporting ana-\\nlytic actions by activating any of these ink strokes. Through\\na qualitative study with eight participants, we contribute\\nobservations of active reading behaviors during data explo-\\nration and design principles to support sensemaking.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,527,172,544],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,548,394,597],\"text\":\"• Human-centered computing $\\\\rightarrow$ Touch screens; Visu-\\nalization systems and tools; • Applied computing $\\\\rightarrow$\\nAnnotation;\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,609,147,627],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,631,316,647],\"text\":\"Digital pen, ink, visualization, active reading\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,655,204,669],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,669,394,758],\"text\":\"Hugo Romat, Nathaniel Henry Riche, Ken Hinckley, Bongshin Lee,\\nCaroline Appert, Emmanuel Pietriga, and Christopher Collins. 2019.\\nActivelink: (Th)linking with Data. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4–9,\\n2019, Glasgow, Scotland, UK . ACM, New York, NY, USA, 13 pages.\\nhttps://doi.org/10.1145/3290605.3300272\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,302,549,320],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,324,747,500],\"text\":\"Pen and touch technology with high-resolution displays,\\nsuch as the Microsoft Surface Studio or Apple iPad Pro, are\\nbecoming mainstream. These devices offer much potential\\nfor knowledge workers, affording large workspaces to han-\\ndle multiple charts and documents, and natural interactions\\nto manipulate and annotate them. Visualization researchers\\nhave started to explore this technology in systems tailored\\nfor pen and touch interactions (e.g., Sketchinsight [15], Viz-\\nDom [7], DataInk [38]). But these previous efforts have fo-\\ncused much less on how to enable people to externalize their\\nthoughts as they engage in sensemaking activities.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,500,747,673],\"text\":\"Previous studies showed that a key affordance of analog\\npen and paper is to externalize one's thoughts and capture\\nfleeting ideas via annotating content and taking notes [18, 20,\\n24, 32] . Externalizing thoughts has many cognitive and social\\nbenefits [13] such as lowering working memory load, sup-\\nporting idea reformulation, and providing common ground\\nto share insights with others. These affordances are particu-\\nlarly important for sensemaking and data exploration tasks,\\nas people need to keep track of numerous insights found\\nwhile browsing through the data, which typically involves\\nmany visualizations and documents [23] .\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,674,747,913],\"text\":\"We contribute ActiveInk, a system that enables people to\\nactively engage and think with data. It allows for a seam-\\nless transition between interacting with data and documents,\\nand externalizing thoughts using a digital pen (Figure 1 ).\\nWe designed and evaluated two methods of working with\\nActiveInk. First, prefix provides pen modes and bimanual in-\\nteraction to allow for switching between ink pens and action\\npens . Second, postfix provides ink for all pen strokes, and\\nenables people to activate any ink stroke to perform analytic\\nactions. For example, an annotation made at one point dur-\\ning the exploration process, such as underlining sentences in\\na document or circling a region in a map, may be activated\\nat any time to filter, highlight, or color the underlying data.\\nAll actions propagate to all visualizations and documents in\\nthe workspace.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,914,747,946],\"text\":\"A study comparing these two approaches to a baseline of\\nink + touch (no actions) revealed benefits and drawbacks to\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,776,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCH 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":24,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,898,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":25,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,264,952],\"text\":\"ACM ISBN 978-1-4503-5790-2/19-03...$15.00\\nhttps://doi.org/10.1145/3296050.3300272\",\"reading_order\":26,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 42\",\"reading_order\":27,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":28,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300272_pdf_shortened_page_1_figure_002.png\",\"bbox\":[90,115,720,454],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image illustrates various pen- and touch-based interactions for manipulating data visualizations and text documents on a digital interface. It demonstrates actions such as filtering a map, painting on a scatter plot, hiding parts of a histogram, highlighting text, inking notes, and searching for information. A color palette and a toolbox showing different interaction modes, including bi-manual interaction, are also visible.\"},{\"label\":\"figure_cap\",\"bbox\":[67,465,747,496],\"text\":\"Figure 1: ActiveInk affords smooth transition between using a digital pen for high-precision selections of data and for exter-\\nnalizing thinking via notes and annotations. Ink strokes are leveraged to perform operations on underlying data.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,517,394,580],\"text\":\"each approach. We also observed that annotating data and\\ntaking ink notes were a common part of the analysis process\\nacross all conditions, but that ink actions, when available,\\nsupplanted some forms of annotation in active reading.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,580,394,739],\"text\":\"Informed by the study results, we expanded ActiveLink with\\na hybrid interface, providing pen modes as well as a magic\\nink pen, which provides ink by default, but ink strokes can be\\nactivated. We enhanced the analytic capabilities of ActiveLink\\nto provide new functions such as activating a sketched cor-\\nrelation line to trigger a regression or hatching an interval\\non an axis or legend to filter corresponding values. The re-\\nsulting version of ActiveLink recognizes handwritten content\\nas people take notes, allowing for words and shapes to be\\nsearched, filtered, and retrieved to facilitate revisitation.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,740,394,931],\"text\":\"In summary, our work contributes the following: (1) A\\nnovel set of pen-enabled actions for interacting with visual-\\nizations, documents, and images in a coordinated workspace;\\n(2) A comparison of inking, prefix actions and postfix actions\\nfor exploratory analysis tasks; and (3) A hybrid design for\\npen + touch analysis which provides features specifically\\ntargeting the types of operation needed to support thinking\\nduring exploratory data analysis. These contributions bring\\npeople closer to their data, enabling them to interweave\\nreading and acting on data. ActiveInk provides for seam-\\nless annotation, note-taking, and invocation of analytical\\noperations, without even putting the pen down.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,516,550,531],\"text\":\"2 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,536,747,632],\"text\":\"This research sits at the intersection of information visualiza-\\ntion and human-computer interaction, building on previous\\ndesigns of pen and touch interfaces for visualization, general\\ndigital pen approaches for annotation and note-taking, and\\nfindings about the role of externalizing knowledge in solving\\ndata analysis tasks.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,645,648,661],\"text\":\"Pen and Touch Visualization Systems\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,761],\"text\":\"Visualization researchers have recognized the potential of\\nleveraging input modalities beyond mouse and keyboard in\\nthe past decade [14] . Advances in display technology and, in\\nparticular, the ability to offer simultaneous pen and touch on\\nhigh-resolution displays have made possible new approaches\\nto interact with visualizations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,762,747,953],\"text\":\"There have been several approaches to design a coherent\\nset of touch gestures for interacting with visualizations on\\ntablets [8, 11, 25–27] , but these do not fully take advantage\\nof the different linking capabilities. Visualization systems\\nsuch as SketchInsight [15] , PanoramicData [40] , and Viz-\\nDom [7] offer novel experiences leveraging pen and touch\\ninteractions for data analysis tasks. The research focus of\\nthese systems is on the design of interactions to create and\\ninteract with visualizations. Pen interactions often support\\ntwo modes: free-form note-taking and predefined gestures\\nto invoke commands. For example, sketching a particular\\nshape ( e.g., a circle) creates a specific type of visualization\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 42\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,251],\"text\":\"( e.g., a pie chart) in SketchInsight: drawing a line between\\ntwo visualizations activates coordination through brushing\\nand linking in PanoramicData. These interactions require\\nlearning and remembering a potentially large set of gestures.\\nAlthough free-form inking supported by these systems en-\\nables analysts to externalize their thoughts as they interact\\nwith the data, none of these ink marks are leveraged for\\nfurther interaction.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,365],\"text\":\"A recent system, Datalink [38] , enables people to sketch\\narbitrary shapes on a canvas and bind their visual properties\\n(color, size, thickness) to data. While this research focused\\non creating expressive visualizations for storytelling and art\\npurposes, it demonstrates one way to leverage the unique\\nstrengths of using a digital pen for visualizing data. We aim\\nto provide more access to these affordances in Activelink .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,372,285,390],\"text\":\"Unique Affordances of Digital Pens\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,394,395,569],\"text\":\"A recent study by Riche et al. [24] compiled and compared\\nactivities of people with an analog pen and using mainstream\\ndigital pen devices. They extracted a set of pen affordances,\\nseveral of which are unique to digital pens. A key affordance\\nof digital pens for working with visualizations is the accuracy\\nfor direct pointing and dragging, providing the ability to\\ncompose precise selections by sketching complex shapes on\\ntop of visualizations, while reducing the occlusion caused by\\ntouch. Digital pen systems have other capabilities beyond\\nanalog pens, most notably the ability for the same pen to\\nperform different functions in quick succession.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,395,730],\"text\":\"Multiple affordances of an analog pen also appear to trans-\\nfer to a digital pen [24] such as externalizing thoughts and\\ncapturing fleeting ideas. Research in human-computer in-\\nteraction studied and leveraged these phenomena, in partic-\\nular, for making annotations during active reading of doc-\\numents [19, 20, 31] , taking notes [10] , gathering informa-\\ntion [9, 35] , generating ideas [17] , and sharing ideas with\\nothers [41] . However, we are not aware of works which\\nspecifically focus on studying and supporting externaliza-\\ntion using a pen for data analysis and sensemaking scenarios.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,737,263,754],\"text\":\"Externalization in Visualization\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,759,395,951],\"text\":\"Externalizing thoughts through annotations on content, tak-\\ning notes, and drawing diagrams has multiple benefits when\\nengaging in long and complex tasks [13] . Externalizing thought\\nenables people to limit their working memory load [29] , ar-\\nticulate and reformulate thoughts which can lead to substan-\\ntial improvements in understanding and retention [21] , or\\nshare their thinking with peers to generate a shared object of\\nthoughts to support communication and decision-making [5] .\\nIndeed, Kidd hints that the act of annotation itself creates\\nknowledge in the knowledge worker, which may be more\\nimportant to the process than the marks that remain on the\\npage [12] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,252],\"text\":\"These benefits are particularly relevant for visual analytics\\nand sensemaking activities. The sensemaking process is a\\nloop [23] involving phases of analysis and interpretation of\\nvisualizations and documents to gain insights, and phases\\nof revisitation to compare and contrast these insights to\\ngenerate and investigate hypotheses. Externalizing thoughts\\nis critical to facilitate revisitation and keep track of insights\\nand hypotheses, especially over long periods of time.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,747,492],\"text\":\"Recent research started to study active reading of visual-\\nizations. Walny et al. [37] conducted a series of studies on\\nactive reading with both printed and digital visualizations.\\nThey demonstrated that active reading behaviors previously\\nobserved on textual documents ( e.g., underlining, writing\\nnotes in margin) occurred when people interpreted visual-\\nizations, and that such behaviors transferred in the digital\\nworld. While they did not consider complex sensemaking\\nactivities involving multiple visualizations and documents,\\ntheir results suggest that inking with a pen on or around\\nvisualizations is an activity that people naturally do when\\nworking with visualizations (and given the ability to do so).\\nThis work builds upon their findings and reveals externaliza-\\ntion strategies people employ during sensemaking activities\\nusing a digital pen on interactive data visualizations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,501,516,518],\"text\":\"3 ACTIVEINK\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,665],\"text\":\"Our goal with ActiveInk is to empower people to think with\\ndata. We aim at leveraging the digital pen to enable people\\nto interweave high-precision interactions performed on visu-\\nalizations and documents with externalizing their thoughts\\nduring the exploration process, as they would do with a reg-\\nular pen on documents and blank paper. In the following, we\\ndefine note as ink separated from data views, annotations as\\nink on data views and actions as ink that changes the visual\\nappearance of data.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,747,826],\"text\":\"ActiveInk does not target expert data analysts as they\\nwould likely require extensive computations, analytic func-\\ntions, and the ability to handle large amounts of data (better\\nsupported by systems such as Vizdom [7] ). Rather, we seek\\nto exemplify a more fluid sensemaking experience than what\\nexists today for knowledge workers and data enthusiasts. We\\ndesigned ActiveInk to primarily support thinking as people\\nmake sense of their data. We describe below the general prin-\\nciples that guided our design, and ActiveInk's key interface\\ncomponents.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,837,530,854],\"text\":\"Design Principles\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,922],\"text\":\"We followed three driving principles to maximize oppor-\\ntunities for people to externalize thoughts while retaining\\nthe ability to interact with visualizations, minimizing the\\nphysical and cognitive costs of switching between the two,\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,922,747,953],\"text\":\"D1. Support sensemaking through interaction with a set of\\nheterogeneous information.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 42\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 3\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,394,252],\"text\":\"While many visualization systems focus on interacting\\nwith data visualizations, our goal is to support the broader ac-\\ntivity of sensemaking, integrating documents and images as\\nwell. This activity involves extracting and cross-referencing\\ninformation from multiple sources. Thus, Activelink should\\nprovide people with space to think [1] , i.e. support viewing\\nmultiple of these assets at once and enable individual spatial\\norganizations, where space can be given meaning.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,252,380,283],\"text\":\"D2. Use the digital pen for interacting with data and for\\nexternalizing thoughts.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,460],\"text\":\"A pen is more precise than a finger and offers a more\\nnatural interaction than a mouse for tasks such as drawing.\\nComposing a selection in a visualization often relates to\\ndrawing as it involves the creation of complex arbitrary\\nshape enclosing a set of points while avoiding others. Having\\nthe pen already in hand also maximizes the opportunities for\\nexternalizing thoughts (annotation, note-taking). Thus, we\\ndesigned a set of pen actions to enable analysis. To reduce\\nthe cost of switching between analysis and externalization,\\nwe propose two interface strategies (Figure 2 ), which operate\\non an infinite canvas:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,461,395,605],\"text\":\"(1) prefix : leveraging bi-manual interaction, in which people\\nuse their non-dominant hand to select an action for the\\npen they hold in their dominant hand; actions are directly\\nperformed as the pen is used;\\n(2) postfix : the pen always lays ink on the screen; tapping\\nink strokes a posteriori with a finger reveals a menu of\\nactions to perform on the data associated with that stroke.\\nActivated strokes remain on canvas, allowing to recall\\nand undo local actions at any time.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[81,608,326,625],\"text\":\"D3. Avoid requiring memorization of gestures.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,625,394,737],\"text\":\"Previous research on active reading and annotation has\\nshown that the form of annotations varies between individu-\\nals, and even across tasks within individuals. A circle in one\\nplace may not serve the same annotative function as a circle\\nin another, though similar annotations in spatio-temporal\\nproximity often have the same intent [20] . Learning a col-\\nlection of gestures may be difficult and recalling them may\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,172],\"text\":\"disrupt the flow of annotation. Instead, we aim to provide\\ncomplete freedom of pen inking, and to support actions on\\nthe ink strokes that people naturally make.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300272_pdf_shortened_page_3_figure_009.png\",\"bbox\":[67,752,395,908],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image demonstrates two interactive selection methods, \\\"Prefix\\\" and \\\"Postfix,\\\" applied to a map of the United States. Both methods begin with a hand using a stylus to draw a curved path over the western states. The \\\"Prefix\\\" method shows the states (California, Oregon, Washington) being immediately highlighted in blue after the drawing gesture, while the \\\"Postfix\\\" method involves an additional multi-finger tap gesture over the states to finalize their blue highlight selection.\"},{\"label\":\"figure_cap\",\"bbox\":[68,919,392,949],\"text\":\"Figure 2: Different sequences of interactions to perform an\\naction such as paint on the data underlying the ink stroke.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,184,565,201],\"text\":\"Unified Infinite Canvas\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,204,746,299],\"text\":\"Activelink is built around a zoomable infinite canvas , on\\nwhich people can drop visualizations, documents, and im-\\nages, which we collectively refer to as views , and rearrange\\nthem. The ability to lay out the workspace, reorganize and\\nmanipulate views was previously shown to be an important\\ncomponent of active reading of visualizations [37] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,300,746,380],\"text\":\"Freeform inking is provided anywhere on the canvas and\\non views alike. Ink on a view stays with the view when\\nmoved. Interaction with the canvas and views uses two-\\nfinger pinch to zoom. Single finger slide moves views or\\npans the canvas.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,635],\"text\":\"To provide powerful analysis across visualizations, the\\nviews imported into the ActiveInk canvas are tightly coupled.\\nEach view responds to operations such as filter or highlight\\nperformed on the others. To maximize usability and mini-\\nmize the cognitive effort of tracking coordination, we chose\\nto coordinate all views of the data on the canvas. The data\\nis loaded from tabular data file formats such as CSV, and is\\nstored-in-memory as a JSON data structure. In this first proto-\\ntype we do not use a visualization toolkit, but rather rely on\\na set of basic, common chart types implemented from scratch\\nin our environment for the sake of easy customization. Ac-\\ntivelink currently supports binned histograms, scatterplots,\\nmaps, and text documents. We selected this subset for the\\ndiversity of data, interactions, and insights they can offer.\\nHowever, adding additional types of visualizations such as\\nline charts or density plots is straightforward.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,646,497,661],\"text\":\"Pen Actions\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,746,731],\"text\":\"Activelnk supports the set of operations on views illustrated\\nin Figure 3 . The following scenario, illustrated in Figure 4 ,\\ndescribes the pen actions of Activelnk and how one can use\\nthese operations for sensemaking using the prefix strategy.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,731,747,954],\"text\":\"Emma is a data journalist writing a piece about the best\\nstates in the U.S. to start a family. She has collected data about\\neach state, such as school quality, air pollution, and median\\nhome price, as well as documents about this topic. She or-\\nganizes the most interesting views in her canvas, moving\\nthem with a finger and pinching them to resize. She anno-\\ntates salient insights with ink $\\\\mathcal{L}$ as she encounters them. For\\nexample, she notes that the school quality index mostly cor-\\nrelates with math scores in Grade 8. She uses cut $\\\\mathcal{L}$ to slice\\nthe binned histogram of house prices, as the distribution is\\nskewed. Providing a healthy environment being critical, she\\ndecides to remove all states that have higher air pollution\\nby switching to the remove $\\\\mathcal{P}$ pen and using it on dark\\nregions of the map. Data is removed from the entire canvas,\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 42\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,746,1013],\"text\":\"Page 4\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300272_pdf_shortened_page_4_figure_002.png\",\"bbox\":[70,126,742,310],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image illustrates various pen-based interactive gestures performed on a map of the United States, such as \\\"Ink,\\\" \\\"Highlight,\\\" \\\"Paint,\\\" \\\"Label,\\\" \\\"Hide,\\\" \\\"Remove,\\\" \\\"Cut,\\\" and \\\"Copy.\\\" The final panel shows a \\\"Stroke Activation Menu,\\\" a radial menu with tool icons like \\\"Ink,\\\" \\\"Paint,\\\" and \\\"Copy,\\\" demonstrating \\\"slide\\\" and \\\"tap\\\" gestures for selection.\"},{\"label\":\"figure_cap\",\"bbox\":[68,320,745,351],\"text\":\"Figure 3: Visual effects produced by our different types of pens in prefix (a). In postfix (b), tapping an ink stroke reveals the\\nactivation menu. Sliding a finger from the center to an action preview its effect, while lifting the finger triggers it.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,359,394,391],\"text\":\"and the scales in scatterplots and histograms are updated in\\nresponse.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,392,395,583],\"text\":\"Since school quality is an important factor to raise a child,\\nEmma opts to hide D the lower quadrant of the scatterplot,\\ndeemphasizing those states in all views. She then chooses\\na blue color to highlight D the higher portion of happiness\\nscore. She notices that one of them, Vermont, pops up in the\\ndocument and thus reads the corresponding paragraph. To\\nidentify all data about Vermont, she switches to a purple color\\nto paint i ♂ and label k i t from the text. Since Emma wants\\nto have more details on house prices in Vermont, she uses\\nthe copy i nstrument and lasso the interval containing\\nVermont. She sees Vermont is in the lower range, concluding\\nthat it is the place to be!\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,607,367,625],\"text\":\"Prefix Interface: Switching between Types of Pen\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,627,395,803],\"text\":\"The prefix interface offers the pen actions described above\\nas different types of instruments people can acquire with\\nthe pen (Figure 3). This paradigm of different modes of in-\\nteraction is usually found in mainstream interfaces today,\\nalthough modes generally appear in a menu or ribbon po-\\nsitioned at the top. In contrast, ActiveInk presents it on\\nthe non-dominant hand side of the workspace to afford bi-\\nmanual Thumb+Pen interaction [22], in which a person taps\\non modes with the thumb of one hand while using the pen in\\nthe other hand. This design may lower the cost of interaction\\nfor mode switching [3].\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,804,395,948],\"text\":\"The ActiveInk prefix interface uses a paradigm familiar\\nto most people and provides a comprehensive view of all\\nactions at all times, which is important for non-experts [30] .\\nThis paradigm is also efficient for accomplishing actions in\\nbatches. However, people need to decide on mode before\\nperforming actions, and interweaving different types of ac-\\ntivities may induce numerous mode switches. Forgetting to\\nswitch modes may result in mistakes to undo later (e.g., peo-\\nple want to rapidly jot down thoughts next to highlighted\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,359,746,471],\"text\":\"points in a scatterplot but the pen highlights more points in-\\nstead). Action pens in prefix lay down dashed ink to mitigate\\nmode errors, and the interface includes buttons for global\\nundo and redo to correct mistakes. The clear pen ⌿ is used\\nto clear all visual properties of data elements resulting from\\nprior interactions (highlight, paint, etc.), affording some level\\nof local undo.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,491,665,508],\"text\":\"Postfix Interface: Activating Ink Strokes\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,511,746,622],\"text\":\"The postfix interface offers the pen actions described above\\nthrough an in-place menu invoked by tapping an ink stroke\\n(Figure 3, right). Activated ink strokes remain on canvas\\nand can be deactivated to undo the action. We hypothesized\\nthat this design would stimulate externalizations as the pen\\nalways lays down ink first without requiring to switch back\\nto this mode after interacting with the data.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,623,746,655],\"text\":\"We organized the actions in the menu along three semantic\\naxes, inspired by the design of the ZoomCatcher menu [39]\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,657,746,787],\"text\":\"1 Visual saliency of data elements that one can increase\\nwith Highlight $\\\\varnothing$ and Paint $\\\\varphi$ , and decrease with Hide $\\\\varnothing$\\nand ultimately Remove $\\\\varnothing$ .\\n2 Display data about the underlying elements with Label\\n$\\\\blacksquare$ displaying the name of data entities and their values\\nin histograms.\\n3 View manipulations that do neither affect the data nor\\npropagate to other views, including cut $\\\\varnothing$ , and copy $\\\\varnothing$ .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,790,746,950],\"text\":\"Once the menu is invoked by tapping a stroke, one can pre-\\nview the effects of any action before executing it by sliding\\ntheir finger from the central ink action to any other menu\\nitem. Lifting the finger triggers the action and fades out the\\nink stroke to limit visual clutter. Note that actions that are\\nunavailable ( e.g., due to no underlying data to highlight) are\\ngreyed out. Erasing an activated (faded-out) stroke undoes\\nthe action and reverts the stroke to a regular ink (that can po-\\ntentially be activated again, or fully erased). This mechanism\\nallows for local undo of actions during the exploration.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,119,1012],\"text\":\"Paper 42\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300272_pdf_shortened_page_5_figure_002.png\",\"bbox\":[63,115,751,454],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A digital workspace displays multiple data visualizations, including a scatter plot, a choropleth map of the US, and dot plots, along with a text document. Handwritten annotations and arrows overlay these charts, providing commentary on correlations, distributions, and specific data points. Drawing tools and visualization icons are visible in sidebars, suggesting an interactive environment for data exploration.\"},{\"label\":\"figure_cap\",\"bbox\":[68,459,747,505],\"text\":\"Figure 4: Depiction of the canvas of a data journalist organizing their workspace and annotating findings (1-ink $\\\\mathcal{L}$ , 2-cut $\\\\mathcal{A}$ ,\\n3-remove $\\\\mathcal{P}$ ) and interacting on the data to identify salient subsets (4-hide $\\\\mathcal{Q}$ , 5-highlight $\\\\mathcal{Q}$ , 6-paint $\\\\mathcal{L}$ and label $\\\\mathcal{D}_{\\\\text{m}}$ , and\\n7-copy $\\\\mathcal{L}$ a subset of a histogram).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,518,395,790],\"text\":\"The postfix interface uses a paradigm that is less famil-\\niar to people, and certainly has a steeper learning curve, as\\nall actions are not visible at all times. Given the additional\\ncost of tapping after each ink stroke, this paradigm may\\nslow down actions performed in batches. However, it en-\\nables the smooth interweaving of interactions with data and\\nink externalizations without mode switch (e.g., paint a set\\nof points and hand write the reason for this action next to\\nthem). Additionally, actions can be carried out at any time: an\\nunderline, arrow, or circle made early during an initial read\\nof the data can later be activated by tapping, thus turning\\nexternalizations into potential interaction locations. Since\\nactivated strokes remain on the canvas, we also hypothe-\\nsized that they would provide additional benefits for analytic\\nprovenance — assist people in recalling their process to gain\\ninsights on the data. Finally, the postfix interface has fewer\\ntool icons, and thus is less cluttered.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,814,169,831],\"text\":\"Implementation\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,834,395,947],\"text\":\"Activelink is built as a web-based application in JavaScript\\nand runs on a NodeJS server. The vector graphics canvas is\\nimplemented using Paper.js [16] and the visualizations are\\ncreated with d3.js [4] and BubbleSets.js [6]. To best associate\\ninto strokes with data, Activelink tests for data item enclosure\\nor intersection. This allows for marks such as circles and\\narrows to appropriately associate with the intended data.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,518,577,533],\"text\":\"4 QUALITATIVE STUDY\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,538,747,602],\"text\":\"To gain insights on the externalization process during sense-\\nmaking using a digital pen, we conducted a qualitative ob-\\nservation study. We designed the procedure to investigate\\nthe following research questions:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,610,746,642],\"text\":\"Q1. How do externalizations manifest during sensemaking\\nwith digital inking?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,642,747,705],\"text\":\"Our first question is whether results from Walny et al. [37]\\nwill transfer to more complex tasks involving extracting\\nand comparing insights from multiple visualizations and\\ndocuments to make sense of the data.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,712,746,743],\"text\":\"Q2. How do externalizans manifest during sensemaking\\nwith ActiveInk?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,744,747,903],\"text\":\"We seek to observe if and how annotation and note-taking\\nbehaviors change when offered the possibility to interact\\nwith the data to visually encode it (e.g., highlight). In partic-\\nular, a key question is whether the cost of switching mode\\nbetween interaction with data (e.g., highlight, filter) and ink-\\ning in prefix may discourage spontaneous externalization\\nof thinking. In contrast, while postfix may encourage such\\nexternalization. It uses a less familiar interaction paradigm\\nwhere actions are not visible at all time, which may prove\\nmore difficult to use.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,904,746,935],\"text\":\"Study material and screenshots of canvases created by\\nparticipants are available as supplemental material.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,119,1012],\"text\":\"Paper 42\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1012],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[68,125,152,141],\"text\":\"Study Design\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,395,225],\"text\":\"We used a within-participants design as prior work on active-\\nreading [18, 20, 37] indicated that individual variability would\\nbe high given the diverse range of strategies for sensemaking\\nand behaviors for externalization. Thus, participants experi-\\nenced the following three interfaces in a single session.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,232,395,408],\"text\":\"Ink . The condition explored sensemaking using only digital\\nink and touch. Participants could browse through a set of\\nviews (visualizations and documents), adding and organizing\\nthem in the workspace with touch. To inspect underlying\\ndata, participants could tap and hold with a finger on a vi-\\nsual element to display its label and data values in all views.\\nInking was available anywhere on the canvas, including on\\nviews. This condition served as our baseline, enabling us\\nto build knowledge on active reading and externalization\\nbehaviors without any analytic functions linked to pen in-\\nteractions.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,415,395,593],\"text\":\"ActivEnk Prefix and Postfix. In the second and third condi-\\ntions, participants used ActivEnk with prefix and postfix\\ninterfaces, as described above. Inking and touch capabilities\\nwere also provided as in the ink condition. As we hypothe-\\nsized an order effect (due to fatigue or learning), we coun-\\nterbalanced the presentation order of these two conditions.\\nParticipants also had to complete different scenarios in each\\nof these two conditions. Assignment between a scenario and\\na condition was counterbalanced across participants in or-\\nder to avoid observing an effect of the dataset instead of\\nobserving an effect of the ink condition.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,604,145,621],\"text\":\"Participants\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,625,395,786],\"text\":\"We recruited 8 participants (2 females, 6 males; 7 in 30s and\\n1 in 20s) from a large software company (over 60000 employ-\\nees), screening them to cover different age ranges, genders,\\nand roles (team managers, administrative assistants, develop-\\ners, data scientists, researchers). We screened participants for\\nat least one year of experience with a pen-enabled device and\\nrecent experience reading and creating simple charts from\\ndata. Only P5 reported data analysis is not part of his/her\\njob. We piloted the study with 2 people to streamline the\\ntraining and fix minor usability issues.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,795,119,811],\"text\":\"Method\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,816,395,913],\"text\":\"We used a Microsoft Surface Studio, a 28\\\" screen with a reso-\\nlution of 4500x3000 pixels, supporting multitouch and pen\\ninput. Participants were encouraged to adjust the orientation\\nand incline of the device for comfortable pen and touch inter-\\nactions. The study was held in a quiet room; experimenters\\nobserved live, from behind a space divider, using a camera.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,920,395,954],\"text\":\"Data and Task. As our goal was to observe externalization\\nduring sensemaking, we designed high-level tasks involving\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,411],\"text\":\"browsing through a set of views, making hypotheses, and\\ninvestigating queries to understand the data. We prepared 3\\nsimilar analytic scenarios based on identifying a subset of\\nstates in the U.S. In the ink condition, participants searched\\nfor states where tobacco and alcohol use was correlated to\\naccidents and overdoses. In the prefix and postfix conditions\\nwe counterbalanced across two scenarios: identifying the\\nbest and worst states to retire, or start a new job and raise a\\nfamily. A different multivariate dataset was provided for each\\nscenario, containing factors such as nursing home quality\\n(retirement) and home prices (new job). Examples appear\\nin Figures 1 and 4 . Participants were instructed to imagine\\nthey were conducting research to write an article about their\\nfindings, and should create a canvas that would enable them\\nto recall these findings in several weeks. To limit the duration\\nof the session, we selected a subset of visualizations and\\ndocuments (9 histograms, 9 scatterplots, 3 documents, and 3\\nmaps) for each exploration task.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,444,747,683],\"text\":\"Procedure. An experimenter first instructed participants to\\nsign a consent form and fill out a demographics questionnaire.\\nThe study was structured in three phases, one per condition.\\nFor each condition, the experimenter briefly described the\\ninterface and dataset at the start of the training. To cover the\\ninteraction mechanics, the experimenter instructed partici-\\npants to perform each action available in the interface (pen\\nand touch), explaining the interaction and resulting effects,\\nand informing participants of efficient interaction techniques\\nif needed (e.g., bi-manual interactions). This training lasted\\nabout 10 minutes. Since ActiveInk features a large number\\nof actions, these conditions included an additional 5 minute\\npractice task, in which participants completed a brief analy-\\nsis task while asking questions and receiving experimenter\\nguidance as needed.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,683,746,845],\"text\":\"After training, participants completed the main data ex-\\nploration task for a maximum of 15 minutes. After each task,\\nparticipants completed a questionnaire and had a brief inter-\\nview with the experimenter about their likes, dislikes, and\\nwishes. Participants were instructed to take a 5 minute break\\nafter the second condition. After experiencing all conditions,\\nparticipants answered a preference questionnaire and ver-\\nbally explained the advantages and drawbacks of each tech-\\nnique. The entire experiment lasted two hours. Participants\\nreceived a $150 gift card as compensation.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,876,746,941],\"text\":\"Data Collection. We logged pen interactions, and used a\\nscreen video capture and video-audio recordings. At least\\ntwo experimenters were present for each session: one person\\ninteracted with the participant while the other took notes.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 42\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 7\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300272", "source_image_path": "test_data/3290605-3300272/3290605-3300272_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300272/results/output_json/3290605-3300272_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300272_pdf_shortened_page_7_figure_002.png\",\"bbox\":[60,113,749,282],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This visualization displays parallel event timelines for eight participants (P1-P8), organized into 'Ink', 'Prefix', and 'Postfix' sections. Colored vertical bars within these sections represent different actions, with a legend detailing nine action types, including Note, Annotation, Highlight, and Mode Error, by their color. The patterns of these actions differ among participants and across the three sections.\"},{\"label\":\"figure_cap\",\"bbox\":[68,300,747,361],\"text\":\"Figure 5: Inking and action sequences per participant across conditions. Each block reflects a 15 minute analysis task. Partici-\\npants carried out the most annotations in the ink condition, followed by postfix . The most common operations were highlight,\\npaint, and label, which provide details on the data. Split bars in postfix indicate ink strokes used for multiple actions. Note\\nthat P8-postfix logs were not saved due to a technical error.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,380,116,396],\"text\":\"Results\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,400,394,449],\"text\":\"Figure 5 depicts the interactions of each participant over the\\ncourse of each exploration task. All canvases created in the\\nstudy are in supplemental material.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,468,394,612],\"text\":\"Ink. In the first condition, six participants used inking ex- \\ntensively for making sense of data (Figure 5). The largest \\nportion of ink across participants are notes separated from \\ndata (78.0% of strokes), as opposed to direct annotations on \\nviews (22.0%). Participants exhibited different behaviors: P1 \\nand P5 laid down most ink, however, P1 made both notes \\nand annotations while P5 only took notes. While P4 and P8 \\ndid not ink as much as others, their ink mostly consisted of \\nannotations.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,612,394,755],\"text\":\"Figure 6 depicts externalizations in the ink-only condi-\\ntion. It is interesting to note that two participants (P1,P4\\nin Figure 6 ) used Inking to coordinate multiple subsets of\\ndata permanently on the canvas. These behaviors correspond\\nto the paint, highlight, and label actions of ActiveInk. We\\nalso observed the depiction of hypotheses about the data\\n( e.g., drawing a correlation line) and externalized queries\\n( e.g., drawing a threshold). Both of these annotations are\\nillustrated in Figure 6 -P1.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,755,394,947],\"text\":\"Most of the notes on the canvas were phrases summa-\\nrizing findings, hypotheses, or describing the sensemaking\\nprocess itself. However, we also saw instances of pictorial\\nrepresentations such as arrows (6 participants), or lines on\\nthe canvas to divide the workspace into regions (P3, P5). We\\nalso observed participants visually link a pictorial annota-\\ntion in a visualization to a separate handwritten note. For\\nexample, P1 drew a box in red around the word “ threshold ”\\nreferencing the line sketched with the same pen in both\\nscatterplots (Figure 6 -P1). Other participants (P1, P2, P6, P7)\\nused different colors, visually connecting notes to relevant\\nannotations.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300272_pdf_shortened_page_7_figure_009.png\",\"bbox\":[425,380,745,675],\"reading_order\":9,\"tags\":[],\"alt_text\":\"The image displays a scatter plot on the top right showing \\\"Tobacco Use\\\" versus \\\"accidents,\\\" with a trend line and handwritten notes about correlation. Below this, three stacked bar charts or histograms are presented, labeled \\\"Cancer,\\\" \\\"Heart Disease,\\\" and \\\"Alzheimer's,\\\" featuring connecting lines and additional handwritten text. The top left panel contains handwritten questions regarding the correlation between \\\"tabacid\\\" and \\\"accidents & overdose.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[420,685,746,746],\"text\":\"Figure 6: Examples of participants' externalizations dur-\\ning sensemaking with ink. P1 used color to connect notes\\nand annotations, while P4 drew lines to connect data items\\nacross views.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,776,746,904],\"text\":\"Externalizations with ActiveInk . In contrast to the ink-only\\ncondition, the amount of regular ink in both ActiveInk con-\\nditions decreased, with fewer annotations. The prevalence\\nof notes did not decrease as much: 8 % lower in prefix and\\nslightly higher in postfix . The total number of annotation +\\naction strokes was consistently between 19 – 26 % across all\\nconditions. This may indicate that actions serve the role of\\nsome annotations in ActiveInk.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,904,746,953],\"text\":\"While there were fewer annotations than in the ink con-\\ndition, we noted several interesting types of annotations\\ncreated after operating on the data: (1) depicting how views\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 42\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 8\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300272/results/markdown/3290605-3300272_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[122,117,691,182],\"text\":\"Smart and Fermented Cities: An Approach to\\nPlacemaking in Urban Informatics\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[134,201,243,264],\"text\":\"Guo Freeman\\n\\nClemson University\\n\\nClemson, SC\\nguof@clemson.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[345,201,468,264],\"text\":\"Jeffrey Bardzell\\n\\nIndiana University\\nBloomington, IN\\n\\njbardzell@indiana.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[569,201,682,264],\"text\":\"Shaown Bardzell\\n\\nIndiana University\\nBloomington, IN\\n\\nsch@indiana.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[135,277,241,341],\"text\":\"Szu-Yu (Cyn) Li\\n\\nIndiana University\\nBloomington, IN\\n\\ncynliu@iu.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[357,277,459,341],\"text\":\"Xi Lu\\n\\nIndiana University\\nBloomington, IN\\n\\nxlu2@iu.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[580,277,674,341],\"text\":\"Diandan Cao\\n\\nIndian University of\\n\\nBloomington, IN\\n\\ndiandan@iou.edu\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,351,142,368],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,373,395,724],\"text\":\"What makes a city meaningful to its residents? What attracts\\npeople to live in a city and to care for it? Today, we might\\nsee such questions as concerns for HCI, given the emerging\\nagendas of smart and connected cities, IoT, and ubiquitous\\ncomputing: city residents' perceptions of and attitudes to-\\nwards smart city technologies will play a role in technology\\nacceptance. Theories of “placemaking” from humanist ge-\\nography and urban planning address themselves to such\\nconcerns, and they have been taken up in HCI and urban\\ninformatics research. This theory offers ideas for developing\\ncommunity attachment, heightening the legibility of the city,\\nand intensifying lived experiences in the city. We add to this\\nbody of research with an analysis of several initiatives of\\nCity Yeast, a community-based design collective in Taiwan\\nthat proposes the metaphor of fermentation as an approach\\nto placemaking. We unpack how this approach shapes their\\ndesign practice and link its implications to urban informatics\\nresearch in HCI. We suggest that smart cities can also be\\npursued by leveraging the knowledge of city residents and\\nhelping to facilitate their participation in acts of perceiving,\\nenvisioning, and improving their local communities, includ-\\ning but not limited to smart and connected technologies.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,351,524,368],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,373,746,405],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\ncollaboration and social computing:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,416,502,434],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,439,668,455],\"text\":\"Smart cities, Urban informatics, Placemaking\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,462,554,477],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,477,747,565],\"text\":\"Guo Freeman, Jeffrey Bardzell, Shaowen Bardzell, SzuYu (Cyn) Liu,\\nXi Lu, and Dianfeng Cao. 2019. Smart and Fermented Cities: An\\nApproach to Placemaking in Urban Informatics. In CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4–9, 2019, Glasgow, Scotland, UK . ACM, New York, NY, USA,\\n13 pages. https://doi.org/10.1145/3296605.3300274\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,582,549,600],\"text\":\"1 Introduction\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,604,747,906],\"text\":\"Cities have become massive sociotechnical systems with in-\\ncreasing sociocultural impact, intersections of the past and\\nthe future that dynamically open up and close down ways of\\nliving, working, experiencing, and belonging. The rocketing\\nurban population (68 % of the world's population will live in\\nurban areas by 2050 [36] ) and the growing significance and\\ncomplexity of urban life have made urban informatics and\\nsmart city important research agendas in HCI and CSCW\\nas well as a key area of focus for funding agencies world-\\nwide [16] . Researchers have envisioned and/or studied smart,\\nsustainable, and connected urban environments that feature\\na network of mobile devices, sensors, actuators, and smart\\nalgorithms that collects and analyzes real time urban data.\\nYet some express the concern that an overly technological\\napproach may fail by neglecting issues of the city's past and\\npresent [25] ). Such a focus also reduces a city to a functional\\nassembly of interchangeable technological parts – it is like a\\nhotel where everyone's needs are met but there is no soul\\n[19] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,955],\"text\":\"Designing for the smart city goes beyond implementing\\nurban computing technologies and developing sophisticated\\ndata analytics. It views cities as not merely physical spaces\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,790,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,273,952],\"text\":\"© CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n\\n© 2019 Association for Computing Machinery,\\n\\nACM ISBN 978-1-4305-3970-2/19/05, $15.00\\n\\nhttps://doi.org/10.1145%2F966053.300274\",\"reading_order\":22,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,997,121,1013],\"text\":\"Paper 44\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1013],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,283],\"text\":\"or geographical containers for social and technical phenom-\\nena but as meaningful intersections of people, places, his-\\ntories, purposes, and technologies; in these intersections,\\nnew culture is produced [13, 14, 18, 41, 45, 48] . It is about\\nplacemaking – a serious attempt at understanding of a city's\\nidentity, as it is experienced by its residents and visitors. City\\nresidents' perceptions of and attitudes towards smart city\\ntechnologies as well as how they understand and value a\\ncity play a role in technology acceptance and are closely\\nimplicated in the success of smart city initiatives.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,587],\"text\":\"Responding to the call for more holistic approaches to\\nsmart and connected cities, including the call for a greater\\nemphasis on placemaking in urban informatics and HCI re-\\nsearch, we focus on how smart and connected cities agendas\\nmight be joined to an urban identity project as a part of its\\nenvisioning and implementation. Specifically, we present\\nan empirical study of an urban design collective's practices\\nin Taipei, Taiwan. The collective is called City Yeast, and\\ncommunity activists and designers established it in 2006 to\\ninvite and engage residents of Taipei to co-design neighbor-\\nhoods in Taipei and redefine Taipei's identity. Informed by\\ntheories of place and placemaking from humanist geography\\nand urban planning, we focus on how City Yeast's practices\\nreveal city inhabitants' understandings, expectations, and\\naspirations for a desirable future of their city. We were partic-\\nularly intrigued by their use of the metaphor of fermentation,\\nwhich views city residents as yeasts, who through the grad-\\nual process of fermentation reveal and revitalize the unique\\ncharacteristics of their neighborhoods.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,587,395,938],\"text\":\"We contribute to urban informatics research in HCI by\\npresenting a rich, situated, and novel account exploring the\\ninter-sections of technology and placemaking as they are\\nintertwined in a particular city. We observe that many ap-\\nproaches to smart cities rely on top-down innovation and\\nfocus on big data-supported decision-making; in contrast,\\nwe suggest that smart cities can also be pursued by leverag-\\ning the knowledge of city residents and helping to facilitate\\ntheir participation in acts of perceiving, envisioning, and\\nimproving their local communities, including but not limited\\nto smart and connected technologies. Using City Yeast as a\\ncase, we provide empirical evidence regarding the conflicts\\nand tensions among people, place, and technology within the\\ndilemma of urban decay and urban revitalization. We unpack\\nhow the theory of placemaking offers ideas of developing\\ncommunity attachment, heightening the legibility of the city,\\nand intensifying lived experiences in the city. We highlight\\nthe fermentation metaphor as a viable placemaking strategy\\nfor urban revitalization, which emphasizes long-term culti-\\nvation of distinctive neighborhood culture as a foundation\\nfor designing complex sociotechnical assemblages in urban\\nenvironment. Finally, inspired by the fermentation approach,\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,156],\"text\":\"we also propose a series of design implications for smart and\\nconnected city technologies.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,167,541,184],\"text\":\"2 BACKGROUND\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,746,299],\"text\":\"In order to develop the connection between city residents'\\nexperiences and the technological agenda of the smart urban\\nenvironment, and to identify actionable tactics to design\\nmeaningful smart and connected communities, we situate\\nour work in relation to two strands of research – urban\\ninformatics and smart cities as well as place and placemaking\\nin urban design and HCI.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,310,640,328],\"text\":\"Urban Informatics and Smart Cities\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,332,746,396],\"text\":\"Urban informatics and smart cities are two primary research\\nagendas in HCI and CSCW to explore possible urban futures\\nof the intertwining relationship among technology, physical\\nspace, distinctive local culture, and city residents.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,746,507],\"text\":\"Specifically, Freeman et al. summarized three emphases\\nin urban informatics literature [18] : 1) distinction between\\nthe technical construct of a city and the cultural and social\\naspects of city life [4, 10, 13, 14] ; 2) a need to reconceptualize\\nthe notion of “ the city ” [10, 13, 28, 49] ; and 3) an emphasis on\\nhow to make the urban design process more broadly open\\nand participatory [17, 43, 49] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,507,746,762],\"text\":\"In addition, current research on smart city tends to have a\\nmore technological focus, with attention to the cyberinfraes-\\ntructure and management of large scale, complex, and real\\nlife urban data flow. Though definitions of smart city vary,\\nthe “smartness” of a city is often regarded as: 1) the embed-\\nment of mobile and pervasive computing, ultra-high speed\\nwireless networks, and urban IoTs into the physical spaces\\nof the city as well as everyday objects and activities within\\nthe cities [1, 41, 52] ; 2) the use of these embedded urban\\ntechnologies to develop new forms of urban governance and\\norganization, solve critical urban problems, and make public\\ninformation and services more open and accessible [1, 3] .\\nThe former focuses on developing advanced and innovative\\ntechnologies for urban environments and the latter empha-\\nsizes how large amount of data can be produced, monitored,\\ncollected, manipulated, and used in cities.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,762,746,955],\"text\":\"Both strands of work highlight the role of cities in re-\\ndefining technology and human life – they are integrated\\nsocial, physical, institutional, and digital spaces where ubiq-\\nuitous computing technologies improve socioeconomic activ-\\nities and physical infrastructure of the city, and enhance the\\nproblem-solving capabilities of urban communities [41, 48] .\\nYet in many cases, the heterogeneity within the city, and its\\ncontribution to that city's cultural life, is overlooked. For\\nexample, a study released by Cisco at its Internet of Things\\nWorld Forum 2017 (IoTWF) found that 60 % of IoT initiatives\\nfor smart cities failed [44] . It cites culture, organization, and\\nleadership in addition to technology, as critical to successful\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 44\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,252],\"text\":\"smart city project. Another example is India Prime Minister\\nNarendra Modi's unsuccessful plan to build 100 smart cities\\nby 2020. According to Housing and Land Rights Network's\\nreport, the project is failing due to its focus on technology\\nof the future but neglect of issues of India's past and present,\\nincluding its agrarian crisis, lack of civil rights for women,\\nforced evictions to make room for the implementation of\\nsmart city projects, and so forth [25] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,262,255,279],\"text\":\"Place and Placemaking in HCI\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,665],\"text\":\"A related strand of research in HCI concerns notions of\\nspace and place. Many researchers focused on the physi-\\ncal nature of space and the meaningful construct of place\\n(e.g., [12, 21, 32] ): space is a natural fact, and place is a cultural\\nproduct. In this sense, space is static and refers to geographic\\nextension independent of human consciousness. What dis-\\ntinguishes place from space is inhabitants’ sense-making\\nactivities: human responses to their living environment, in-\\ncluding understandings of behavioral appropriateness and\\ncultural expectations, make place a cultural and social phe-\\nnomenon [21, 33] . Humanist geographer Yi-Fu Tuan further\\nemphasized the importance of the experiential dimension in\\nmaking places. For Tuan, a place is a time-based phenome-\\nnon created by human experience: It is the conjunction of\\nthe past, the present and the future [47] . Doinish re-visited\\nthe intertwining relationship between space (or = spatial-\\nity) and place to redefine how people re-encounter everyday\\nspace due to the spread of wireless, mobile, and collaborative\\ntechnologies [9] . For him, the notion of place as explored\\nprior remains relatively intact but there is a need to recon-\\nsider how we generate spatial forms and articulate spatial\\nexperiences. Taken together, these studies illustrate that a\\nplace is made when it is valued, cherished, and experienced\\nby its inhabitants.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,665,395,954],\"text\":\"However, it remains challenging to make socially and cul-\\nturally meaningful places especially for city residents. A\\ncommon understanding of placemaking is \\\"the set of social,\\npolitical and material processes by which people iteratively\\ncreate and recreate the experienced geographies in which\\nthey live\\\" [40] . Place-making is challenging in cities due to\\nthe struggle to identify the cultural meanings of the cities\\nand whom cities are for [27] . Globalization and the pur-\\nsuit of \\\"smartness\\\" in urban design bring about additional\\ncomplexity in that much attention is devoted to the \\\"mega,\\\"\\nwell-established, urban spaces sometimes at the expense of\\nsmaller, loosely connected neighborhoods [19] . Dourish and\\nBell called for the need to reconsider spaces as infrastruc-\\ntures to redefine the new relationship between people and\\ntheir city in the era of pervasive computing: it involves both\\nthe practical organization of space (i.e., how environmental\\nstructure affords ongoing achievement of joint actions) and\\nthe cultural organization of space (i.e., how environmental\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,156],\"text\":\"structure affords collective production and performance of\\ncultural meaning) [1] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,156,746,188],\"text\":\"In sum, three strategies of meaningful placemaking for\\ncity residents have been identified in HCI and urban design:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,189,746,585],\"text\":\"1) Community attachment featuring an emotional con-\\nnection to a place that affords satisfaction, loyalty, and pas-\\nsion [15] . Knight Foundation's report considers community\\nattachment \\\"soul\\\" of the cities: residents who are emotion-\\nally attached to their city are proud of its past and present\\nand are confident in its future. For them, buildings can be\\nrenewed and infrastructure can be upgraded but their bond\\nto their city is irreplaceable.\\n2) The apparent distinction or \\\"legibility\\\" of the cityscape\\n[30, 31] . Lynch described legibilty as ways in which compo-\\nnents of a city can be recognized and can be organized into\\na coherent pattern. Therefore, legibilty does not refer to the\\ncity itself but to how it is perceived or read by its inhabi-\\ntants. In this process, historic traces are preserved, modified,\\nand revised and artifacts that embody cultural traditions are\\nreconsidered to be landscape resources [31] .\\n3) The depth and intensity of lived human experience .\\nPlacemaking is to make a place that can be experienced\\nand cherished by its inhabitants. Yet how its inhabitants\\nexperience a place is through the simple fact of being lived\\nin – \\\"by being lived in, the actual physical and social spaces\\nof an urban neighborhood come to be modified and possibly\\neven transformed\\\" [19] . As such, inhabitants' experiences\\nwith a place happen naturally in their everyday activities\\nand social interaction that are formed overtime.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,586,746,809],\"text\":\"Placemaking, thus, could be a viable strategy for HCI re-\\nsearchers interested in designing meaningful future cities\\nand urban life – i.e., to make residents value, cherish, and ex-\\nperience where they live. For example, in the project “Aarhus\\nby Night,” Dalsgaard and Halskov created an interactive me-\\ndia façade to engage local citizens in new kinds of public\\nbehavior [7] . Peacock designed an ongoing urban design\\nproject (i.e., Streets for People) to engage children in politi-\\ncal processes [38] . Tomitsch explored the role of large digital\\nscreens in recreating public space and reshaping the social\\nand cultural practices inherent to users of the place [46] .\\nWe thus see an opportunity to unite the research agenda of\\nplacemaking and smart and connected communities here to\\ncreate a better quality of life in urban spaces.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,821,688,838],\"text\":\"3 RESEARCH SITE AND METHODOLOGY\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,746,954],\"text\":\"Research site. \\\"City Yeast\\\" is a long-term project of AGUA\\nDe-sign. Founded by a female designer, Yuru Zhou, in 1994\\nin Paris. Zhou moved the entire practice to Taiwan in 1996\\nand gradually grew the design firm to include Taiwanese\\nurban designers who received training in urban planning,\\nenvironmental design, and architecture and have extensive\\nprofessional practice in Taiwan, Europe, and North America.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 44\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,394,269],\"text\":\"AGUA Design launched \\\"City Yeast\\\" in 2006, in hope that\\n\\\"everyone can be inspired about their environment and grew\\nto love it\\\" [51] . Inspired by the vibrant urban culture that\\ncities such as Paris and Barcelona exhibit, AGUA encouraged\\ncity inhabitants, designers, and policy-makers through \\\"City\\nYeast\\\" to consider ways to \\\"make people fall in love with this\\ncity, and to make them emotionally attached to it\\\" (emphasis\\nadded) [51] . AGUA motivated City Yeast as a project in the\\nfollowing way:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,269,394,412],\"text\":\"\\\"We develop \\\"City Yeast\\\" project in hope to spread more at-\\ntractive elements in the city. Through spreading these elements\\nand let them \\\"ferment\\\" as yeasts do, we are making the city\\nmore attractive or adherent to visitors and residents. [...] We\\njoin the force to apply creativities to make this place and its\\nculture unique: the participating designers, interior designers,\\nindustrial designers, movie makers, poets, and writers are all\\nlike yeasts, cultivating and spreading the ideas. You are also\\nyeasts!\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,412,394,589],\"text\":\"As the quote suggests, the project name “City Yeast” is\\nsignificant in that it connotes a notion of intentional fermen-\\ntation (e.g., that of winemaking): notions of cultivation or\\nbrewing – slowly over time, which is distinctive from the\\ntemporality of technological innovation that often places\\nemphasis on speed and agility. It also contrasts most of the\\ndesign projects that have a more discrete and finite time\\nframe. Also, by calling out all city inhabitants as “yeasts,” City\\nYeast purposefully rallies city residents behind this long-term\\ncause, to co-design the city’s future in a collective manner\\n[13, 14, 34].\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,589,394,747],\"text\":\"It is also important to note City Yeast's tangible accom-\\nplishments: Since 2006, City Yeast has developed more than\\n2300 initiatives large and small around four topics – “how\\nto make city better,” “how to make yourself better,” “how to\\nmake city dance,” and “how to make city goods.” collabo-\\nrated with more than 1000 designers and 36 enterprises; held\\nover 33 exhibitions both domestically and abroad; proposed,\\nplanned, and implemented 18 large scale urban experimen-\\ntal urban design projects, and held over 200 participatory\\nworkshops with tens of thousands Taiwanese citizens.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,748,394,940],\"text\":\"Methodology. We collected data in three ways. The pri-\\nmary data source was threads (e.g., posts and comments)\\nabout City Yeast members' collective urban design projects,\\ncommunity activities, workshops, and public exhibitions\\nposted on the City Yeast Facebook group. We focus on this\\ndata source due to two reasons: 1) in addition to the official\\nwebsite of City Yeast, this Facebook group page, which has\\n21,890 followers, has become a major social media platform\\nfor designers, technologies, citizens, and even policy makers\\nwho are interested in redesigning cities in Taiwan to seek\\nand share information, connect with others, or further en-\\ngage in collective efforts. Content posted and shared in this\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,330],\"text\":\"group, therefore, provides a comprehensive documentation\\nof how collective urban design projects were conducted and\\nvarious stakeholders' reactions to them; 2) founders and or-\\nganizers of City Yeast often openly share their motivations\\nto engage everyday citizens in design activities in urban en-\\nvironments, progresses and efforts to make it happen, and\\nlessons learned. These self-disclosure and reflections com-\\nmunicate and make visible the motivations and processes\\nfor some of the most successful and influential participatory\\nurban design initiatives in the country. We collected all posts\\nand comments on the City Yeast Facebook group from April\\n10, 2010 to February 1, 2018. As a result, 2,308 posts plus\\ntheir associated comments were collected.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,332,746,619],\"text\":\"To understand public perception of City Yeast's efforts for\\ncollective urban design, we also collected media coverage\\nabout City Yeast in both English and Chinese languages. We\\nretrieved relevant articles by conducting a Google Search\\nusing keywords such as \\\"City Yeast Taipei\\\" and its Chinese\\nversion \\\"都市酵母\\\" to sensitize ourselves for public recep-\\ntion around urban design and planning initiatives and events\\nsponsored by City Yeast. After removing redundant articles\\nand webpages (e.g., City Yeast's official website), our dataset\\nincludes 102 online articles, including newspaper and maga-\\nzine articles, online forum posts, blogs, and TV news. We also\\nconducted archival analysis of historical accounts of urban\\ndevelopment in Taipei, including policy papers. Two of the\\nauthors traveled to Taipei City and conducted observations\\nof projects designed, implemented, and/or sponsored by City\\nYeast (e.g., Dadaocheng Story House). In this study, these\\nobservations were used to contextualize our under-standing\\nof City Yeast's efforts.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,619,746,890],\"text\":\"We then used an empirical, in-depth qualitative analysis\\nof the collected Facebook and online media data. Our cod-\\ning and analytical procedures were: 1) All authors closely\\nread through the collected data and collectively identified\\nthematic topics and common features in the data for further\\nanalysis. The criteria included: filtering out posts and media\\ncoverage of advertisements, general announcements, and\\nproduct introduction; and identifying posts and online arti-\\ncles that demonstrated City Yeast's collective endeavor on\\ntheir domains of inquiry (e.g., urban design, cultural creativ-\\nity, citizen participation, and environmental aesthetics). 2)\\nAll authors carefully examined and reviewed the thematic\\ntopics and developed sub-themes. 3) All authors collaborated\\nin an iterative coding process to discuss, combine, and refine\\nthemes and features to generate a rich description synthesiz-\\ning how City Yeast and Taipei residents engage collectively\\nin placemaking activities in the city.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 44\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 4\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[68,124,156,139],\"text\":\"4 FINDINGS\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,209],\"text\":\"In this section we present City Yeast's various placemaking\\nendeavors: they draw out what city residents considered cul-\\nturally and experientially meaningful living in Taipei and/or\\ncultivate values and meanings with/for them over time.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,209,395,447],\"text\":\"City Yeast believed that developing a city's image was a\\ngradual process, which required long-term investment from\\nboth the designers and the residents. Everyone may only\\nmake a small contribution to redesigning and recreating an\\nelement of an urban space. Yet collectively they would trans-\\nform a physical space with no meaning into a place that\\nwas imbued with collective memories, social experiences,\\nand cultural implications. This was the yeast/fermentation\\nmetaphor that guided City Yeast's collective design practices:\\ncity residents were yeasts and their understandings, percep-\\ntions, and interpretations of their surroundings by \\\"being\\nlived in\\\" was a gradual process of fermentation. Overtime,\\nthese yeasts' activities, experiences, and interactions would\\nestablish the city's unique identity and build a vision of a\\ndesirable future for their city.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,447,395,654],\"text\":\"An online news article reported AGUA Founder Yuru\\nZhou's comments on the objective of a long-term urban\\ndesign project \\\"City Yeast\\\" in an interview: \\\"We are jealous\\nof Kyoto's delicacy and Berlin's vitality; we like Barcelona's\\nold and new and Rome's history; we pursue New York City's\\ndiversity and Melbourne's livability. We seem to easily fall in\\nlove with others' cities but tend to ignore our own. What is the\\nimage of Taiwan, or Taipei, to the world? Even some people\\nwho live in Taiwan cannot answer this question, not to mention\\nforeigners. I want to advocate changes in every corner of our\\ncity – to promote people's emotional attachment to this island,\\nto solve ongoing social problems, and to make people be proud\\nof their own life from one's heart\\\"\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,654,395,942],\"text\":\"In this quote, Zhou explained that the goal of City Yeast\\nwas to make Taipei a place where its residents felt attached\\nand proud while also enjoying good quality of life. For her, a\\ncity becomes meaningful not only because it accommodates\\nand fulfills its inhabitants' basic needs, it reveals “the way\\nin which the self is inwardly affected.[...] In feeling 'an in-\\ntention and an affection coincide in the same experience” [59] .\\nShe recalled her concern about Taipei being “messy, messy,\\nand identidyless” when she returned to Taiwan after many\\nyears of studying in Europe. Taipei had been no different\\nfrom any other large cities in the world – a collection of\\nskyscrapers, shopping malls, and office buildings. As a pro-\\nfessionally trained designer and as a citizen, she wrote in\\na blog explaining how design can be a catalyst for change\\nfor Taipei and Taiwan: “Many people think about what the\\nvalue of their life is. I think about what the value of design\\nis. Our design should aim at least 50 years from now one: is\\nyour design still valuable and meaningful after 50 years? Does\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"design only serve business and individual customers? Is design\\nonly for encouraging consumption and business success? What\\ncan design do for our people, cities, and nation?\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,747,348],\"text\":\"These reflections led to the establishment of City Yeast\\nas a long-term design project for the city of Taipei. The\\nsignificance is that City Yeast frames meaningful urban living\\nas a design problem rather than a technological problem – a\\nfuture city that is desirable for its residents should have an\\nidentity; and building such a city would need community-\\ndriven design efforts on a scale of at least 50 years. Yet the\\nglobal trend of Westernization of cities is seen as a threat to\\nsuch efforts. Therefore, the mission of City Yeast is to think\\nabout ways to reclaim the city's identity participatively with\\nthe residents over time, through the following means.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,363,603,380],\"text\":\"Cultivating Place Attachment\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,384,747,606],\"text\":\"The process by which we form affective connection to phys-\\nical spaces is known as placement attachment [22, 29] . As\\nGifford observed, “ Place attachment emphasizes the manner\\nin which we personally construct our notions of place ”[20] .\\nA key aspect of place attachment is the social interaction in\\nthese spaces: “ place attachment is the emotional link formed\\nby an individual to a physical site that has been given mean-\\ning through interaction ” [35] . The emotional bonds we form\\nwith physical spaces are developed over time and through\\ninterpersonal relationships, and “ when humans invest mean-\\ning in a portion of space and then become attached to it\\nin some way it becomes a place ” ( [6] , emphasis added). In\\nthis section, we unpack City Yeast's strategies to cultivate\\nresidents' attachment to Taipei as a place.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,618,757,954],\"text\":\"Taipei City Color: Cultivating Place Attachment through\\nPlace Identity. People's perception of the city is always\\naffected by the hues chosen by individuals and groups inten-\\ntionally or unintentionally, and as such, it constitutes \\\"the\\nfirst sight of the city.\\\" In an effort to render the city visible\\nto its residents [30, 47] , City Yeast launched a project called\\n\\\"Taipei City Color (台北都市色彩)\\\" in 2012 (and continue\\ntill this day) to call attention to the visual quality of Taipei as\\nway to define the city. The project was implemented through\\na collaboration among residents, NGOs, and city government\\nand used methods such as walking probes (known in the city\\nas \\\"Taipei Color Walk\\\"), field trips, and status surveys among\\nothers to systematically collect and document urban layouts\\nand colors of Taipei (and to a lesser extent, Taiwan), includ-\\ning landmark colors, store colors, tree colors, urban bridge\\ncolors, city street furniture colors, food colors among others\\nfor public understanding, action, and prospection about the\\ncity. The initial color identification and collection activities\\nthen served as the foundation for a series of strategically\\nintegrated, multifaceted co-design workshops (\\\"Spreading\\nthe Seeds of Color\\\") with Taipei residents of all age groups\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 44\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,746,1013],\"text\":\"Page 5\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,220],\"text\":\"to involve them with major urban landscape planning initia- \\ntives in the city. For example, in \\\"Very Little Color Designers\\\"\\nand \\\"City Color Experience and Appreciation\\\" workshops, \\nchildren aged 2 to 12 received basic aesthetic theory and \\nappreciation lessons and created artwork for the city using \\nthe identified Taipei City color schemes.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,394,315],\"text\":\"Other workshops included targeted tasks such as improv-\\ning Taipei's public services by color, redesigning colors of bus\\nstops to better reflect the historical context of a given street.\\nIn two blog posts, Taipei residents observed how a sense of\\nbelonging for them was created through the involvement of\\nthe Taipei City Color initiative:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,315,394,410],\"text\":\"\\\"She [Taipei] is a warzone for people who want to succeed.\\nShe is also the hometown for many of us. She is efficiency, cre-\\nativity, and hospitality. She is also repetitiveness, stubbornness,\\nand cruelty. She is as jazzy as yellow, as seclusive as grey, as\\narrogant as purple, as passionate as red, and as cold as black.\\nShe fosters us, and we become her.\\n\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,394,554],\"text\":\"\\\"Taipei has cutting edge technologies to keep upgrading its\\ninfrastructure and public service: we have convenient public\\ntransportation, impressive skyline, and high-speed wireless\\nconnections. But no matter where I go, I will always remember\\nTaipei's color: I love its streets with all the trees – during the day\\nthey show the refreshing green; at dusk they serve the warm\\nyellow from the street lights. You can smell flowers everywhere\\nand enjoy a relaxing walk. I love such a Taipei and I hope our\\noffspring would experience the same.\\\"\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,394,842],\"text\":\"These quotes show that residents in Taipei established\\nstrong emotional connections to this city in part through the\\ncity's aesthetic qualities. The first quote includes the use of\\nseveral emotional adjectives to explicate the city's character-\\nistics (e.g., jazzy, arrogant, and passionate). Interestingly, this\\nresident related those characteristics to various colors. For\\nhim, Taipei's colors represented how he experienced the city;\\nthey also represented the bond he had with the city – \\\"she\\nfosters us, and we become her\\\" . The second quote showed the\\nposter's pride in Taipei as a smarter, more connected, diverse,\\nand modern city. At the same time, it was aesthetic qualities\\nsuch as color, sound, and lighting, beyond infrastructure and\\nIT that forged Taipei's identity to this individual. (\\\"no mat-\\nter when I go, I will always remember Taipei's color\\\"). Both\\ncases illustrate place identity as a key component of one's\\naffective attachment to a city, solidified through memories,\\ninterpretations, and feelings that individual has about the\\nspace.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,394,953],\"text\":\"Tour of the 100-Year Dadaocheng: Cultivating Place\\nAttachment through Cultural Heritage. In conceptual-\\nizing the relationship between time and place, Tian observed\\nthat \\\"In time we become familiar with a place, which means\\nthat we can take more and more of it for granted. In time, a\\nnew house ceases to make little demands on our attention; it\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,220],\"text\":\"is as comfortable and unobtrusive as an old pair of slippers\\\"\\n[47]. To rewake the memories of parts of Taipei in its res-\\nidents and to further strength the bond between them and\\nthe city, City Yeast launched one of its signature projects in\\n2011 called \\\"The Tour of 100-year Old Dadaocheng\\\" (大稻\\n埕百年巡禮).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,746,459],\"text\":\"Dadaocheng is an area in Datong District, Taipei. Known\\nfor the local Taiwanese cuisine, Dadaocheng was an impor-\\ntant trading port in the 19th century and remains a major\\ntourist attraction in Taipei for its well-preserved historical\\nbaroque architecture from the Dutch occupation era (1624-\\n1661) and the Chinese New Year's Market. After World War II,\\nTaiwan's textile industry rose, and Dadaocheng became the\\nhome to many successful textile and food manufacturers in\\nTaiwan. In addition to its historical significance, Dadaocheng\\nremains a popular destination for holiday shopping. Each\\nyear, in the two weeks leading to Chinese Lunar New Year,\\nmore than 750,000 people flock to Dihua Street, one of the\\noldest streets in Taipei, to purchase necessities for the holi-\\ndays, from dried goods, incense for worshipping, teas, festive\\ndecorations to traditional Chinese herbal medicine.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,747,666],\"text\":\"Daodocheng's history is in many ways a miniature of\\nthe history of Taipei. It also details the industrial, cultural,\\nsocial, and political development of Taiwan. However, to the\\nyounger generation Dadaocheng is nothing but an outdated\\nspace for shopping, as observed by a resident in his 20s: \\\"Di-\\nhua Street is a place to visit just once a year – Chinese New\\nYear.\\\" Another commented, \\\"it had little appealing to many\\nTaipei residents outside the festive season.\\\" To address this,\\nCity Yeast worked with city planners and a group of volun-\\nteers that consisted of longtime Dadaocheng residents, shop\\nowners, urban designers, and city government officials in\\nthree interrelated activities: \\\"Wiki Dadaocheng Taipei,\\\" \\\"Dao-\\ndaocheng Monologues,\\\" and \\\"Dadaocheng Walking Tour.\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,747,954],\"text\":\"In \\\"Wiki Dadaocheng Taipei,\\\" Taipei residents collaborated\\nwith shops and small businesses in the Dadaocheng area to\\ncreate QR code for each shop and their best goods (e.g., rare\\nChinese herbal medicine and dried foods). Once scanned,\\none can read the history of the shop and a brief introduc-\\ntion of its business. Additionally, photos of 100 best goods\\nsold in Dadaocheng were uploaded to Wikipedia in hopes\\nof introducing Taipei's unique history to the whole world.\\nIn \\\"Dadaocheng Walking Tour,\\\" 30 international designers\\nwho attended the 2011 International Design Association Con-\\ngress in Taipei took a multi-day discovery walking tour of\\nDadaocheng to experience Taiwanese cuisine and everyday\\nlife. The result is a video they created to document their\\nimpressions of Dadaocheng (and Taiwanese) culture. The\\nunique characteristics of Dadaocheng was thus rendered vis-\\nible through taste, smell, sound, and skin sensation, because\\n\\\"a place achieves concrete reality when our experience of it\\nis total, that is, through all the senses as well as with the\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 44\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,746,1013],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,236],\"text\":\"active and reflective mind\\\" [46] . Elsewhere in \\\"Daaocheng\\nMonologues,\\\" Taiwanese artists and writers were invited to\\ndocument the past and the present of Dadaocheng through\\nimages and short stories, presenting aspects of everyday life\\nthroughout the history of Dadaocheng. The collection of\\ntheir work was then published as an eBook for distribution\\nto all the Taipei residents.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,236,394,443],\"text\":\"A City Yeast member described the purpose of these ac-\\ntivities: \\\"preserving history is the way to help the younger\\ngeneration build the sense of identity. Only when they know\\nthe history of the place they belong to can they emotionally\\nattach to this city as well as love and protect it.\\\" While long\\nresidence makes it possible for us to know our city intimately,\\nit might gradually lose sharpness for us. The series of \\\"Tour\\nof 100-Year Old Dadaocheng\\\" activities provide opportuni-\\nties for Taipei residents to construct sensual \\\"Dadaocheng\\nexperiences\\\"- these experiences allow residents to glimpse\\ndirectly into its nostalgic past through objects, images, smell,\\nshape, sounds, and other attributes of the space, and in so\\ndoing, activating the emotional bond to the city.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,394,619],\"text\":\"In both cases, emergent qualities of the city have led cer-\\ntain districts to become ugly, even seedy. The design chal-\\nlenge for City Yeast and for residents more broadly is to \\nrecover these districts' distinctive beauty by search for their \\ndistinctive identity, itself a design inquiry. The takeaways \\nfor urban informatics researchers interested in developing \\ntechnologies for smart and connected communities could be \\nto leverage design methods (e.g., color palette and walking \\ntours) and sensuality (e.g., city colors and sensual experi- \\nences of taste, smell, and sound) among others to create \\nresidents' emotional link to the city.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,645,321,663],\"text\":\"Heighten Legibility of the City as A Place\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,665,394,841],\"text\":\"Place can be defined in a variety of ways. One strategy for\\nplacemaking in the city is to render it visible to the residents.\\nAs Lynch observes, “Although clarity or legibility is by no\\nmeans the only important property of a beautiful city, it is\\nof special importance when considering environments at\\nthe urban scale of size, time, and complexity. To understand\\nthis, we must consider not just the city as a thing in itself,\\nbut the city being perceived by its inhabitants” [30] . The\\nvisual prominence of the city draws attention to the residents,\\nmaking it possible for residents to perceive the city in a\\nvisceral way with ease.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,394,905],\"text\":\"Many City Yeast participants expressed their concern\\nabout visibility of Taipei – when the city became more west-\\nernized and generalized, it grew to be less alive and recog-\\nnizable to its residents. One observed in a Facebook post:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,394,955],\"text\":\"\\\"We used to have a strong local culture in Taiwan because\\nof our history. Now we are mostly guided by strong Western\\ncultures. Our own culture is getting weaker and weaker. When\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,125,747,267],\"text\":\"we are chasing those mainstream Western cultures, we are los-\\ning our self-identity and self-awareness. One example is those\\nmodern Western buildings – they are everywhere in Taiwan\\nbut they do not fit our culture. Now almost everyone in Taiwan\\nhas a smart phone. We can easily connect to the whole world\\nbut we still don't know who we are. Only when we restore\\nour self-identity and truly understand our distinctive culture\\ncan we build a beautiful city, which will exhibit our cultural\\nattraction.\\n”\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,267,747,681],\"text\":\"For the residents, there is an urgent need to restore the\\nunique image of Taipei and Taiwan so that the residents can\\nappreciate its distinctiveness. Accordingly, City Yeast began\\nanother long-term project called \\\"Meet Taipei: Design\\\" in\\n2013 that leverages design thinking to heighten the visibility\\nof neighbor-hood and alley ways in Taipei to its residents,\\nand in the process, enhance social interaction. Since then,\\nthey have organized more than 100 urban co-design activ-\\nities with residents to heighten the visibility of alleyways\\nand neighborhoods and create potential connections among\\ndifferent districts of Taipei. This includes the planning and\\nholding used garment exchange markets, transforming old\\nand abandoned amusement rides into temporary public fur-\\nniture in the neighborhood, organizing co-design sessions\\nwith residents to create decorated lights for the neighbor-\\nhood, and storytelling and reminiscing about particular the\\nlived environments among others. Residents express appre-\\nciation of \\\"Meet Taipei: Design\\\", and in one case lobbied\\nto make the temporary rides-turned-furniture permanent\\nbecause \\\"I love the fact we creatively recycled unwanted mate-\\nrials into functional objects for our neighborhood,\\\" and \\\"These\\nfurniture makes my neighbor-hood come alive, and I get to\\nmeet and interact with my neighbors.\\\" The city is illuminated\\nthrough design and interpersonal interactions and the partic-\\nular neighborhood culture becomes less general and carries\\na more distinctive flare.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,681,747,746],\"text\":\"In another activity, City Yeast worked with residents to \\nredesign signboards in Taipei, which aimed at recreating \\nTaipei's streetscape by using small and creative signboards. \\nOne online news article summarized this activity:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,746,747,955],\"text\":\"\\\"Signboards convey meanings, directions, and information\\nabout a city by combining text and visuals. However, Taiwan's\\nsignboards are often limited in sparkling light boxes or neon\\nlight boxes. Designs of these signboards also tend to focus on\\nsize and eye-catching rather than a harmony with the context\\nand surroundings. Technologies of LED lights and smart lights\\nadd to the complexity but do not necessarily make them more\\ninformative, attractive, or appropriate. City Yeast's project of\\ndiscovering and designing signboards for Taipei is taking a\\ndifferent approach: rather than making large high-tech sign-\\nboards, designers and residents attempt to reveal a city's unique\\ncharacteristics by designing small and creative signboards. In\\ndoing so, they hope to make people be more aware of their\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 44\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,746,1013],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300274", "source_image_path": "test_data/3290605-3300274/3290605-3300274_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300274/results/output_json/3290605-3300274_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,395,156],\"text\":\"living spaces and pay attention to beautiful views that they\\noften ignore.\\\"\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,156,317,171],\"text\":\"A Taipei resident also posted on Facebook:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,172,396,283],\"text\":\"\\\"More and more information increasingly occupy our world.\\nEvery shop wants to be 'seen' by us so everyone is making\\nbigger and bigger signboards to force us to 'see' - this is what\\nour streets look like now. But do we really need this amount of\\ninformation? Are these presented information visually pleasant\\nor just part of a nightmare? We really need to reconsider how\\nwe design our streetscape.\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,283,395,491],\"text\":\"Both quotes warned that the existing signboards on Taipei's\\nstreets either undermined the attractiveness of Taipei or\\nmade it challenging for residents to perceive and appreciate\\nthe living environment. One of the reasons for the high den-\\nsity of commercial signs lined up over the roads in Taiwan\\nis due to the country's high percentage of small and family\\nbusinesses, often clustering in neighborhoods that sell same\\nproducts (e.g., shoe street). Every shop creates ever-larger\\nsignboards to compete for customers' attention, leading to a\\ncollective effect of rendering the city unrecognizable. As one\\nresident commented, \\\"Was this mess of signboards defining\\nTaiwan? What of Taipei or Taiwan could be seen and appreci-\\nated out of such a mess?\\\"\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,491,395,538],\"text\":\"The residents appreciate the opportunity to address this\\nissue, as seen in this individual's reflection on participating\\nin the signboard redesign:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,396,698],\"text\":\"\\\"I always feel most signboards in Taipei do not match the\\npersonalities of Taiwan people. While Taiwan is influenced\\nby Western culture, grown up with more than 5000 years of\\nChinese culture, most of us are low key, self-disciplined, and not\\nso expressive. Those signboards we designed reflect better who\\nwe are as citizens of Taiwan: unique but not flamboyant. They\\nare smaller compared to the old signs – only 50 by 50 centimeter.\\nYou can only see them when you enter the block and walk up\\nto the shops. In a way, they do more than just promoting the\\nshops but for us to rediscover our life and culture.\\n\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,699,395,873],\"text\":\"These quotes illustrate that these community-designed\\nsign-boards make aspects of Taipei recognizable to its resi-\\ndents, with their situated locales, sizes, colors, and purposes.\\nThe physicality and the varying attributes of signboards help\\nmake up a concrete mental image of Taipei for the residents,\\ncontributing to the apparent “ clarity or legibility ” of the\\ncityscape ” [30] . In other words, when the city feels thor-\\noughly familiar to us, it has become a place. Such legibility\\nalso allows for the development of spatial skills and com-\\npetence in that signboards help structure the city and the\\nresidents learn to navigate the city through them over time.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,873,395,954],\"text\":\"Yet the plan to render a city more recognizable is not\\nwithout challenges. There are misalignments between what\\nthe designers intended and residents' perception. A case in\\npoint is \\\"Shilin Light Festival\\\"(士林道光), a two-week\\nurban image enhancement initiative in Shilin district in 2015\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,347],\"text\":\"City Yeast designed and managed. Shilin is a district of Taipei \\nand home to a large foreign population. It has long been a \\ntop choice for expatriates from US, Europe, and Japan to \\nlive and run businesses. One of the 3 components in Shilin \\nLight Festival is a public interactive art installation called \\n\\\"Shilin Balloon Walk\\\" where 1000 6-feet tall light pillars made \\nwith cylinder balloons were placed under a major metro \\nbridge in Shilin, spanning more than 220 meters long of \\nthe bridge. Residents were encouraged to walk through and \\ninteract with the balloon pillars, and the movement would \\nactivate stories and soundscape about Shilin from the hy- \\ngone era. At night, the balloons illuminated with colorful \\nlights, creating a sensual effect that also enhanced residents' \\nspatial awareness.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,747,586],\"text\":\"City Yeast designers endeavored to make a place for the\\nresidents because \\\"place is whatever stable object catches our\\nattention\\\" [47] . By placing a large amount of colorful light\\npillars in a public and crowded area (e.g., a metro bridge),\\nwith effects of sound and motion, the project on the surface\\nsucceeded at creating a spectacle of anemone-like scene that\\nattracted the attention of the residents. At the same time, it\\nexposed issues about the use, ownership, and maintenance\\nof public interactive art installation. After the first day of\\nexhibition, about half of the pillars on display went missing\\nor damaged; after the first week of exhibition, only a third of\\nthe pillars remained onsite; and on the 12th day of the event,\\nall of the 1000 balloon pillars were either stolen or damaged\\nby residents. City Yeast members described their frustration\\nin a Facebook post:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,586,747,778],\"text\":\"“Prior to the installation, we brainstormed and came to a\\nconsensus of how best to foster sustained interest and engage-\\nment with ‘Shilin Balloon Walk’: It would be open to residents\\nof all ages 24/7; we would not dictate how the installation was\\nexperienced and/or used; and there would be no display of\\nwarning signs of other rules. We had hoped the residents would\\nsee the value and experienced it with ease. However, we learned\\nthat by not setting up any rules of engagement, the public was\\ncareless with the balloon pillars. More than 600 pillars were\\ndamaged in just one week. We worked hard to clean and repair\\nthe damaged pillars every day, but we just could not catch up\\nto the rate that these pillars were damaged.\\n”\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,778,747,873],\"text\":\"At the end, City Yeast was forced to put up signs that read\\n\\n\\\"Please cherish the public art installation\\\" and \\\"Making our\\nenvironment better is not the organizers\\\" or the designers'\\njob; it's everyone's job.\\\" The \\\"Shilin Walkon Walk,\\\" while\\ndamaged, became an occasion for residents and critics alike\\nto reflect:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,955],\"text\":\"\\\"It was surprising that how an interactive art exhibition\\nturned to a topic for discussion on public awareness and citizen\\nquality. Design thinking is improving our living environment.\\nBut I think what is more important is that we need to im-\\nprove our awareness about the public and the environment.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1013],\"text\":\"Paper 44\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,744,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300274/results/markdown/3290605-3300274_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[141,118,673,215],\"text\":\"Deaf and Hard-of-hearing\\nIndividuals’ Preferences for Wearable and\\nMobile Sound Awareness Technologies\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[115,233,261,296],\"text\":\"Leah Findlater\\n\\nUniversity of Washington\\n\\nSeattle, WA\\n\\nleahkf@uw.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[319,233,479,296],\"text\":\"Bonnie Chinh\\nUniversity of Washington\\nSeattle, WA\\nbchinh@uw.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[552,233,699,297],\"text\":\"Dhruv Jain\\nUniversity of Washington\\nSeattle, WA\\ndmain@cs.washington.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[114,308,261,374],\"text\":\"Jon Froehlich\\n\\nUniversity of Washington\\n\\nSeattle, WA\\n\\njonf@cs.uw.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[319,308,496,374],\"text\":\"Raja Kushalnagar\\n\\nGallaudet University\\nWashington, DC\\n\\nraja.kushalnagar@gallaudet.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[552,308,700,357],\"text\":\"Angela Carey Lin\\n\\nUniversity of Washington\\n\\nSeattle, WA\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,384,141,400],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,404,395,690],\"text\":\"To investigate preferences for mobile and wearable sound\\nawareness systems, we conducted an online survey with 201\\nDHH participants. The survey explores how demographic\\nfactors affect perceptions of sound awareness technologies,\\ngauges interest in specific sounds and sound characteris-\\ntics, solicits reactions to three design scenarios (smartphone,\\nsmartwatch, head-mounted display) and two output modali-\\nties (visual, haptic), and probes issues related to social con-\\ntext of use. While most participants were highly interested\\nin being aware of sounds, this interest was modulated by\\ncommunication preference - that is, for sign or oral commu-\\nnication or both. Almost all participants wanted both visual\\nand haptic feedback and 75 % preferred to have that feedback\\non separate devices (e.g., haptic on smartwatch, visual on\\nhead-mounted display). Other findings related to sound type,\\nfull captions vs. keywords, sound filtering, notification styles,\\nand social context provide direct guidance for the design of\\nfuture mobile and wearable sound awareness systems.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,705,173,723],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,727,394,760],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\naccessibility.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,384,502,400],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,404,747,436],\"text\":\"Deaf, hard of hearing, hearing loss, sound awareness, mobile,\\nwearable, online survey, user study\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,442,553,457],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,458,748,557],\"text\":\"Leah Findalter, Bonnie Chinh, Dhruv Jan, Jon Froehlich, Raja\\nKushnalingar, and Angela Carey Lin. 2019. Deaf and Hard-of-hearing\\nIndividuals' Preferences for Wearable and Mobile Sound Awareness\\nTechnologies. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland\\nUK . ACM, New York, NY, USA, 13 pages. https://doi.org/10.1145/\\n3290605.3300276\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,569,549,586],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,591,748,813],\"text\":\"Sound awareness has wide-ranging impacts for persons who\\nare deaf or hard of hearing (DHH), from being notified of\\nsafety-critical information like a ringing fire alarm to more\\nmundane but still useful sounds like the clothes dryer ending\\na cycle [27] . While hearing aids and surgically implanted\\ndevices can improve sound and speech recognition, they do\\nnot eliminate hearing loss; residual issues can include speech\\nintelligibility, ability to interpret sound direction, sensitivity\\nto background noise, or in the case of directional hearing\\naids, missed noises to the side and back of the wearer [5] .\\nThe success of these devices also depends on a number of\\nfactors, such as the wearer's level of hearing loss, linguistic\\nabilities, and, in the case of cochlear implants, therapy to\\nlearn (or relearn) the sense of hearing [32] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,814,747,910],\"text\":\"Motivated by these limitations and to complement exist-\\ning sound awareness strategies, researchers have investi-\\ngated systems to sense and feed back speech and non-speech\\nsounds to DHH users. Early work by Matthews et al. [27] ex-\\namined sound awareness needs across a variety of contexts\\n(at home, at work, while mobile), and built and evaluated a\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,790,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,902,273,912],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":22,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,914,274,925],\"text\":\"© 2019 Association for Computing Machinery.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,927,265,937],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":24,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,942,244,952],\"text\":\"https://doi.org/10.1145/3290605.3300276\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 46\",\"reading_order\":26,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,283],\"text\":\"proof-of-concept prototype to display office sounds on a com-\\nputer monitor. More recent solutions have begun to inves-\\ntigate other form factors, including head-mounted displays\\nfor speech captioning [16, 17, 34] , wrist-worn or smartwatch\\ndisplays [20, 29] , and smartphone apps for general sound\\ndetection [3, 30, 39] . While formative studies and, in some\\ncases, evaluations of these technologies have yielded useful\\ninsights, the studies tend to be qualitative and/or focused on\\na single device form factor and have not been designed to\\nexamine issues around social acceptability.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,459],\"text\":\"To investigate DHH individuals' preferences for mobile\\nand wearable sound awareness systems across a range of\\ndesign variables, we report on an online survey of 201 partic-\\nipants. The survey explores how demographic factors may\\naffect perceptions of wearable technologies (e.g., age, gender),\\nexamines interest in the idea of sound awareness technology\\nas well as in specific sounds and sound characteristics, solc-\\nits reactions to three sound feedback scenarios (smartphone,\\nsmartwatch, head-mounted display (HMD)) and to visual\\nand haptic feedback, and investigates perceived utility and\\nsocial comfort.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,460,394,714],\"text\":\"Our findings show that while most participants were \\\"very\\\"\\nor \\\"extremely\\\" interested in being aware of sounds, this in-\\nterest was modulated by communication preference—that is,\\npreference for sign or oral communication or both. We pro-\\nvide a prioritization of sound types and sound characteristics\\n(e.g., urgent alerts and voices directed at you are considered\\nof highest interest), which extends past work [3, 27, 39] with\\nquantitative and/or more detailed results. Further, we find\\nthat smartwatches are the most preferred individual form\\nfactor, but 92 % of participants wanted both visual and hap-\\ntic feedback and 75 % of participants wanted that feedback\\nto be provided on separate devices (haptic on smartwatch,\\nvisual on smartphone or HMD). Other findings relate to full\\ncaptions vs. keywords, sound filtering, notification styles,\\nand social context provide direct guidance for the design of\\nfuture mobile and wearable sound awareness systems.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,394,842],\"text\":\"The contributions of this paper include: (1) extension of\\nfindings on sound awareness interest [3, 27, 39] to include\\ninfluences of demographic factors; (2) characterization of\\npreferences for form factor, output modality, and speech vs.\\nnon-speech sounds; (3) comparison of subjective utility and\\nsocial comfort related to these form factors and feedback\\nmodalities; (4) design recommendations for future mobile or\\nwearable sound awareness technologies.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,852,197,869],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,938],\"text\":\"Our work builds on research in the sound awareness needs\\nof DHH users, visual and tactile approaches to sound aware-\\nness, and the social acceptability of wearable and assistive\\ntechnologies.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,124,662,140],\"text\":\"Sound Awareness Needs and Behaviors\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,303],\"text\":\"Understanding sound awareness needs from the DHH com-\\nmunity is important for informing technology design. To\\nconverse with partners using spoken language, people with\\nhearing loss use a variety of strategies, including gestures\\nand two-way note taking [10] . Speechreading combines body\\nlanguage, facial expressions, situational cues, and any au-\\nditory input that is available to understand parts of oral\\nconversation [24] . Sound awareness needs for oral conver-\\nsation range from knowing who is speaking to a desire for\\nreal-time captioning [16] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,303,747,510],\"text\":\"In early work on non-speech sound awareness needs,\\nMatthews et al. [27] conducted two interview studies with\\na total of 18 DHH participants to assess needs across three\\ncontexts: home, work, and while mobile. Their findings high-\\nlight the need to be aware of other people and their activities,\\nthe importance of sound awareness while outside the home,\\nand the desire for end-user customization of sound informa-\\ntion. While safety-related sounds were generally of interest\\n(e.g., alarms), awareness needs varied across contexts, such\\nas home (e.g., doorbells), transit (e.g., honking), and work\\n(e.g., activities of coworkers). Jain et al. [18] have also more\\nrecently examined home sound awareness needs in depth\\nvia interview studies with DHH participants.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,511,747,638],\"text\":\"More recently, in a survey with 87 DHH participants,\\nBragg et al. [3] confirmed many of these older findings and\\nshowed that hard of hearing users may be more interested\\nthan deaf users in some types of sounds (e.g., phone ringing,\\nnearby conversations), and that some sound characteristics\\n(identity, location, urgency, and confidence) are more impor-\\ntant than others. However, those conclusions are not based\\non reported statistically significant differences.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,638,747,796],\"text\":\"Finally, Sicong et al. [39] surveyed 60 DHH youth and\\nadults aged 10-26 on their sound awareness needs, finding\\nthat the primary sounds of interest were related to social\\ninteractions (e.g., door knock, presence of others) and \\\"early\\nwarning events\\\" (e.g., microwave beep, fire alarm). Unlike\\nthe other studies, Sicong et al. also provided an initial ex-\\namination of form factors. They found a preference for a\\nsmartphone over a \\\"head-mounted tool\\\", though participants\\nwere not given a description of what was meant by a head-\\nmounted tool.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,796,747,910],\"text\":\"Our survey extends these past studies by employing a\\nlarger sample size to quantify the impacts of user background\\ncharacteristics on sound interest. We also assess sound aware-\\nness preferences and social acceptability issues with different\\nmobile and wearable devices and examine specific design\\nissues that arise with a continuous sound recognition system\\n(e.g., filtering, push vs. pull notification).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 46\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[68,125,362,141],\"text\":\"Visual and Haptic Sound Awareness Approaches\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,255],\"text\":\"Visual and haptic modalities have been used for sound aware-\\nness. Most visual solutions focus on non-speech sounds\\nand non-wearable solutions [12, 27, 28, 39, 41] . For example,\\nMatthews et al. [27] studied sound visualizations projected\\non a desktop or office wall and found that participants pre-\\nferred designs that were easy to interpret, glanceable, and\\n“appropriately distracting.”\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,255,395,479],\"text\":\"As mentioned in the Introduction, a small number of\\nprojects have begun exploring wearable visual solutions,\\nincluding wrist-worn displays [20, 29] and HMDs [9, 17, 22,\\n34, 37] . HMDs have also been used to display pre-recorded\\ncaptions for movegoers [40] and pre-recorded sign language\\ninterpretations in educational environments [11, 19, 33] . Off-\\nthe-shelf text-to-speech functionality on smartphones can\\nalso support communication between deaf and hearing per-\\nsons, although important challenges with speech recognition\\naccuracy exist, particularly with recognizing deaf speech [8] .\\nWhile this work illustrates the increasing interest in mobile\\nand wearable sound awareness, studies to date have only\\nbriefly [17, 39] compared form factors and design options,\\nwhich our survey does in more depth.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,479,395,751],\"text\":\"Haptic feedback has also been used to translate and con-\\nvey acoustic properties for DHH users [6, 44, 45] , such as\\nfor simple sound notification [29] , to convey sound direc-\\ntion via waist-mounted vibro-motors [4] , or to supplement\\nvisual captions [23] . For example, Yeung et al. [44] created\\na tactile display that transformed pitch information into\\na 16-channel vibro-pattern on the forearm. While positive\\noutcomes have been shown e.g., in the perceptual enhance-\\nment of words and phonemes among lireaders [6]–tactile\\ndevices remain an active area of research and, compared to\\nvisual approaches, offer much lower information through-\\nput. However, some preliminary work suggests that haptic\\nfeedback may be useful for notifying the user that a sound\\nhas occurred before more detail is presented visually [29] .\\nOur survey further probes users' preferences for visual vs.\\nvibrational feedback, and investigates how preferences vary\\nacross sound types and form factors.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,761,385,779],\"text\":\"Social Issues of Wearables and Assistive Technology\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,781,395,942],\"text\":\"Important issues of social acceptability arise with wearable\\ndevices and technologies that are perceived to be “assistive.”\\nWhile norms are evolving, wearable device acceptability can\\nbe modeled as a tension between aspirational desires (e.g.,\\npositive reflection of one’s self-image, utility) and negative\\nsocial impacts (e.g., privacy concerns, distraction) [21] . Other\\nfactors shown to impact acceptability include gender [36] ,\\nfunctionality [2] , and placement of the device [36, 42] . Amid\\nthese concerns, assistive technologies designed to increase\\ninclusion can also reinforce the social distancing of people\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,332],\"text\":\"with disabilities, as the assistive technology can emphasize\\nthe presence of difference [25] and contribute to stigma [38] ;\\nhowever, onlookers may be more accepting of a wearable\\ndevice if they perceive it to be assistive [35] . In Deaf cul-\\nture, deafness is not considered to be a disability as aural\\ncommunication is not used. Deaf people and hearing peers\\nwill be frustrated with a design that does not respect visual\\nprioritization and ordering for mixed communication and no-\\ntification. Inappropriate designs can increase communication\\nfriction and elevate risk of misunderstanding social and com-\\nmunicative intent, leading to increased social distance [1] .\\nMotivated by these complex concerns, we investigate social\\nacceptability across a variety of contexts.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,343,504,360],\"text\":\"3 METHOD\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,363,747,460],\"text\":\"To understand user needs for a mobile or wearable sound\\nawareness system, we conducted an online survey with DHH\\nparticipants. The survey included questions on hearing loss,\\ninterest in sound awareness (including sound types and\\nsound characteristics), preferences for different form factors\\nand feedback modalities, and issues of social acceptability.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,471,635,488],\"text\":\"Hosting Platform and Recruitment\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,490,747,570],\"text\":\"The survey was hosted on SurveyMonkey and was designed\\nto take up to 20 minutes. Upon completion, participants\\ncould opt into a drawing for a $50 Amazon gift certificate.\\nParticipants were recruited through DHH organizations in\\nthe United States, social media, and word of mouth.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,583,515,600],\"text\":\"Survey Outline\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,747,651],\"text\":\"Following an initial screening question (\\\"Are you deaf for hard\\nof hearing?\\\"), the survey included 34 open- and closed-form\\nquestions, grouped as follows (see Supplementary Material):\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,746,699],\"text\":\"Demographics: included age, gender, hearing loss level,\\npreferred in-person communication methods (sign language,\\noral, etc.), and current sound awareness strategies.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,699,747,778],\"text\":\"Interest in sound awareness: assessed interest in sound\\nawareness, current technologies to support sound awareness,\\ninterest in specific types of sounds (e.g., outdoor mechanical\\nsounds, indoor mechanical sounds, voices), and interest in\\ndifferent sound characteristics (e.g., loudness, duration).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,779,747,859],\"text\":\"Imagining device designs: presented mobile and wearable\\nsound awareness device scenarios to solicit reactions and\\ncompare three form factors (smartphone, smartwatch, and\\nHMD). Figure 1 shows the visual scenarios, which were pre-\\nsented along with the following textual description:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,860,723,942],\"text\":\"The following sketches show three different de-\\nvices: smartphone, smartwatch, and head-mounted\\ndisplay. Imagine that each device has the abil-\\nity to constantly monitor and identify the sounds\\naround you, and to inform you about those sounds.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 46\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,744,1012],\"text\":\"Page 3\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300276_pdf_shortened_page_3_figure_002.png\",\"bbox\":[64,115,395,291],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Three comparative panels show a person in a street environment interacting with a smartphone, a smartwatch, and a head-mounted display. Each scenario depicts ambient sounds like car honking and people speaking, while the corresponding device shown below displays a text list of these detected sounds, including \\\"car honking,\\\" \\\"car running,\\\" and \\\"people speaking.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[67,299,395,346],\"text\":\"Figure 1: Mobile and wearable device scenarios shown to par-\\nticipants, designed to probe reactions to three form factors:\\nsmartphone, smartwatch, and head-mounted display.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[100,367,363,446],\"text\":\"either through visual or vibrational feedback. Ex-\\namples include, a visual popup or vibration could\\noccur when an important sound is detected, or\\nthe device could provide you with an overview\\nof the current sounds around you.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,448,394,481],\"text\":\"Oral conversation: asked about preferences for features\\nthat support oral conversation, such as captions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,481,394,528],\"text\":\"Visual and vibrational feedback: asked about utility and\\napplication of these two types of feedback as well as prefer-\\nences for how to provide the feedback.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,528,394,576],\"text\":\"Filtering and notification: examined whether some sounds\\nshould be filtered out and/or implemented via push vs. pull\\nnotifications.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,577,394,640],\"text\":\"Social context : collected comparative data on the utility\\nand social comfort of using these devices across a variety\\nof social contexts (by yourself, with family or close friends,\\nwith work colleagues, with strangers).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,640,394,735],\"text\":\"The survey closed with the opportunity to provide ad-\\nditional comments about the technologies proposed or the\\nsurvey. All participants completed survey questions in the\\nsame order, but answer options for sound types and form\\nfactors were randomized automatically by the survey soft-\\nware.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,747,181,764],\"text\":\"Data and Analysis\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,767,394,831],\"text\":\"There were 207 completed responses. An additional 44 DHH\\nparticipants began the survey but did not complete it, result-\\ning in a dropout rate of 17.5% (44/251). The median survey\\ncompletion time was 16.6 minutes.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,832,395,942],\"text\":\"For open-form questions, we employed an iterative coding\\nprocess [15] . For each question, two researchers developed\\nan initial codebook with input from other research team\\nmembers, then independently applied the codebook to a\\nrandom subset of 40 responses (or fewer if there were fewer\\nthan 40 responses). Cohen's kappa was calculated to assess\\ninterrater reliability for each code and those with low kappa\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,251],\"text\":\"values were updated (clarified, removed, or merged). This\\nprocess was repeated until almost all data had been coded\\nonce (5 iterations x 40 responses = 200/201 responses coded).\\nAt that point, the codebook was considered final, with an\\naverage kappa of 0.79 (SD = 0.06) and raw agreement of\\n0.93 (SD = .05) across all codes reported in this paper. All\\ncodes were finalized, with disagreements resolved through\\nconsensus between two research team members.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,252,746,396],\"text\":\"To analyze the quantitative data, we provide descriptive\\nstatistics (e.g., frequencies, medians). For our primary ordi-\\nnal rating scale measures, we use non-parametric statistical\\ntests, including ordinal logistic regression using the clm func-\\ntion in R's ordinal package, and ANOVAs with aligned rank\\ntransform (a non-parametric alternative to ANOVAs [43] ).\\nWe use Wilcoxon and Mann Whitney U tests for posthoc\\npairwise comparisons of the ANOVAs with ART, along with\\nHolm-Bonferroni corrections [14] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,746,554],\"text\":\"For quantitative analyses, we often include a breakdown\\nbased on participants' preferred in-person communication\\nmethod, which we show is significantly related to overall\\ninterest in sound awareness. In the survey, this question\\nhad the following options: sign language, oral (spoken) com-\\nmunication, writing, other (fill in the blank); participants\\ncould select more than one option. Almost all participants\\n(201/207) chose at least sign and/or oral communication; the\\nremaining six participants chose only writing or wrote in\\n'other'; we exclude these six participants from our analysis.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,566,502,582],\"text\":\"4 RESULTS\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,586,746,635],\"text\":\"We report on survey responses from the 201 DHH partici-\\npants who completed the survey and specified a preference\\nfor sign language, oral communication, or both.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,645,664,662],\"text\":\"Participant Background Characteristics\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,938],\"text\":\"Participants ranged from 20 to 94 years old, with a median\\nage of 42 ( M = 47.4, SD = 18.6). The majority (55.2 % ) iden-\\ntified as female ( N = 111), while 42.3 % ( N = 85) identified\\nas male, 2.0 % ( N = 4) as non-binary, and one person (0.5 % )\\ndeclined to answer this question. Table 1 shows self-reported\\nlevel of hearing loss in the participant's \\\"best\\\" ear, with most\\nparticipants reporting profound or severe hearing loss. Sim-\\nilarly, most participants (85.1 % , N = 171) used a hearing\\ndevice: 47.8 % ( N = 96) used a hearing aid, 24.9 % ( N = 50)\\nused a cochlear implant, and 12.4 % ( N = 25) used both a\\nhearing aid and a cochlear implant. When asked how they\\npreferred to communicate with others, 48.8 % or participants\\n( N = 98) selected oral (spoken) language, 29.5 % (61) selected\\nsign language, and 20.9 % (42) selected both oral and sign\\nlanguage. Most (72.1 % of 201) reported being a speechreader.\\nThe survey did not distinguish participants identified as\\nDeaf/deaf, hard-of-hearing, or hearing.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 46\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300276_pdf_shortened_page_4_figure_002.png\",\"bbox\":[68,119,744,272],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays five stacked bar charts, each showing the \\\"Percent of Participants\\\" on the y-axis against a different categorical variable on the x-axis. The stacked bars represent five levels of \\\"Interest Level,\\\" ranging from \\\"Extremely interested\\\" (darkest blue) to \\\"Not interested\\\" (lightest blue), as indicated by the legend. The x-axis categories include Communication Preference, Age, Gender, Hearing Loss Level Best Ear, and Prelingual status.\"},{\"label\":\"figure_cap\",\"bbox\":[68,283,746,329],\"text\":\"Figure 2: Relationship between participant background characteristics and overall interest in sound awareness. Hearing loss\\nlevels: Pr=profound, Se=severe, MS=moderately severe, Mo=moderate, Mi=mild, No-none, DN=don't know. All graphs show\\n$N=201$ except for Gender, where one participant who declined to answer this question is excluded.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,348,393,378],\"text\":\"Table 1: Hearing ability in best ear as reported by partici-\\npants. (N = 201)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[69,391,391,546],\"text\":\"
Hearing loss levelNumber of participantsPercent of participants
Profound: 91 dB or more9848.8%
Severe: 71-90 dB4120.4%
Moderately severe: 51-70 dB2311.4%
Moderate: 31-50 dB2512.4%
Mild: <30 dB42.0%
No hearing loss52.5%
Don't know52.5%
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"A table presents data on hearing loss levels among participants. It includes categories such as \\\"Profound,\\\" \\\"Severe,\\\" \\\"Moderate,\\\" \\\"Mild,\\\" \\\"No hearing loss,\\\" and \\\"Don't know,\\\" each with a corresponding number and percentage of participants.\",\"figure_path\":\"tables/3290605-3300276_pdf_shortened_page_4_tab_5.png\"},{\"label\":\"para\",\"bbox\":[69,570,395,825],\"text\":\"In terms of general technology use, almost all participants\\n(89.6 % , N = 180) used a smartphone, 12.9 % (N = 26) used\\na smartwatch, and 1.5 % (N = 3) reported experience with\\nan HMD such as Google Glass or Oculus Rift; an additional\\n9.5 % (N = 19) used none of these devices. Nineteen partic-\\nipants (9.5 % ) also reported using another wearable device\\nsuch as a Fitbit , or a Pockettalker amplifier. When asked about\\nwhether they use a mobile or wearable device or computer\\nto help be aware of sounds, 26.9 % (N = 54) answered yes.\\nSeveral of these instances included hearing aids connected to\\nsmartphones, a sound amplification system, an FM system,\\nor additional microphone (e.g., Roger Pen ). Other responses\\nfrom five or more people included using text-to-speech on\\na smartphone to communicate with hearing people (N = 5)\\nand using a smartwatch to relay vibration alerts from a smart-\\nphone (N = 5).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,836,333,853],\"text\":\"Interest in Sound Types and Characteristics\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,394,905],\"text\":\"We examine overall interest in sound awareness, interest\\nin specific types and characteristics of sound, and interest\\nspecifically in speech—either full captions or keywords.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,912,395,945],\"text\":\"Overall Interest in Sound Awareness. Overall interest in sound\\nawareness was high (Figure 2), with 73.1 % of participants\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,349,746,412],\"text\":\"( $N=147$ ) being \\\"very\\\" or \\\"extremely\\\" interested. When\\nconverted to a numeric scale ( $1=$ \\\"not\\\" to $5=$ \\\"extremely\\ninterested\\\"), the median interest was 4.0 and the average was\\n3.9 ( $SD=1.1$ ), indicating \\\"very interested.\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,412,746,494],\"text\":\"To understand how interest varies based on participant\\nbackground characteristics, we also examined how overall\\ninterest varied by communication preference, age, whether\\nhearing loss was prelingual or not, self-reported level of\\nhearing in best ear, and gender (Figure 2 ).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,494,747,732],\"text\":\"After filtering out five participants who reported “ don't\\nknow\\\" for level of hearing loss in best ear (leaving $N=196$ ),\\nwe built an ordinal logistic regression model to identify\\nwhich factors most greatly contribute to interest in sound\\nawareness. The results are shown in Table 2 , showing a sig-\\nnificant increase in sound awareness interest for oral and\\nfor both oral-sign communicators compared to signers only.\\nThe odds ratios can be interpreted as the increased (> 1)\\nor decreased (< 1) odds of being more interested in sound\\nawareness compared to the baseline (for categorical vari-\\nables) or for each unit change in the predictor (for continuous\\nvariables). Sign language is the baseline for communication\\npreference , female is the baseline for gender , and yes is the\\nbaseline for prelingual hearing loss . Age and hearing loss in\\nbest ear are modeled as continuous.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,733,746,875],\"text\":\"The 98 participants who preferred oral communication\\nhad the highest overall interest level in sound awareness,\\nwith a median rating of \\\"extremely interested\\\" (on a 5-point\\nscale: $M = 4.5$ , $SD = 0.7$ ), whereas the 61 participants who\\npreferred signing had the lowest interest level, with a median\\nrating of \\\"somewhat interested\\\" ( $M = 3.1$ , $SD = 1.3$ ). The 42\\nparticipants who preferred both signing and oral communi-\\ncation were in the middle term of interest, with a median\\nrating of \\\"very interested\\\" ( $M = 4.0$ , $SD = 0.8$ ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,876,746,940],\"text\":\"None of the other independent variables were significant\\nafter controlling for communication preference. Age, which\\nappears to be related to sound interest in Figure 2 , is also\\nhighly related to communication preference: participants\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 46\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"table_cap\",\"bbox\":[68,122,393,196],\"text\":\"Table 2: Odds ratios of the ordered logistic regression on\\noverall sound awareness interest. See main text for baselines\\nand other interpretation detail. The odds ratios show that\\n“ both ” and “ oral ” are significantly more likely to have higher\\ninterest than the baseline of “ sign ” . $(N = 196)$\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[74,212,384,355],\"text\":\"
PredictorOdds ratioz-valuep
Communication - both4.093.60< .001
Communication - oral10.585.69< .001
Hearing loss in best ear0.96-0.38ns
Prelingual hearing loss1.451.14ns
Age1.011.27ns
Gender - male1.060.20ns
Gender - non-binary0.71-0.37ns
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table displaying statistical results with four columns: Predictor, Odds ratio, z-value, and p. It lists seven predictors, including \\\"Communication - both,\\\" \\\"Communication - oral,\\\" and various demographic and hearing loss factors, with corresponding numerical values for odds ratio, z-value, and p-values (some indicating significance with \\\"< .001\\\" and others \\\"ns\\\" for not significant).\",\"figure_path\":\"tables/3290605-3300276_pdf_shortened_page_5_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,375,394,615],\"text\":\"who preferred oral communication were on average 57.4\\nyears old ( SD = 18.7), whereas those who preferred signing\\nwere 37.9 ( SD = 12.7) and those who preferred both were also\\n37.9 ( SD = 12.2). This pattern may be partly because many\\nolder adults with age-related hearing loss may not know\\nsign language. However, trends in deaf education patterns\\nare also related: auditory-verbal communication was dom-\\ninant until the 1970s, at which point simultaneous speech\\nand sign communication rose in popularity; in the 1990s and\\nonwards, bilingual-bicultural communication largely sup-\\nplanted the first two approaches [26, 31]. Communication\\npreference is thus probably modulated both by hearing abil-\\nity, and by educational and family environments. Based on\\nthese results, we include communication preference but not\\nthe other background variables in the following analyses:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,622,395,926],\"text\":\"Interest in Sound Categories. To more specifically understand\\nwhat sounds may need to be prioritized in a mobile or wear-\\nable sound awareness system, participants rated the impor-\\ntance of eight categories of sound, which were selected based\\non prior work [3, 27, 39] . As shown in Figure 3a , urgent alerts\\n(e.g., alarms, safety-critical sounds) and voices directed at\\nyou received the highest priority, both with median ratings\\nof \\\"extremely interested.\\\" Non-urgent alerts (e.g., non-safety-\\ncritical public announcement) and noises indicating the pres-\\nence of people (e.g., paper rustling, footsteps, typing) were\\nalso deemed important, with median ratings of \\\"very inter-\\nested.\\\" We thus confirm and extend past findings [3, 27, 39]\\non the importance of these two categories (urgent alerts\\nand presence of people ), by providing analysis of a larger\\nsample and analyzing their relative ordering of importance.\\nThe remaining sound categories received median ratings of\\n\\\"somewhat\\\" or \\\"slightly interested,\\\" indicating that they are\\npotential candidates for exclusion if only a few sounds can\\nbe incorporated into a sound awareness system.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,411],\"text\":\"To determine whether these differences were significant\\nand whether people with different communication prefer-\\nences were interested in different sounds, we conducted\\na 3x8 (communication group $\\\\times$ sound type) ANOVA with\\nART; these analyses go beyond results reported in previous\\nsound interest studies [3, 39] . Both main effects and the in-\\nteraction effect were significant (communication preference:\\n$F_{2,198} = 34.7$ , $p < .001$ ; sound category: $F_{7,186} = 146.0$ ,\\n$p < .001$ ; communication preference $\\\\times$ sound category:\\n$F_{14,1386} = 3.7$ , $p < .001$ ). Posthoc pairwise comparisons\\nusing Mann Whitney U tests with a Holm-Bonferroni ad-\\njustment were used to compare communication preference\\ngroups within each sound category. The oral group was sig-\\nnificantly more interested in sound awareness than the sign\\ngroup for all sound categories (all eight comparisons $p < .05$ ),\\nwhile there were not as many differences between the oral\\nor sign groups and the group preferring both oral and signed\\ncommunication (7/16 pairwise comparisons were $p < .05$ ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,555],\"text\":\"When asked an open-ended question about what sounds\\nwould be most useful, participants most commonly referred\\nto safety-related sounds, such as fire alarms, sirens, or cars ap-\\nproaching (36.3 % , N = 73). Other emergent categories men-\\ntioned by at least 10 % of participants included sounds meant\\nto capture one's attention (e.g., someone calling, door knock),\\nsounds indicating the presence of other people (e.g., footsteps,\\npeople talking), and direct conversations (e.g., speech). These\\nfindings confirm those of past, smaller studies [3, 27, 39] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,561,747,769],\"text\":\"Interest in Sound Characteristics. Participants also rated their\\ninterest in five sound characteristics: loudness , source , direc-\\ntion , duration , and pitch pattern (e.g., high pitch or falling\\npitch); Figure 3b . Source and direction had the highest inter-\\nest levels with median ratings (both \\\"very interested\\\") and\\naverage ratings ( $M=4.0$ , $SD=1.0$ and $M=4.0$ , $SD=1.1$ ),\\nrespectively. Pitch patterns also had a median rating of \\\"very\\ninterested\\\" but the average indicated lower priority by many\\nparticipants ( $M=3.4$ , $SD=1.3$ ). As shown below, the in-\\nterest in source and direction was in general significantly\\nhigher than the other sound characteristics, suggesting that\\na sound awareness system may not need to include the other\\ncharacteristics.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,769,747,930],\"text\":\"Interest ratings were significantly impacted by both com-\\nmunication preference and sound characteristic, as shown by\\na 3×5 (communication group × sound characteristic) ANOVA\\nwith ART showed that (main effect communication prefer-\\nence: $F_{2,198}=27.0, p<.001$ ; main effect of sound character-\\nistic: $F_{4,792}=71.1, p<.001$ ). There was also a significant in-\\nteraction effect, showing that the three groups felt differently\\nabout some sound characteristics ( $F_{8,792}=2.2, p=.025$ ). To\\ncompare sound characteristics within each communication\\ngroup, we conducted posthoc pairwise comparisons using\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 46\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 6\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300276_pdf_shortened_page_6_figure_002.png\",\"bbox\":[70,119,744,299],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays two stacked bar charts showing the \\\"Percent of Participants\\\" (0-100%) by \\\"Interest Level\\\" (five shades of blue from 'Not interested' to 'Extremely interested'). Chart (a) presents data for eight \\\"Sound Categories\\\" (UA, VD, NUA, PP, NB, OB, VND, IM) and Chart (b) for five \\\"Sound Characteristics\\\" (Source, Direction, Pitch Pattern, Duration, Loudness), both broken down by \\\"Communication Preference\\\" (O, B, S).\"},{\"label\":\"figure_cap\",\"bbox\":[68,307,746,368],\"text\":\"Figure 3: Interest in (a) sound categories and (b) sound characteristics by communication preference, in descending order of\\ninterest. Communication preference: O = oral, B = both, S = sign. Sound categories: UA = urgent alerts, VD = voices directed at\\nyou, NUA = non-urgent alerts, PP = presence of people, NB = nature background, OB = outdoor background, VND = voices not\\ndirected at you, IM = indoor mechanical. (N = 201)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,388,395,566],\"text\":\"Wilcoxon signed rank tests and a Holm-Bonferroni adjust-\\nment. The pattern of results emphasizes the importance of\\nsound source and direction compared to the other sound\\ncharacteristics. Ratings for these two characteristics were\\nsignificantly different from all three other characteristics for\\nthe oral group ( p < .05) and for five of the six pairwise com-\\nparisons to other characteristics for the both (sign + oral)\\ngroup. For the sign group, sound source was significantly\\ndifferent from duration and pitch pattern ( p < .05), with no\\nother differences, suggesting that pitch pattern is particularly\\nuninteresting to this group.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,577,264,594],\"text\":\"Interest in Captions and Speech\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,596,395,724],\"text\":\"Past work has shown that many DHH users are interested\\nin captions for oral conversations [16] , yet full captions\\ncould be distracting and result in information overload. For\\nsome speechreaders, extracting and displaying only key-\\nwords rather than full captions may still help bootstrap their\\nability to follow or participate in a conversation. As an initial\\nexploration, we asked participants about their interest in and\\npreferences for full captions as well as keywords.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,724,395,851],\"text\":\"As shown in Figure 4 , most participants (70.6 % of 201)\\nwere “ very ” or “ extremely ” interested in having full captions\\nof conversations available on a wearable sound awareness\\ndevice, including 70.5 % ( N = 43/61) of participants who pre-\\nferred sign language as their communication medium; only\\n7.0 % were “ not interested. ” Interest in only keyword captions\\nwas lower, with 30.4 % (of 201) being “ very ” or “ extremely ”\\ninterested, and 20.9 % being “ not interested ” .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,851,395,931],\"text\":\"A 2x3 (caption type × communication preference) ANOVA\\nwith ART showed that the difference between full caption\\nand keyword interest was significant (main effect of caption\\ntype: $F_{1,198}=178.63$ , $p<.001$ ). While the main effect of\\ncommunication preference was not significant, there was a\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,616,747,712],\"text\":\"significant interaction effect ($F_{2,198}=6.09, p = .003$), show-\\ning that people within different communication groups felt\\ndifferently about the utility of captions vs. keywords. Oral\\ncommunicators tended to be less \\\"extremely interested\\\" in\\nfull captions and more \\\"extremely interested\\\" in keyword\\ncaptions than the other two groups.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300276_pdf_shortened_page_6_figure_010.png\",\"bbox\":[419,384,748,543],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A stacked bar chart displays the percent of participants' interest levels, ranging from \\\"Not interested\\\" to \\\"Extremely interested,\\\" across different communication preferences (Oral, Both, Sign). This data is presented for two conditions: \\\"Full Captions\\\" and \\\"Keywords.\\\" Generally, the \\\"Full Captions\\\" condition shows a higher proportion of \\\"Very interested\\\" and \\\"Extremely interested\\\" participants compared to the \\\"Keywords\\\" condition.\"},{\"label\":\"figure_cap\",\"bbox\":[419,549,746,595],\"text\":\"Figure 4: Interest in captions versus full keywords, captions\\nwere of significantly higher interest and interest differed by\\ncommunication preference. (N = 201)\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,712,747,887],\"text\":\"When asked an open-ended question about what key-\\nwords would be most useful to show, the two most common\\nsuggestions were to show the main topic/subject (44.3 % , N =\\n89) followed by proper names (12.9 % , N = 26). Thirty-three\\nparticipants (16.4 % ), however, used the write-in opportunity\\nto reemphasize that a “keywords only” approach would not\\nbe useful to them. For example, this participant stated: “Key-\\nwords will not give me full impression of what was spoken.\\nThis can cause confusion, misleading thoughts/information”\\n(P149, profoundly deaf and preferred both sign and oral com-\\nmunication).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,895,747,944],\"text\":\"Summary. Most participants were “ very ” or “ extremely ” in-\\nterested in sound awareness, although interest level differed\\nbased on in-person communication preferences. Past work\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 46\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300276", "source_image_path": "test_data/3290605-3300276/3290605-3300276_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300276/results/output_json/3290605-3300276_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300276_pdf_shortened_page_7_figure_002.png\",\"bbox\":[65,117,398,247],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image contains five bar charts, each displaying \\\"Count\\\" on the y-axis for categories HMD, SP, and SW on the x-axis. The charts are titled \\\"Preferred Overall\\\", \\\"Most Socially Acceptable\\\", \\\"Most Useful\\\", \\\"Easiest to Glance At\\\", and \\\"Preferred for Captions\\\". For the first four charts, SW generally shows the highest count, while for \\\"Preferred for Captions\\\", HMD has the highest count and SW has the lowest.\"},{\"label\":\"figure_cap\",\"bbox\":[67,256,393,301],\"text\":\"Figure 5: Counts for responses to the three form factors on\\na variety of measures. HMD = head-mounted display, SP =\\nsmartphone, and SW = smartwatch. ( $N=201$ )\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,322,395,595],\"text\":\"has only examined a binary identity distinction of Deaf/deaf\\nvs. hard of hearing [3] , whereas our three communication\\ngroups show that preference is more complex – the group\\nwho preferred both sign and oral communication tended to\\nfall between the oral-only and sign-only groups in terms\\nof preference. We also showed that keyword captions are\\nnot of as high interest as full captions, although for some\\nusers (particularly oral communicators) they may be worth\\nexploring. Our other findings largely confirm and extend\\npast work [3, 27, 39] on interest in sound types (e.g., urgent\\nsounds and voices directed at you are of high interest) and\\nsound characteristics (e.g., direction and source are of high in-\\nterest). However, due to a larger sample size and non-binary\\nmeasures, we are also able to provide more detailed prioriti-\\nzations of sounds. For example, nature background noises\\n(e.g., bird chirp, wind) may be of interest even if outdoor\\nbackground noises more generally are not.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,605,357,622],\"text\":\"Form Factors and Other Design Considerations\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,625,394,706],\"text\":\"We compare the three mobile and wearable form factors –\\nsmartphone, smartwatch, and HMD – in terms of initial pref-\\nerences and ability to support different types of sounds, as\\nwell as examine the design question of whether to show\\nsensed sounds on demand vs. immediately.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,712,395,938],\"text\":\"Overall Comparison of Form Factors. When asked which of\\nthe three devices participants would prefer overall for sound\\nawareness, results were mixed (Figure 5 ). The most com-\\nmon response was the smartwatch, although it was still\\nselected by less than half of participants: 42.8 % ( N = 86),\\ncompared with 34.8 % ( N = 70) for the smartphone and 22.4 %\\n( N = 45) for the HMD. Still, the smartwatch's positive re-\\nsponse is counter to recent research that has focused on\\nsmartphones [3, 39] . Preference patterns were similar for\\nquestions of social acceptability and overall use. However,\\nthe HMD performed relatively better in terms of being easy\\nto glance at (32.3 % , N = 65) and was the most preferred de-\\nvice for showing captions (48.3 % , N = 97) followed closely\\nby the smartphone (43.4 % , N = 88).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300276_pdf_shortened_page_7_figure_008.png\",\"bbox\":[477,121,691,305],\"reading_order\":8,\"tags\":[],\"alt_text\":\"This matrix displays the frequency of combinations between \\\"Visual\\\" and \\\"Haptic\\\" output modalities, with categories including HMD, Smartphone, Smartwatch, and None for both. Numerical values are presented in each cell, with a gradient of green indicating higher counts. The table includes row and column totals, culminating in an overall total of 201.\"},{\"label\":\"figure_cap\",\"bbox\":[420,320,746,395],\"text\":\"Figure 6: Responses to a question asking about ideal device\\nsetup and feedback modalities, where participants could\\nchoose visual and/or haptic on the HMD, smartwatch, smart-\\nphone, or indicate that they were not interested in a visual\\nor vibrational feedback at all. ( N = 201)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,415,747,702],\"text\":\"In a follow-up open-ended question asking why partici-\\npants had chosen a particular device for captions, the most\\ncommon response for the HMD was to maintain eye contact\\nor line of sight (70.1%, $N = 68/98$ ). Eye contact was seen\\nas positively impacting social acceptability, mentioned by\\n20.0% ( $N = 19$ ) of those preferring the HMD, for example:\\n“ making the speaker feel that you are interested and paying\\nattention ” (P197) and “ would be more natural to look at dur-\\ning conversation and probably most socially acceptable ” (P6).\\nThe 88 participants who preferred the smartphone chose it\\nprimarily for ease (38.6%, $N = 34$ ) and the relatively large\\ndisplay size (37.5%, $N = 33$ ). For example, “ Everyone has a\\nphone so its [sic] not distracting to pull it out. Plus, reading\\ncaptions on a screen is easier than reading on a watch. ” (P192)\\nand “ Larger screen, ease of visibility ” (P66). Finally, only 16\\nparticipants preferred the smartwatch for captions, primarily\\nciting ease (37.5%, $N = 6$ ) and social acceptability (18.8%,\\n$N = 3$ ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,703,747,878],\"text\":\"When asked to create their ideal setup that could include\\nvisual and/or vibrational feedback on a smartphone, smart-\\nwatch, and/or HMD, participants chose the combinations\\nshown in Figure 6 . This data provides more nuance than the\\nearlier ratings about overall form factor preference. First,\\nalmost all participants (92.0 % ) wanted both visual and hap-\\ntic feedback, emphasizing the importance of including both\\nmodalities in future designs. Second, the smartwatch was\\nvastly preferred for haptic feedback, but most commonly in\\nconjunction with an HMD ( N = 53) or smartphone ( N = 47)\\nfor visual feedback.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,884,746,934],\"text\":\"Sound Filtering and Immediate vs. On-demand Feedback. A\\nsound sensing system that presents all sounds to users may\\noverwhelm them. Even in a quiet office, for example, an air\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 46\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300276/results/markdown/3290605-3300276_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[67,119,746,181],\"text\":\"The Impact of User Characteristics and Preferences on\\nPerformance with an Unfamiliar Voice User Interface\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[122,194,252,260],\"text\":\"Chelsea M. Myers\\n\\nDrexel University\\nPhiladelphia, PA, USA\\n\\nchel.myers@gmail.com\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[329,194,485,260],\"text\":\"Anushay Furqan\\nDrexel University\\nPhiladelphia, PA, USA\\nanushay.furqan@gmail.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[557,194,690,260],\"text\":\"Jichen Zhu\\n\\nDrexel University\\nPhiladelphia, PA, USA\\njichen.zhu@gmail.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,268,141,285],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,290,395,529],\"text\":\"Voice User Interfaces are increasing in popularity. However,\\ntheir invisible nature with no or limited visuals makes it\\ndifficult for users to interact with unfamiliar GUIs. We an-\\nalyze the impact of user characteristics and preferences on\\nhow users interact with a VUI-based calendar. DiscoverCal .\\nWhile recent VUI studies analyze user behavior through self-\\nreported data, we extend this research by analyzing both VUI\\nusage data and self-reported data to observe correlations be-\\ntween both data types. Results from our user study (n=50)\\nled to four key findings: 1) programming experience did not\\nhave a wide-spread impact on performance metrics while 2)\\nassimilation bias did 3) participants with more technical con-\\nfidence exhibited a trial-and-error approach, and 4) desiring\\nmore guidance from our VUI correlated with performance\\nmetrics that indicate cautious users.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,538,172,556],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,561,394,594],\"text\":\"• Human-centered computing → Natural language in-\\nterfaces; Empirical studies in HCI;\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,604,150,622],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[68,626,394,658],\"text\":\"voice user interfaces; voice: user experience; empirical anal-\\nysis; multimodal interfaces\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,663,202,678],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,678,395,767],\"text\":\"Chelsea M. Myers, Anushay Furqan, and Jichen Zhu. 2019. The\\nImpact of User Characteristics and Preferences on Performance with\\nan Unfamiliar Voice User Interface. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland. UK: ACM, New York, NY, USA, 9 pages. https:\\n//doi.org/10.1145/3290605.330277\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,268,549,285],\"text\":\"1 Introduction\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,290,747,609],\"text\":\"Voice User Interfaces (VUIs), systems controlled primarily\\nthrough voice input, are becoming more integrated into our\\nlives. With Amazon's Alexa and the Google Home growing\\nin popularity, VUIs are now more commonly found in a home\\nsetting. These VUIs provide a hands-free and eye-free interac-\\ntion method for users to request information or even use for\\nentertainment. However, issues such as the invisible nature\\nof VUIs make interaction challenging [4, 17, 19, 22] and limit\\ncommon uses of VUIs to simple interactions (e.g., checking\\nthe weather). Unlike Graphical User Interfaces (GUIs) that\\ncan rely on permanently visible user interface features (e.g.,\\nmenu systems), VUIs currently have limited means to com-\\nmunicate their affordances and limitations. Users must learn\\nand memorize the supported features and commands. The re-\\nliance on stored mental knowledge, rather than information\\navailable in the world, indicates that a user's background\\nand preferences may play an important role in how well\\nshe interacts with an unfamiliar VUI, such as the types of\\nobstacles encountered [19] and initial expectations of the\\nsystem [17] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,610,746,720],\"text\":\"Existing research has started to examine how user fac-\\ntors impact performance with VUIs. Studies show that user\\ncharacteristics such as technical knowledge [17] and cultural\\nbackground [5] influence how people behave with VUIs.\\nWith few exceptions [19, 24] , most existing studies on mod-\\nern VUIs analyze self-reported data on how participants\\ninteract with VUIs to observe behavior patterns.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,721,747,881],\"text\":\"To extend this work, we investigated the impact of user\\ncharacteristics and preferences by analyzing usage data on\\nhow exactly people interact with an unfamiliar VUI. In our\\nuser study (n=50), we collected information on user char-\\nacteristics (e.g., age, gender, programming experience, VUI\\nexperience) and preferences (e.g., initiative) based on existing\\nliterature. We analyzed these factors impact on how users\\ninteract with a VUI-based calendar, called DiscoverCal , in a\\nhome setting. In particular, we seek to answer these research\\nquestions:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,887,747,953],\"text\":\"• RQ 1: How do user characteristics influence a user's\\nperformance with an unfamiliar VUP?\\n• RQ 2: How do VUI design preferences influence a user's\\nperformance with an unfamiliar VUP?\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,777,394,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,886,394,954],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto Springer Nature Group Ltd. All rights reserved.\\nACM ISBN 978-1-4503-5970-2/19/25 - $15.00\\nhttps://doi.org/10.1145/3296053.3300277\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 47\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,125,394,219],\"text\":\"Our findings suggest: 1) programming experience did not\\nhave a wide-spread impact on performance metrics while\\n2) assimilation bias did, 3) participants with more technical\\nconfidence exhibited a trial-and-error approach, and 4) de-\\nsiring more guidance correlated with performance metrics\\nthat indicate cautious users.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,220,394,363],\"text\":\"Our main contribution is that this is among the first study\\nwith a modern VUI to examine the impact of user character-\\nistics and preferences on how users actually interact with\\nan unfamiliar VUI in a home setting. Our study widens the\\nknowledge on this topic and re-evaluates previously self-\\nreported results on user interaction with VUIs. Our findings\\nlead to design implications that can be useful, especially to\\nadaptive VUI research to design personalized systems based\\non these user differences.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,364,394,444],\"text\":\"The rest of the paper is structured as follows. First, we\\nreview related work in this area and our selection of factors.\\nNext, we describe our methodology and our VUI system.\\nAfter, we present our results and discuss their implications\\non VUI design.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,455,197,471],\"text\":\"2 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,475,394,651],\"text\":\"With VUIs growing in popularity, many existing studies\\nfocus on improving user satisfaction and learnability [4, 7,\\n18–21, 23] . While general design guidelines are important,\\nthe invisible nature of VUIs requires users to rely more on\\nknowledge in their head. Hence individual differences in user\\ncharacteristics and preferences may have a strong impact\\non how people interact with unfamiliar VUIs. Studies have\\nshown the wide range of interaction between users trying\\nto accomplish the same tasks in the same systems [16, 19]\\nand suggest VUIs are more effective when they can adapt to\\nuser characteristics and preferences (e.g., initiative) [14] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,661,236,677],\"text\":\"User Characteristic Factors\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,681,394,731],\"text\":\"A growing number of research has looked into how different\\nuser characteristics influence VUI interaction. They can be\\ncategorized into three main types.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,731,394,857],\"text\":\"Technical/programming experience. Recent research\\nhas found that a user's technical knowledge and cultural\\ninfluences may impact their mental model and behavior to-\\nwards VUIs [5, 17] . Luger and Sellen [17] found through\\ninterviews that a user's technical knowledge may influence\\ntheir patience when encountering VUI errors. Less techni-\\ncally knowledgeable participants reported quitting faster\\nwhen encountering errors and abandoning tasks.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,394,954],\"text\":\"Previous VUI experience. Previous VUI experience has\\nbeen used to measure the impact of assimilation bias, also\\nknown as “ negative transfer ” . Corbett et. al. found that as-\\nsimilation bias prejudiced participants with their previous\\nVUI experience and lead to users over- or underestimating\\nthe sophistication of a new VUI [4] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,315],\"text\":\"Other demographic characteristics. A limited number\\nof studies have looked into the impact of age and gender on\\nVUIs [19] . Previous research has found no correlation be-\\ntween age, gender, and obstacles encountered with a VUI [19] .\\nHowever, this study recruited younger participants who were\\nmostly technically knowledgeable. A study comparing se-\\nniors interacting with a keyboard and VUIs highlights the\\nfactors affecting their perceptions of VUIs [24] . For exam-\\nple, participants who preferred the VUI over the keyboard\\nwere less likely to be technically knowledgeable or were\\nexperiencing hand dexterity issues. It is unknown how these\\nfactors impact performance metrics.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,316,746,426],\"text\":\"With two exceptions [19, 24] , all above-mentioned studies\\nanalyze self-reported data on how users interact with VUIs.\\nIn our work, we extend existing research by additionally\\nanalyzing usage data on how people interact with an unfa-\\nmiliar VUI in a home setting. Our study provides another\\nprospective through usage data to re-evaluate and confirm\\nprevious findings based on self-reported data.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,427,747,650],\"text\":\"VUI research also designs and evaluates on-handing tech-\\nniques to address its invisibility [4, 7] . These tactics try to\\nimprove the mental model of VUI users and increase their\\nperformance. We measure our participants' self-reported\\nconfidence in understanding the technical functionality of\\nDiscoverCal as a way to measure their mental model. We\\nare not collecting the description of their mental model, but\\ninstead the confidence they have in it being correct. Finally,\\na recent VUI study found that participants using an unamil-\\niar VUI were not relying on the menu provided and instead\\nwere “ guessing ” intents and utterances [19] . Based on this,\\nwe also collect self-reported data on our participants menu\\nusage and their initial strategy when planning what to say\\nto DiscoverCal .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,661,567,678],\"text\":\"VUI Design Preferences\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,682,746,746],\"text\":\"Existing work on adaptive interfaces focuses on two main\\nVUI elements based on user preferences; feedback and ini-\\ntiative. We also collect our participants' System Usability\\nScale [1] to compare subjective usability to performance.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,747,747,954],\"text\":\"Feedback. VUI feedback includes how much information\\nis provided to users and the way the VUI confirms an action.\\nFeedback design can range from explicit to implicit [22] . Ex-\\nlicit feedback strives to be transparent and may repeat to the\\nuser their previous utterances. However, explicit feedback\\nhas been found to be slower because of the increased infor-\\nmation it provides [16] . Several adaptive research studies\\nhave analyzed the impact of shifting feedback from explicit\\nto implicit and have found mixed results on its impact on\\nperformance [13, 16] . However, these adaptive studies do\\nnot analyze the participants' preferences on feedback de-\\nsign in comparison to their performance with these adaptive\\ntechniques. Since our VUI is multimodal, we collected our\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 47\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"participants' preferences for increased visual feedback to aid\\nin learning DiscoverCal .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,395,299],\"text\":\"Initiative. The initiative is determined by who is leading\\nthe conversation. If the VUI is asking questions and the user\\nsolely answers, the initiative is VUI-led. TRAVELS [13] is\\na VUI with “ training wheels. ” TRAVELS has a “ guided ” and\\n“ unguided ” mode that adapts the VUI's initiative based on the\\nestimated expertise of the user. Research has found adaptive\\ninitiative techniques can increase the usability of VUIs [3,\\n15, 16] , but if the correct mental model of the adaptation is\\nnot formed by the user, it can be confusing [13] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,316,237,333],\"text\":\"Analysis of VUI Usage Data\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,337,395,480],\"text\":\"To the best of our knowledge, no existing study has compared\\nuser characteristics and preferences to how people interact\\nwith VUIs differently. However, there is a body of work that\\nutilizes usage data to improve VUI designs for all. These\\nstudies categorize how users react to errors [10, 12, 19] , make\\nsearch requests [9] , and ask for recommendations [11] based\\non participant usage data. While these findings advance the\\nunderstanding of VUI users as a whole, our study aims to\\nbetter understand the impact of individual differences.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,496,199,512],\"text\":\"3 METHODOLOGY\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,516,395,675],\"text\":\"Our user study was structured in three parts: a pre-test ques-\\ntionnaire, a pre-defined set of 10 tasks with DiscoverCal , and\\npost-test questionnaire. Participants were recruited through\\nonline sources (e.g., Reddit, Facebook, and academic survey\\nsites), a university, and an electrician trade school in a major\\nU.S. city. We chose multiple recruitment sites to access users\\nfrom different backgrounds. An online study format was\\nused to collect data from a home setting. Participants were\\nrequired to be at least 18 years-old with a working computer\\nand microphone.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,691,147,708],\"text\":\"DiscoverCal\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,711,395,920],\"text\":\"DiscoverCal is a voice-controlled calendar initially designed\\nto exist in a smart home or office setting [7] . For the purpose\\nof this study, DiscoverCal was modified and made accessible\\nthrough the Chrome internet browser. DiscoverCal 's only\\nmethod of interaction is voice. We chose to create a multi-\\nmodal VUI to mirror the trend of modern VUI design (e.g.,\\nEcho Show, Apple's Siri, Google Hub). DiscoverCal supports\\nmore complex interactions as a functioning calendar rather\\nthan only single-turn tasks such as asking for the weather.\\nDiscoverCal 's dialogue design and selected features are based\\noff of commercial calendar VUI designs. A GUI was designed\\nfor DiscoverCal to display a calendar and provide a sidebar\\nmenu, the left bar in Fig. 1 .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,920,395,952],\"text\":\"The menu is designed to provide an overview of Discover-\\nCal's intents (i.e., features supported by a VUI and example\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,205],\"text\":\"utterances (i.e., verbal commands to use corresponding in-\\ntents). More details of DiscoverCal design can be found in [7] .\\n\\nThe menu system was originally designed to be adaptive to\\nsupport learning. For this study, we turned off the adaptive\\nfeature and keep the menu static for all participants.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,746,283],\"text\":\"In our study, we added the pre-defined tasks to a top bar\\n(Fig. 1 ). Every time a user speaks to the system, she needs to\\nclick on the microphone button (top middle in Fig. 1 ). This\\nway, the system can track users' interaction and avoid unin-\\ntended voice interference in the participants' environment.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,316,754,819],\"text\":\"
FactorQuestionMeasure
User Characteristics
'Programming Experience'On a scale from 1 to 10, how do you estimate your programming experience?Likert: 1 = "Very Inexperienced" and 10 = "Very Experienced"
'Previous VUI Experience'How often do you use VUIs (e.g., Siri, Alexa, Cortana)?Multiple choice
Technical ConfidenceBased on my use, I believe could explain to others how DiscoverCal technically works.Likert: 1 = "Strongly Disagree" and 5 = "Strongly Agree"
Menu UsageHow often did you look at DiscoverCal's menu to figure out commands?Multiple choice
Initial StrategyWhat would you describe as your initial strategy for planning what to say to DiscoverCal to accomplish the tasks?Multiple choice
VUI Design Preferences
Visual FeedbackI want increased guidance via visual feedback from DiscoverCal to help me learn the system.Likert: 1 = "Strongly Disagree" and 5 = "Strongly Agree"
InitiativeAfter watching the video examples, please select your preference for who LEADS the VUI conversation; the user or DiscoverCal.Multiple choice
SUSCalculated score from 0-100 based on 10-question SUS [1]Likert: 1 = "Strongly Disagree" and 5 = "Strongly Agree"
"Pre-test questions
\",\"reading_order\":13,\"tags\":[],\"alt_text\":\"A table displays various research factors categorized under \\\"User Characteristics\\\" and \\\"VUI Design Preferences,\\\" each paired with a specific question and its corresponding measurement method. Measurement types include Likert scales and multiple-choice questions, along with a calculated SUS score. A footnote indicates certain questions are pre-test questions.\",\"figure_path\":\"tables/3290605-3300277_pdf_shortened_page_2_tab_13.png\"},{\"label\":\"table_cap\",\"bbox\":[421,820,745,837],\"text\":\"Table 1: Factors collected from study's questionnaires\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,866,562,883],\"text\":\"Pre-Test Questionnaire\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,886,746,951],\"text\":\"Our participants first complete a pre-test questionnaire on\\ntheir demographic, programming experience, and previous\\nVUI experience. The full list of questions and measures is\\nin Table 1 . The programming experience question was used\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 47\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300277_pdf_shortened_page_3_figure_002.png\",\"bbox\":[183,118,631,409],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A calendar application interface shows the month of September 2018 with days numbered 2 through 29. A \\\"WHAT CAN I DO?\\\" sidebar lists options for scheduling, modifying, deleting events, and managing guest lists. A task instruction at the top reads: \\\"Schedule the following: 'Lunch', Friday @ 12 PM\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[306,417,506,434],\"text\":\"Figure 1: Screen shot of DiscoverCal.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,436,404,719],\"text\":\"
MetricsDescription
TimeThe total time users spent on one or all tasks
UtterancesThe amount of utterances a user executed
Avg. EntitiesThe average amount of entities used per utterance
WordsThe amount of words said by the user
Avg. WordsThe average amount of words used per utterance
ErrorsThe amount of errors calculated from adding # of repeats, cancels, and unknowns
UnknownsThe amount of failures for DiscoverCal to understand what the user said
CancelsThe amount of times the user executes the cancel intent
Repeated IntentsThe amount of times a user repeats an intent
MisfiresThe amount of times a participant activates the DiscoverCal mic but does not say anything
Completed Tasks*The self-reported amount of tasks a user completed
\",\"reading_order\":4,\"tags\":[],\"alt_text\":\"This is a table presenting a list of metrics used to evaluate user interaction. The table has two columns: \\\"Metrics\\\" and \\\"Description,\\\" defining various terms like Time, Utterances, Avg. Entities, Words, Errors, Unknowns, Cancels, Repeated Intents, Misfires, and Completed Tasks.\",\"figure_path\":\"tables/3290605-3300277_pdf_shortened_page_3_tab_4.png\"},{\"label\":\"anno\",\"bbox\":[177,720,285,735],\"text\":\"$^{a}$Self-reported data\",\"reading_order\":5,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,735,395,766],\"text\":\"Table 2: Performance metrics gathered from Discover-\\nCal interactions\",\"reading_order\":6,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,774,395,838],\"text\":\"in [6] and was found to strongly correlate with actual pro-\\ngramming performance. The scale of previous VUI experi-\\nence ranges from \\\"I have never used a VUI\\\" to \\\"Once a day\\nor more.\\\" The full range of options can be found in Fig. 2 .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,851,214,868],\"text\":\"Tasks with DiscoverCal\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,872,396,953],\"text\":\"After completing the pre-test questionnaire, participants\\nwere given 10 tasks to complete with DiscoverCal . These\\ntasks consisted of creating, modifying, and deleting events,\\nthe basic functions of managing a calendar. The tasks' ver-\\nbiage was constructed to avoid leading the participants in\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,790,748,952],\"text\":\"what to say. A list of each task and corresponding intent can\\nbe seen in Table 3 . The order of the tasks are the same for\\nevery participant and increase in complexity based on obser-\\nvations from our previous study [19] . Similar to Cho [2] , we\\nincluded one unsupported task to observe how participants\\nfigure out the limitations of a VUI. In this unsupported task,\\nTask 5, creating an \\\"all-day event\\\" is not supported. However,\\nparticipants can still complete the task by creating an event\\nthat starts early (e.g., 12 AM) and ends at the end of the day.\\nParticipants are also asked to fill out a checklist, recording\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[436,436,730,719],\"text\":\"
#TaskIntent
1Schedule the following: “Lunch,” Friday @ 12 PMAdd Event
2Schedule the following: “Status” meeting, every Thursday @ 9 AM - 10 AMAdd Event
3Include the “Meeting Room” as location for event “Lunch”Modify Location
4Cancel first event on WednesdayDelete Event
5*Schedule the following: All-day event on Saturday for “company picnic”Add Event
6Cancel event “Lunch”Delete Event
7Schedule the following: “Michael’s Review,” Monday @ 3 PM - 4 PMAdd Event
8Set Kelly Nelson as a guest to “Michael’s Review”Invite Attendee
9Move the “Status” event you created to 9:30 AM - 10:30 AMModify Start and End Time
10Cancel event on Friday at 5 PMDelete Event
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"A table displays a list of ten tasks related to event scheduling and management, alongside their classified intents. The columns are labeled '#', 'Task', and 'Intent', showing actions such as adding, deleting, modifying, or inviting attendees to events.\",\"figure_path\":\"tables/3290605-3300277_pdf_shortened_page_3_tab_11.png\"},{\"label\":\"anno\",\"bbox\":[510,720,655,735],\"text\":\"*Task not fully supported\",\"reading_order\":12,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[419,735,745,765],\"text\":\"Table 3: 10 tasks participants were asked to complete\\nwith DiscoverCal\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 47\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,189],\"text\":\"the tasks they did and did not complete. The system auto-\\nmatically records usage data from users' interaction with\\nDiscoverCal . The full list of performance metrics we track is\\nin Table 2 .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,207,216,224],\"text\":\"Post-Test Questionnaire\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,227,395,484],\"text\":\"In the final step, participants completed a SUS questionnaire\\n[1] and answered questions about how they interacted with\\nDiscoverCal (listed in Table 1 ). For initial strategy, the list\\nof options was based on existing literature on common VUI\\nresearch [4, 5, 17, 19] and can be found in Fig. 3 . Partici-\\npants were also asked for additional comments. To record\\ninitiative preference, participants were shown two videos\\nin randomized order. One video featured DiscoverCal led\\ninitiative where DiscoverCal guides the user through the in-\\nteraction. The interaction progressed through DiscoverCal\\nasking questions, and a participant responded. The other\\nvideo featured DiscoverCal with user-led initiative. In this\\nvideo, interaction progressed through the user issuing com-\\nmands and DiscoverCal responding. Participants were then\\nasked which initiative they preferred through a multiple\\nchoice question and to explain why.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,501,150,518],\"text\":\"4 RESULTS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,521,394,553],\"text\":\"This section summarizes results of study and presents our\\nfindings in the context of our two research questions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,570,202,588],\"text\":\"Participant Overview\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,590,395,753],\"text\":\"A total of 55 people completed our survey. Among them, \\n50 participants have complete data and five were removed \\nfor never opening DiscoverCal and having no interaction \\ndata recorded. Our participants' ages ranged from 18-62 \\nyears (mean=22.98 ± 8.84) consisting of 25 males and 25 \\nfemales. A majority (n=44) of our participants are undergrad- \\nuate students across different disciplines (e.g., Digital Media, \\nBusiness, Psychology, and Public Health). Our remaining \\nparticipants are working professionals (e.g., Teacher, Social \\nService Worker, IT Engineer).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,770,194,787],\"text\":\"User Characteristics\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,790,394,838],\"text\":\"Programming Experience. We see a wide range of program-\\nming experience present with our participants with a mean\\nscore of 4.7 ± 2.72.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,838,395,951],\"text\":\"Previous VUI Experience. Our participants vary in VUI\\nexperience. As seen in Fig. 2 , 22 % of participants reported\\nnever using a VUI before our study. Of the participants with\\nany previous VUI experience, 44 % reported using VUIs in-\\nfrequently ( “ Less than once a month ” or “ Once a month ” )\\nwith the remaining 34 % of participants using VUIs weekly\\nor daily.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300277_pdf_shortened_page_4_figure_012.png\",\"bbox\":[417,118,769,273],\"reading_order\":12,\"tags\":[],\"alt_text\":\"A pie chart illustrates the frequency of Voice User Interface (VUI) usage. The largest segments are 36.0% for \\\"less than once a month\\\" and 22.0% for \\\"I have never used a VUI.\\\" \\\"Once a day or more\\\" accounts for 18.0%, while \\\"a few times a week,\\\" \\\"once a week,\\\" and \\\"once a month\\\" each represent 8.0% of the responses.\"},{\"label\":\"figure_cap\",\"bbox\":[420,281,745,313],\"text\":\"Figure 2: Breakdown of responses when asked, \\\"How often\\ndo you use VUs (e.g., Siri, Alexa, Cortana)?\\\"\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300277_pdf_shortened_page_4_figure_014.png\",\"bbox\":[421,315,760,519],\"reading_order\":14,\"tags\":[],\"alt_text\":\"A bar chart displays the frequency of different interaction styles used with DiscoverCal. The x-axis lists five interaction methods, while the y-axis represents the count, ranging from 0 to 15. The most frequent interaction style was \\\"I talked to DiscoverCal like I talk to other VUIs (e.g. Alexa & Siri)\\\" with a count of 15.\"},{\"label\":\"figure_cap\",\"bbox\":[419,533,746,581],\"text\":\"Figure 3: Distribution of responses when asked, \\\"What\\nwould you describe as your initial strategy for planning\\nwhat to say to DiscoverCal to accomplish the tasks?\\\" (n=50)\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,586,747,634],\"text\":\"Technical Confidence. We found our participants on av-\\nerage are neutral towards their confidence in understanding\\nhow DiscoverCal technically works (3.16 $\\\\pm$ 1.23).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,747,889],\"text\":\"Initial Strategy. Fig. 3 shows the distribution of responses\\nfor users' initial strategy when planning utterances for Dis-\\ncoverCal . The response of “ I talked to DiscoverCal like I talk\\nto other VUs (e.g., Alexa & Siri ) ” received the most selec-\\ntions (30 % ). Consistent with existing literature [4, 19] , this\\nresult indicates assimilation bias is important for using a\\nnew VUI. In their optional comments, participants indicated\\nthat DiscoverCal did not always meet their initial approach\\nto planning utterances. In response, participants adapted\\ntheir strategies. P29 commented, “ First, I guessed the com-\\nmand using the given tasks and after a few failures, I relied\\nmostly on the side menu to get the right commands. ” Other\\nparticipants did not jump straight to using the menus after\\nexperiencing errors. P37 wrote “ I tried reading the directions\\n[tasks] verbatim before relying on how I yell at Siri. Then I\\ntried the DiscoverCal directions before giving up. ”\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,747,953],\"text\":\"Analyzing participants who reported they had never used\\na VUI (n=11), we see 5 participants (45.4%) selected \\\"I guessed\\nthe commands.\\\" Speaking to DiscoverCal like it was a person\\nor in a programmatic fashion both received 2 selections. And\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 47\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 5\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"finally, relying on the menus and talking to DiscoverCal like\\nother VUR received 1 selection each.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,167,210,184],\"text\":\"VUI Design Preference\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,189,394,267],\"text\":\"Visual Feedback. The mean response to visual feedback\\nwas 3.44 ± 1.23, slightly leaning towards wanting \\\"increased\\nguidance via visual feedback\\\". We found a majority of par-\\nticipants are neutral (26%) or agree they wanted more visual\\nfeedback (48%).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,267,395,507],\"text\":\"Initiative. A majority of our participants (n=31) preferred\\nUser Initiative. In their optional comments, We found that\\nour participants believed the User initiative would be faster\\nand less frustrating to complete tasks with. P3 commented,\\n\\\"I feel like I would be annoyed if I have to answer every small\\nquestion from the calendar instead of being able to say every-\\nthing I want from the event at the beginning.\\\" Of the minority\\nof participants who chose DiscoverCal-lead, we observed\\ncomments centered around being less confident in their VUI\\nusage. P8 wrote, \\\"It's easier to forget important things like\\nan event title without the DiscoverCal leading.\\\" Other partici-\\npants wrote that they would prefer the Discovercal initiative\\ninitially to help learn the system. “ At least at the beginning,\\nbeing lead helps with comprehending what words are com-\\nmands for DiscoverCal.\\\" (P28)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,507,395,651],\"text\":\"SUS Score. Participants completed the SUS to gauge their\\nperceived usability of DiscoverCal . Our average score was\\n57.3 $\\\\pm$ 22.33. A score lower than 68 is considered below\\naverage [1] . However, we did include a false task in our\\nstudy which could have contributed to this low score. For\\ncomparison, Siri received a mean score of 54.167 $\\\\pm$ 15.715\\nand Alexa a 84.792 $\\\\pm$ 9.26 in a recent study [8] . This shows\\nthat our participants found their experience DiscoverCal on\\npar with commercially available VUIs.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,661,200,677],\"text\":\"Performance Metrics\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,681,395,890],\"text\":\"Performance metrics were calculated by parsing our partici-\\npants’ overall metrics and isolating metrics from two specific\\ntasks. All metrics are listed in Table 2 . For our analysis, we\\nparsed the metrics for Task 1 and 5. Task 1 was the first\\ntask participants completed with DiscoverCal and allows us\\nto observe differences when participants initially approach\\nour VUL Task 5 is our “ false ” task. We isolated this task to\\nobserve how participants uncover the limitations of Discov-\\nerCal . Overall, participants took an average of 14.16 $\\\\pm$ 5.28\\nminutes working with the tasks. Participants encountered\\nan average of 21.28 $\\\\pm$ 10.58 errors and 3.20 $\\\\pm$ 3.19 unknown\\nutterances. The mean time for Task 1 and 5 was 48.62 seconds\\n$\\\\pm$ 52.29 and 114.09 seconds $\\\\pm$ 101.84 respectively.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,902,188,918],\"text\":\"Comparing Factors\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,922,395,954],\"text\":\"In this section we present results in the context of our two\\nresearch questions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,156],\"text\":\"RQ 1: How do user characteristics influence a user's\\nperformance with an unfamiliar VUI?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,157,747,476],\"text\":\"Spearman's correlation was used to compare the user\\ncharacteristics to the participants' performance data. Sta-\\ntistically significant results can be seen in Table 4 . Table 4\\nhas three sections: total performance metrics, Task 1 perfor-\\nmance metrics, and Task 5 performance metrics respectively.\\nProgramming Experience negatively correlates with Total\\nWords and Task 5 Words. Since Programming Experience\\ndoes not correlate with any time or utterance metrics, this\\ncorrelation could indicate that as the Programming Expe-\\nrience decreases, the participant is more verbose. Previous\\nVUI Experience is slightly negatively correlated with Total\\nTime and slightly positively correlated with Task 1 Average\\nEntities. Additionally, Menu Usage is positively correlated\\nwith Total Time, Total Utterances, Total Errors, Total Cancels,\\nTask 5 Average Entities, Task 5 Average Words, and Task 5\\nCancels. Overall, participants who relied on the menu more\\ntook longer to complete the tasks and encountered more\\nerrors. A one-way ANOVA test revealed no statistical signifi-\\ncance between the Initial Strategy selection of participants\\nand their performance data.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,476,750,508],\"text\":\"RQ 2: How do VUI design preferences influence a user's\\nperformance with an unfamiliar VUI?\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,507,746,586],\"text\":\"Spearman's correlation was used to compare visual feed-\\nback and performance metrics. A mild positive correlation\\nwas found with total time ( $r_s = .288, p = 0.043$ ). Participants\\nwho wanted more visual feedback from DiscoverCal took\\nmore time to complete the tasks.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,587,747,730],\"text\":\"Participants were divided into two groups for initiative\\npreferences and a two-tailed independent t-test checked\\nfor statistical significance between the groups and their\\nperformance metrics. The only statistically significant re-\\nsult found was the difference in each group's total time\\n(t(48) = 2.321, $\\\\rho$ = 0.025). Participants who preferred the\\nUsers initiative on average spent less time, mean of 12.86\\n$\\\\pm$ 4.64 minutes, on all tasks compared to the 16.28 $\\\\pm$ 5.67\\nminute mean of DiscoverCal initiative participants.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,730,747,954],\"text\":\"Participants experiencing more errors and took longer completing the tasks graded DiscoverCal with a lower SUS\\nScore. A Pearson correlation test on SUS Scores and per-\\nformance metrics showed a negative correlation with Total\\nTime ( $r_s = -.312, p = 0.027$ ) and total errors ( $r_s = -.292, p =$\\n0.039). A positive correlation was found with Tasks Com-\\npleted ( $r_s = .398, p = 0.004$ ) indicating that participants who\\ncompleted more tasks graded DiscoverCal with a higher score.\\nOther performance metrics found with a positive correlation\\nfor Task 5's metrics: utterances ( $r_s = .368, p = 0.009$ ), enti-\\nties ( $r_s = .375, p = 0.007$ ), repeats ( $r_s = .332, p = 0.018$ ), and\\nwords ( $r_s = .422, p = 0.002$ ). These participants tried more\\nto accomplish Task 5, the false task. They repeated them-\\nselves more often and executed more utterances. This could\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 47\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"tab\",\"bbox\":[102,123,711,304],\"text\":\"
TimeUtterancesAvg. EntitiesWordsAvg. WordsErrorsUnknownsCancelsRepeats
Total Metrics
Programming Experience-351*
Previous VUI Experience-292*
Technical Confidence-350*
Menu Usage.330*.326*.343*0.289*
Task 1 Metrics
Previous VUI Experience-290*
Technical Confidence.312*-307*-363**.369**
Task 5 Metrics.286*
Programming Experience-342**
Menu Usage-316*-335*.368**
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image is a correlation table displaying relationships between various user experience and performance metrics. It's divided into sections for \\\"Total Metrics,\\\" \\\"Task 1 Metrics,\\\" and \\\"Task 5 Metrics,\\\" with experience/confidence factors listed on the left and interaction metrics (e.g., Time, Utterances, Words, Errors) as column headers. Cells contain numerical correlation coefficients, some marked with asterisks.\",\"figure_path\":\"tables/3290605-3300277_pdf_shortened_page_6_tab_2.png\"},{\"label\":\"anno\",\"bbox\":[357,304,461,319],\"text\":\"$^{*}p<0.05^{**}p<0.01$\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[67,319,745,352],\"text\":\"Table 4: Statistically significant results of Spearman's correlation tests on user characteristics and performance\\ndata (n=50) represented by the correlation coefficient ( $r$ )\",\"reading_order\":4,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,369,395,433],\"text\":\"indicate that participants who tried more to accomplish Task\\n5, graded DiscoverCal as more usable. We speculate these\\nparticipants either ended the task being more confident in\\ntheir understanding of DiscoverCal 's limitations.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,447,394,512],\"text\":\"Comparing User Characteristics and VUI Design Preferences.\\nNo correlations or statistically significant results were found\\nwhen comparing user characteristics and VUI design prefer-\\nences.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,529,172,546],\"text\":\"5 DISCUSSION\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,550,395,661],\"text\":\"In the previous section, our results show that all selected\\nfactors, besides the participants' Initial Strategy, correlated\\nin some way to our performance metrics. In this section,\\nwe will discuss the key findings from our study and their\\nimplications on VUI design. Since our VUI is multimodal, we\\nhighlight the generalizability of each finding to voice-only\\nVUIs.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,661,394,695],\"text\":\"Key Finding #1: Programming experience did not have\\na wide-spread impact on performance metrics\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,695,395,854],\"text\":\"Luger and Sellen [17] found that participants more techni-\\ncally knowledgeable were self-reported as being more patient\\nwith errors and willing to say more utterances to accomplish\\na task with voice-only and visual VUIs. However, we found\\nthat a participant's programming experience was only nega-\\ntively correlated with the total words they used throughout\\nthe tasks. Participants with an increase in programming ex-\\nperience, were more curt with DiscoverCal . There was also\\nno correlation found between programming experience and\\ntheir technical confidence.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,854,395,950],\"text\":\"Design Implications — For VUI design, we argue program-\\nming experience is not a reliable factor to predict if the user\\nwill preform more efficiently. Users with increased program-\\nming experience are more curt with our system, but their\\nbackground was not an aid or detriment in using Discover-\\nCal . We speculate their curtness may be influenced by their\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,369,747,465],\"text\":\"understanding of modern VUI sophistication. They may be\\nleave precise and less verbose utterances are more easily rec-\\nognized. Participants with programming experience could\\nperceive they try more attempts to accomplish VUI tasks,\\nbut performance-wise, we saw no data that represents this\\nbehavior.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,466,760,496],\"text\":\"Key Finding #2: Assimilation bias impacts performance\\nmetrics\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,497,747,863],\"text\":\"We found that by looking at previous VUI experience we\\ncan see the effects of assimilation bias on our participants'\\nperformance metrics. Assimilation bias was hypothesized to\\nhave an influence on a user's performance with an unfamil-\\niar VUI [4] . Participants with increased VUI experience took\\nless time with the tasks. For DiscoverCal , assimilation bias\\ncould have acted as an aid for participants to understand\\nand use our VUI quicker. These participants were also more\\nlikely to attempt to edit multiple entities in one utterance.\\nA previous study observed that the first utterance from par-\\nticipants exhibiting assimilation bias when interacting with\\ntheir VUI attempted to edit multiple entities at once [19] .\\nThis multi-entity method is supported by DiscoverCal , but\\nonly a certain combination of entities. Although our menu\\ndoes provide examples of how many entities to use at once,\\nparticipants with increased previous VUI experience were\\nstill more likely to expect an even greater amount was sup-\\nported per utterance. Additionally, the most selected initial\\nstrategy when approaching a VUI was our assimilation bias\\nstrategy (n=15). It is unclear if these participants looked at\\nour menu or not initially, but their previous experience was a\\ngreater influence on their utterance structure than our menu\\ndesign when first interacting with DiscoverCal .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,863,747,942],\"text\":\"Design Implications — VUI design needs to account for the\\ndifferent initial expectations users have with an unfamiliar\\nVUI; especially those set by assimilation bias. If a VUI cannot\\naccept editing of multiple entities per utterances, we recom-\\nmend that this is made clear outside of a visual companion\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 47\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300277", "source_image_path": "test_data/3290605-3300277/3290605-3300277_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300277/results/output_json/3290605-3300277_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,252],\"text\":\"application or menu. In a visual VUI, users with assimila-\\ntion bias may rely on their previous experience rather than\\nvisual instructions. These VUIs can detect multiple entities\\nattempted to be edited at once, and provide additional au-\\ndio feedback to help correct the user's expectations. VUI\\non-handoring and feedback design can clarify what level of\\nsophisticated utterances are supported to help set the correct\\nexpectations.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,252,394,283],\"text\":\"Key Finding #3: Participants with more technical con-\\nfidence exhibit a trial-and-error approach\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,586],\"text\":\"Through our results, we observe the trend of trial-and-\\nerror increasing the participant's confidence in understand-\\ning how DiscoverCal technically works. We see in Task 1,\\nparticipants with an increased technical confidence of how\\nDiscoverCal works, also encountered more errors, unknown\\nutterances, repeated themselves, and spent more time on\\nthe initial task. We believe these correlations indicate that\\nparticipants who exhibited a trial-and-error approach to the\\ninitial task, learned more about DiscoverCal 's limitations and\\nwere more confident in their understanding of the system.\\nWe see a similar trend when comparing the SUS and Task\\n5 performance metrics. Participants who encountered more\\nerrors and attempted more to completed the false task, rated\\nDiscoverCal with a higher SUS score. Participants that pushed\\nthe system to its limits better understood what type of ut-\\nterances were successful and what intents were supported.\\nSince trial-and-error relies only on executing utterances, we\\nspeculate this behavior pattern occurs in voice-only VUIs as\\nwell.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,585,395,762],\"text\":\"Design Implications – Modern VUI design can support this\\ntrial-and-error approach to help increase user's confidence in\\nunderstanding the system. Further VUI research can analyze\\nwhat information users are searching for when utilizing this\\napproach and cater feedback and initiative designs to support\\nthem. For example, supporting trial-and-error could better\\ninform users on why their utterance did not work. A VUI\\ncould increase its intent detection for features it does not\\nsupport. If DiscoverCal also detected the intent to create an\\nall-day event, it could quickly inform the user this is a not\\nsupported.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,762,395,808],\"text\":\"Key Finding #4: Desiring more visual guidance corre-\\nlates with performance metrics that indicate cautious\\nusers\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,395,955],\"text\":\"Participants with a higher desire for more visual feedback\\nto help learn DiscoverCal and a preference for DiscoverCal -\\nlead initiative were slower. Since we recorded only the desire\\nfor visual feedback, we do not generalize this finding to voice-\\nonly VUIs. We speculate time is a significant metric because\\nthese users are more hesitant. Time could be increased in two\\nways: 1) users take more time to say an utterance without\\nbeing more verbose or 2) users take more time between\\nutterances. These participants may be more comfortable\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,188],\"text\":\"with an option for a transparent \\\"training-wheels\\\" version\\nof our VUI. For example, as discussed, P28 reported that she\\nwould prefer the DiscoverCal-led initiative only initially as\\nshe learned the system.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,188,747,444],\"text\":\"Design Implications — Modern multimodal VUI design\\nreliantly adapts to cautious VUI users to help these users mas-\\nter the system. Instead, a “one-size-fits-all” approach is em-\\nployed which negatively impacts this segment of users. VUI\\ndesign can aid in on-boarding these users and help decrease\\ntheir dependency on menus and visual feedback over time.\\nBesides optional VUI “training-wheels,” we see measuring\\nthe extensions in time can help identify cautious users. For\\nexample, if a user is taking longer to execute a short utterance\\nor if the user pauses between utterances while completing\\none task, VUIs can adapt to provide more information vi-\\nsually or verbally. A pause could also indicate a user left\\nand came back to the VUI. To limit the effects of this, the\\nVUI could time only pauses between utterances that were\\nworking towards one task (e.g., Add event > add location to\\nevent > confirm event) and stop timing between tasks.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,463,656,480],\"text\":\"6 CONCLUSIONS & FUTURE WORK\",\"reading_order\":10,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[421,484,747,690],\"text\":\"This paper presents the impact of user characteristics and\\nVUI preferences on performance metrics of an unfamiliar\\nVUI. We reviewed relevant research and identified user char-\\nacteristics and VUI design preferences recently discussed\\nin studies to impact users' behavior with VUIs. From usage\\ndata collected from a user study (n=50), we have found the\\nfollowing: programming experience did not have a wide-\\nspread impact on performance metrics while assimilation\\nbias did, participants with more technical confidence exhib-\\nited a trial-and-error approach, and participants who desired\\nvisual guidance were more likely to have performance met-\\nrics that indicate cautious users. Based on our results, we\\npresent design implications for VUI design.\",\"reading_order\":11,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[421,690,747,882],\"text\":\"A limitation of our study is that our participants were\\nmostly in their 20's. A sample including a more distributed\\nage range could bring forth further insights of the impact\\nof age. Additionally, we analyzed data retrieved from user\\ninteractions with a single context VUI (calendar manage-\\nment) that was multimodal. Future studies can compare our\\nresults with a voice-only VUI. Despite these limitations, our\\ncurrent findings can be used to design future adaptive tech-\\nniques to support users in interacting with an unfamiliar\\nVUI. Additional future work includes designing and evaluat-\\ning adaptive VUIs that can recognize and tailor to individual\\nuser differences.\",\"reading_order\":12,\"tags\":[\"paper_conclusion\"]},{\"label\":\"sec_1\",\"bbox\":[421,901,509,918],\"text\":\"REFERENCES\",\"reading_order\":13,\"tags\":[]},{\"label\":\"reference\",\"bbox\":[425,921,745,948],\"text\":\"[1] John Brooke. 1996. SUS-A quick and dirty usability scale. Usability\\nevaluation in industry 189, 194 (1996), 4-7.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 47\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300277/results/markdown/3290605-3300277_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[111,117,705,183],\"text\":\"BBeep: A Sonic Collision Avoidance System for\\nBlind Travellers and Nearby Pedestrians\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[83,200,237,264],\"text\":\"Seita Kayukawa\\nWaseda University\\nCarnegie Mellon University\\nk940805K@unuri.waseda.jp\",\"reading_order\":4,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[251,201,399,251],\"text\":\"Keita Higuchi\\nUniversity of Tokyo\\nkhiguchi@ius.u-tokyo.ac.jp\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[412,200,561,251],\"text\":\"João Guerreiro\\n\\nCarnegie Mellon University\\n\\njpvguerreiro@cmu.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[578,200,726,264],\"text\":\"Shige Morishima\\n\\nWaseda Research Institute for\\nScience and Engineering\\n\\nshigeo@waseda.jp\",\"reading_order\":7,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[174,276,308,328],\"text\":\"Yoichi Sato\\n\\nUniversity of Tokyo\\n\\nysato@iis.u-tokyo.ac.jp\",\"reading_order\":8,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[331,277,485,326],\"text\":\"Kris Kitani\\nCarnegie Mellon University\\nkkitani@cs.cmu.edu\",\"reading_order\":9,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[496,276,648,342],\"text\":\"Chieko Asakawa\\n\\nIBM Research\\nCarnegie Mellon University\\n\\nchiekoa@cs.cmu.edu\",\"reading_order\":10,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,350,141,367],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,372,395,627],\"text\":\"We present an assistive suitcase system, BBeep, for support-\\ning blind people when walking through crowded environ-\\nments. BBeep uses pre-emptive sound notifications to help\\nclear a path by alerting both the user and nearby pedestrians\\nabout the potential risk of collision. BBeep triggers notifica-\\ntions by tracking pedestrians, predicting their future position\\nin real-time, and provides sound notifications only when it\\nanticipates a future collision. We investigate how different\\ntypes and timings of sound affect nearby pedestrian behavior.\\nIn our experiments, we found that sound emission timing has\\na significant impact on nearby pedestrian trajectories when\\ncompared to different sound types. Based on these findings,\\nwe performed a real-world user study at an international\\nairport, where blind participants navigated with the suitcase\\nin crowded areas. We observed that the proposed system\\nsignificantly reduces the number of imminent collisions.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,639,172,657],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,660,404,709],\"text\":\"• Human-centered computing → Accessibility technolo-\\ngies, Social and professional topics → People with dis-\\nabilities .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,721,148,738],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[68,742,395,774],\"text\":\"Visual impairments: obstacle avoidance; collision prediction;\\npedestrian detection; blind navigation; path clearing.\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300282_pdf_shortened_page_0_figure_017.png\",\"bbox\":[418,352,747,628],\"reading_order\":17,\"tags\":[],\"alt_text\":\"This diagram illustrates a \\\"Suitcase System (BBeep)\\\" for a \\\"Blind Traveller,\\\" designed to prevent collisions with \\\"Pedestrians.\\\" It depicts \\\"Vision-based Sensing\\\" using RGB and Depth data for \\\"Pedestrian Detection\\\" and \\\"Collision Prediction.\\\" The system provides a \\\"Sound Notification\\\" to prompt pedestrians to \\\"Clear the Path for the Blind Person.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[421,639,746,684],\"text\":\"Figure 1: BBeep is an assistive suitcase system that uses sonic\\nfeedback to alert both the blind user and nearby sighted\\npedestrians about potential risks of collision.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,707,555,721],\"text\":\"ACM Reference Format:\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,721,747,824],\"text\":\"Seita Kayukawa, Keita Higuchi, João Guerreiro, Shigeo Morishima,\\nYoixo Sato, Kris Kitani, and Chieko Asakawa. 2019. BBeep: A\\nSonic Collision Avoidance System for Blind Travellers and Nearby\\nPedestrians. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland\\nUK . ACM, New York, NY, USA, 13 pages. https://doi.org/10.1145/\\n3290605.3300282\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,837,550,854],\"text\":\"1 INTRODUCTION\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,747,954],\"text\":\"Blind people face significant challenges when navigating\\npublic spaces due to the lack of visual sensing. Recent re-\\nsearch using computer vision aimed to assist blind users'\\norientation and mobility skills for avoiding potential obsta-\\ncles or hazards [7, 16, 22, 23, 29, 37, 46, 49, 50] . While these\\nsystems are often able to detect static obstacles, the detection\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,790,395,897],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,900,273,952],\"text\":\"CIR 1919, May 4-9, 1919, Glasgow, Scotland UK\\n\\n© 2019 Association for Computing Machinery,\\nACM ISBN 978-1-4003-3970-2/19-05...$15.00\\n\\nhttps://doi.org/10.1145/3296095.3300282\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 52\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,283],\"text\":\"and avoidance of collisions with dynamic elements, in partic-\\nular pedestrians, is still relatively unexplored in the literature.\\nTechnical challenges aside, one possible reason for a lack of\\nwork on dealing with dynamic elements is the assumption\\nthat sighted pedestrians are aware of blind people and there-\\nfore will always clear the path for them. However, this is not\\nalways the case as sighted people may be looking at their\\nsmartphone, talking with others, or facing another direction\\n(looking at a board or TV). In such scenarios, blind people\\nface significant risks of collision with other pedestrians.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,571],\"text\":\"We present an assistive suitcase system, BBeep, that uses\\na sonic collision warning system to alert both the blind user\\nand nearby sighted pedestrians about potential risks of colli-\\noning (Figure 1 ). This approach extends common sonic warn-\\ning systems that are used to clear the path for moving vehi-\\ncles, such as airport carts driving through crowded terminals\\nor large trucks driving in reverse. This work leverages the\\nsimple fact that sighted persons can quickly get out of the\\nway of a blind person who is walking, if they are given appro-\\npriate information about a blind person's presence. However,\\nour work aims to go beyond the paradigm of constantly play-\\ning a sound to convey the user's presence, as the constant\\nemission of loud alarm sounds can be social disruptive and\\nmake the blind user feel overly self-conscious. Instead, we\\npresent an adaptive sonic warning system that only emits\\nsounds when needed. More specifically, BBeep is designed\\nto consider the motion of nearby pedestrians, predict future\\ncollisions, and give sonic feedback only when necessary.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,395,778],\"text\":\"Although we explicitly target the navigation of blind peo-\\nple in airports, we believe that the form factor of a travel\\nsuitcase is also appropriate and brings several benefits in\\nother real-world crowded environments such as train sta-\\ntions or shopping malls. For the blind user, a suitcase can\\noften act as an extended sensing mechanism for identifying\\nchanges in floor texture or as a form of protection from colli-\\nsions in very dense crowds. Even without any smart sensing,\\na suitcase can be used as an assistive device. In many cos-\\nmopolitan environments, a suitcase is a common object and\\ndoes not draw unnecessary attention to the user. As a robotic\\nsensing system, it also provides a convenient place to store\\nand attach sensors, power and computing resources.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,395,906],\"text\":\"BBeep uses an RGBD camera to detect, track and predict\\nthe motion of nearby pedestrians. The RGB image is used to\\ndetect people using a convolutional neural network and the\\ndepth channel is used to estimate the distance to pedestrians.\\nAveraged position estimates are used to estimate pedestrians'\\nvelocity and linear extrapolation is used to predict their fu-\\nture path. Depending on the proximity of the predicted path\\nwith the user, an appropriate sound is emitted by BBeep.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,394,955],\"text\":\"To investigate how to convey sonic feedback effectively,\\nwe performed an observational study where the suitcase-\\nshaped system emits sounds of different types and tonings.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,220],\"text\":\"Results suggest that sound emission is an effective method\\nto change the pedestrians' walking direction away from the\\nplatform, and that its timing has more impact than the sound\\ntypes. Based on these findings, we designed the sonic inter-\\nface of BBeep that used three stages of sound emissions to\\nnotify about potential collision risks with pedestrians.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,748,380],\"text\":\"In order to evaluate the effectiveness of BBeep for prevent-\\ning collisions with pedestrians, we performed a study where\\nsix blind users walked with the suitcase in crowded areas\\nof an airport. We observed that BBeep reduced the number\\nof situations of imminent collision risk, when compared to\\nonly notifying the blind user. Participant feedback supported\\nour hypothesis that BBeep is useful for collision avoidance\\nin crowded public spaces. Based on our findings, we discuss\\nfuture requirements towards a more flexible solution that is\\nable to adapt to different scenarios and users.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,396,550,413],\"text\":\"2 RELATED WORK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,416,580,434],\"text\":\"Blind Navigation Systems\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,438,747,581],\"text\":\"Prior research proposed various blind navigation systems [1,\\n2, 10, 13, 18, 31, 35, 36, 39] . Most systems guide blind people\\nusing turn-by-turn navigation, with technologies such as\\nGPS [36, 39] , RFID tags [2, 10, 15] , and Bluetooth low-energy\\nbeacons [1, 11, 26] . Still, most systems do not consider dy-\\nnamic environments and therefore are unaware of obstacles\\nthat were not in the environment, such as desks, chairs, and\\npedestrians. To overcome this limitation, it is important to\\nassist blind users avoiding collisions with such elements.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,597,687,615],\"text\":\"Supportive Systems for Obstacle Avoidance\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,618,747,857],\"text\":\"Besides guide dogs, white canes [5, 47] are the most common\\ntool for blind people to find obstacles and avoid collisions.\\nWhile very efficient, a user can detect an obstacle only af-\\nter physically hitting it with the cane. This is undesirable,\\nespecially when the obstacle is a pedestrian. Researchers\\nhave developed supportive technologies that allow blind\\nusers to detect obstacles with non-contact sensing [4, 30, 43] .\\nSystems that detect and provide information about obsta-\\ncles (e.g. distance [22–24, 28, 30, 37] , shape [7, 23, 29] , or\\ncategory [22, 37, 49] ) to users often use laser [28] , ultra-\\nsonic [24, 44] , phone's speakers and microphones [45] , or\\ndepth sensing [7, 16, 21–23, 37, 49] . However, it is still chal-\\nlenging for blind people to detect and avoid obstacles, in\\nparticular in very dense environments. In those scenarios, it\\nis important to provide a safe path to blind users.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,858,747,955],\"text\":\"Some systems guide users around obstacles using sound\\nfeedback [29, 50] and/or haptic feedback from ground [46]\\nor aerial robots [3] . Blind users can follow the system feed-\\nback to avoid static obstacles such as chairs, desks, and walls.\\nWhile applicable to inanimate objects, some studies assumed\\nthat pedestrians, as dynamic obstacles, can avoid a blind user,\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 52\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,236],\"text\":\"and thus did not focus on supporting pedestrian collision\\navoidance [29, 46] . However, in public spaces ( e.g . , airports),\\npedestrians may be unaware of blind users while using mo-\\nbile devices or talking to others. Therefore, we are interested\\nin investigating sound notification techniques to make pedes-\\ntrians aware of the blind traveler. We expect that pedestrians\\nwill then clear the path for the blind user.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,247,293,264],\"text\":\"Sound Alert for Urgent Notifications\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,394,443],\"text\":\"Beep sounds have been used as a means to notify people of\\nurgent situations, such as in hospital intensive care units [34] ,\\nnuclear power plants [33] , and aviation [6] . Audio notifica-\\ntions can also alert drivers of an imminent collision or assist\\nin navigation [32] . The relationship between user perception\\nand different types of alert sounds plays a vital role in their\\nusability. Several works have found that auditory parameters\\nof beep sounds (e.g. fundamental frequency, pulse rate, and\\nintensity) affect perceived urgency levels [12, 20, 32] , while\\nothers observed a trade-off between perceived urgency and\\nannoyance levels of alert sounds [12, 19, 32] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,444,394,538],\"text\":\"As described above, emitting beep sounds is a common\\napproach to notify users of urgent situations. In this paper,\\nwe thus use this type of sound to make pedestrians aware of\\na blind user. We investigate what types of beep sounds are\\neffective for collision avoidance, and design a sound emission\\npolicy for our prototype system.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,548,392,567],\"text\":\"3 BBEEP: DESIGNING A PATH CLEARING SYSTEM\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,394,666],\"text\":\"Our main goal is to ease the mobility of blind people in\\ncrowded environments. We argue that collisions with pedes-\\ntrians can be avoided if both the blind user and sighted pedes-\\ntrians are made aware of the collision risk. For this purpose,\\nwe developed BBeep, a sonic collision avoidance system that\\naims to clear the path for blind users.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,677,339,695],\"text\":\"Limitations of Notifying only the Blind User\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,698,395,955],\"text\":\"Prior research on obstacle detection for blind people focuses\\non notifying the user alone about the presence of obstacles,\\nprompting them to change their orientation [29, 46, 50] . Such\\napproach increases the user's knowledge of the surroundings,\\nbut also comes with significant limitations in this context.\\nFirst, actively changing the walking direction of users may be\\nunsafe (taking the user through a different/unknown path);\\nsecond, a group of pedestrians may block the entire route of\\na blind user; and finally, notifying users about all pedestrians\\nin crowded environments may require complex feedback,\\nwhich may be cognitively demanding to users. In addition,\\nby focusing on obstacles in general these approaches do not\\ntake advantage of sighted pedestrians' ability to cooperate\\nin collision prevention. We argue that conveying feedback\\nonly to the user may not be effective to avoid collisions with\\nother pedestrians, in particular in crowded environments.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,124,702,140],\"text\":\"Sound Notifications for Users and Pedestrians\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,143,747,416],\"text\":\"BBeep uses sound notifications due to the ability of sound\\nto attract people's attention even when they are focused on\\nsomething else. Although other modalities, such as visual\\nstimuli (e.g., Vection Field [17] ), can also impact pedestrians'\\nwalking direction, it may not be as effective in several scenar-\\nios. For instance, the prevalence of smartphones significantly\\nreduces sighted pedestrians' awareness of the surroundings,\\nresulting in potential collisions [9] . Moreover, (groups of)\\npeople talking or looking at a different direction may not\\nnotice a blind person until their white-cane hits them. For\\nthat reason, our approach is inspired in the common use\\nof beep sounds to notify pedestrians of urgent situations\\nprompting them to clear the path. A few examples include\\ncarts in crowded airports or large motor vehicles driving in\\nreverse. However, such approach also comes with significant\\nchallenges, since frequent emission of loud alarm sounds can\\nbe socially disruptive and make the user feel uncomfortable.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,432,715,450],\"text\":\"Collision Prediction to Reduce Sound Emissions\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,453,747,597],\"text\":\"To enhance social acceptance of sound emissions, it is im-\\nportant to emit alert sounds only when absolutely necessary.\\nMoreover, a collision prediction technique is required in or-\\nder to decrease as much as possible the number of sound\\nemissions, while maintaining its effectiveness. For this rea-\\nson, BBeep relies on real-time pedestrian tracking and colli-\\nsion prediction to provide notifications only when there is a\\npotential risk of collision. This is beneficial to reduce both\\ncollision risks and social disruption in public spaces.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,613,613,630],\"text\":\"4 BBEEP: IMPLEMENTATION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,634,747,841],\"text\":\"We developed a vision-sensing system for tracking the mo-\\ntion of pedestrians and predicting their future positions in\\norder to generate an audible warning signal that will clear\\nthe path in front of a blind user (Figure 2 ). A stereo camera\\nis attached to a suitcase to capture RGB images and collect\\ndepth data. One advantage of this setup is the ability to cap-\\nture images without significant motion-induced blur and to\\nperform the necessary computations in situ . The system de-\\ntects pedestrians using RGB images and tracks their position\\nusing the depth data in real time. Based on these results, the\\nsystem predicts the future positions of pedestrians and de-\\ntermines their risk of collision with a blind user. The system\\ncan then emit an audible alarm if necessary.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,842,747,954],\"text\":\"We note that there is prior work on pedestrian trajectory\\nforecasting [25, 27, 48] and the aim of this work is not to\\nadvance the state of the art in this respect. Instead, our con-\\ntribution is the analysis and development of effective sonic\\nfeedback mechanisms based on such predictive input. To this\\nend, our main challenge is to develop a real-time forecasting\\ntechnique with sufficient accuracy for collision prediction.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 52\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300282_pdf_shortened_page_3_figure_002.png\",\"bbox\":[89,115,724,287],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays a system integrated into a suitcase, featuring a stereo camera, speakers, and a laptop, alongside a four-stage process. This process includes pedestrian detection using CNN-based and 3D position sensing, pedestrian tracking with current position and trajectory, future position prediction considering velocity, and sound emission when a pedestrian is projected to cross an emergency line.\"},{\"label\":\"figure_cap\",\"bbox\":[67,297,746,344],\"text\":\"Figure 2: Overview of BBeep. The stereo camera is mounted on a suitcase and records RGB images and depth data. A) The\\nsystem detects pedestrians using the RGB images and B) tracks their position using the depth data. Then, C) it predicts the\\nfuture positions of each pedestrian. Finally, D) BBeep emits an audible signal if there is a risk of collision with the blind user.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,363,362,381],\"text\":\"Pedestrian Detection: Requirements and Design\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,384,395,511],\"text\":\"We implemented a novel system combining stereo image\\nsensing and a CNN-based generic object detector (YOLOv2) [40] .\\nWe use a ZED™2K Stereo Camera 1 , as it has a wider hori-\\nzontal field of view (90 degrees), a longer depth range (0.3 to\\n20 m), and a higher FPS (up to 100 Hz) than Kinect v2. The\\nstereo camera supports a 3D odometry API that provides ac-\\ncess to 3D movements from the camera in real time. We use\\nthis information to remove the influence of suitcase rotation.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,512,395,639],\"text\":\"We used YOLOv2 to detect pedestrians using the RGB\\nstreams. The method robustly detects individuals even if their\\nbody is not completely included within the camera images.\\nWe confirmed that the combination of the ZED camera and\\nYOLOv2 can detect bounding boxes of pedestrians from a\\ndistance of 10 m. We used the central area of the bounding\\nboxes to obtain the 3D positions of the detected pedestrians\\nin the camera coordinate system.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,639,395,798],\"text\":\"Updating positions using a high FPS is important for accu-\\nrately predicting pedestrians' future positions. We used a lap-\\ntop computer (Intel Core i7-7700HQ CPU, NVIDIA GeForce\\nGTX 1060 GPU) to process object detection at a rate of 15\\nfps, but this was insufficient to obtain satisfactory prediction\\naccuracy. We, therefore, used a given bounding box for ob-\\ntaining 3D positions, and updated it once a new detection\\nresult was available. The system thus tracks pedestrians at a\\nframe rate in excess of 40 fps. Note that the detection and\\ntracking processes run simultaneously on different threads.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,809,194,828],\"text\":\"Pedestrian Tracking\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,831,395,895],\"text\":\"The system processes pedestrian tracking based on the de-\\ntection results. We propose an algorithm to track individual\\npedestrians in real time. We use the following procedure to\\nupdate a tracking list of detected pedestrians at each frame:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[71,897,395,929],\"text\":\"(1) The tracker generates a set of bounding boxes from\\npedestrian detection and computes a set of 3D positions\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[423,363,748,573],\"text\":\"in the camera coordinate system based on the central\\narea of the bounding boxes.\\n\\n(2) The tracker repeats steps (3) and (4) for each detected\\n3D position (the current position).\\n(3) If there are no existing pedestrians in the list from the\\ncurrent position within a distance $\\\\alpha$ , the tracker adds\\nthe point to the list as a new pedestrian.\\n(4) Otherwise, the tracker updates the position of the near-\\nest pedestrian in the list to the current position, and\\nsaves the previous position as a record of its trajectory.\\n(5) The tracker removes pedestrians from the list if their\\nposition has not been updated by the tracker in $\\\\beta$ frames\\nof the tracking process.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,582,746,615],\"text\":\"Based on our observations, we set the parameter values\\n$\\\\alpha = 1$ m and $\\\\beta = 5$ frames for all of our studies.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,634,666,651],\"text\":\"Position Prediction and Sound Emission\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,655,747,846],\"text\":\"The system predicts the future positions of the pedestrians\\nin the tracking lists derived from the tracking process. The\\nsystem uses the 3D positions of the pedestrians in the camera\\ncoordinate system to predict the relative speed and direction\\nof displacement between the suitcase and each pedestrian\\nusing their current position and their trajectory. To improve\\nthe stability of the pedestrian position measurement, the sys-\\ntem first compensates for rotations of the suitcase (camera)\\nby rotating the detected pedestrian positions using 3D odom-\\netry information. The system then computes the expected\\nfuture position $\\\\hat{\\\\mathbf{p}}_{t+s}$ of each pedestrian after $s$ seconds using\\nthe $N-1$ most recent points of its trajectory as follows:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[552,870,744,910],\"text\":\"$$p _ { i } ( t , n ) = \\\\frac { 1 } { n } \\\\sum _ { j = n + 1 } ^ { i } p _ { j } \\\\quad( 1 )$$\",\"reading_order\":15,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[467,916,744,953],\"text\":\"$$\\\\tilde { p } _ { t + s } = \\\\frac { p _ { t } ( t , \\\\underline { { N } } ) - p _ { t } ( t - \\\\underline { { N } } ) } { \\\\Delta t ( p _ { t + s } - p _ { t } , \\\\underline { { N } } ) } - s + p _ { t } \\\\quad( 2 )$$\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,939,221,954],\"text\":\"$^{1}$https://www.stereolabs.com/zed/\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 52\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,125,395,283],\"text\":\"Let $p_i$ be the position of a pedestrian in the camera coora-\\ndinate system at time $t$ , $p_{i,(i,n)}$ the average over $n$ previous\\npositions (from $p_{i-n+1}$ to $p_i$ ), and $\\\\Delta t(p_i, p_j)$ the difference in\\nthe time stamps between $p_i$ and $p_j$ . The system first calcu-\\nlates the two average positions (from $N-1$ frames before\\nto $N/2$ frames before, and from $N/2-1$ frames before to\\ncurrent frame) (Equation 1 ). The system then calculates the\\nvector between the two average positions and predicts the\\nfuture position (Equation 2 ). Setting $N=32$ was found to\\nyield stable predictions.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,476],\"text\":\"The system then predicts the risk of a future collision based\\non all the predicted positions to decide whether an alarm\\nsound should be emitted, as outlined in Figure 2 . A collision\\nis expected when a future pedestrian trajectory crosses the\\n\\\"emergency line\\\" shown in Figure 2 (D). The system computes\\nthe line connecting the current and future positions of the\\npedestrian as a prediction of the expected future trajectory.\\nThe system then determines the intersection between this\\nline and the emergency line. If the intersection lies within the\\nrange of the emergency line, the risk of collision is considered\\nsignificant and the system emits a warning sound. Note that\\nthis calculation does not use pedestrian height information.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,493,384,527],\"text\":\"5 BEEP: DESIGNING SOUND EMISSION POLICY\\nTHROUGH AN OBSERVATION STUDY\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,529,395,674],\"text\":\"We studied the response of pedestrians to the audible warn-\\ning signals in order to design a sound-emission policy for our\\nsystem. As described in Related Work, human perception of\\naudible emergency warnings has been studied [12, 19, 32] .\\nThere is also some understanding of how a visual stimulus\\ncan cause pedestrians to redirect their trajectory [17] . Yet, lit-\\ntle is still known about how a pedestrian reacts to an audible\\nsignal. Such insight is important for designing an effective\\npolicy of sound emissions for our path-clearing system.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,674,395,851],\"text\":\"We conducted an observational study in a corridor in\\nwhich the suitcase-enclosed system was made to emit differ-\\nent types of audible alerts (beeps). We recorded pedestrians'\\nreactions and trajectories as shown in Figure 3 . We designed\\na set of sound-emission patterns comprising various sound\\ntypes and a range of timings. The system tracked pedestrians\\nin the corridor and emitted alerts using these patterns. We\\nanalyzed the pedestrians' trajectories to determine which\\nsound patterns were most effective at clearing the path in\\nfront of the suitcase. Based on the outcome, we then designed\\nour sound-emission policy for evaluation in an airport.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,868,224,885],\"text\":\"Sound-Emission Patterns\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,395,954],\"text\":\"We designed 7 sound patterns (S1–S7), one of which (S7)\\nwas mute to serve as a baseline. The 6 non-baseline patterns\\nfeatured combinations of 3 different sound types and 2 types\\nof emission timings.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[439,128,725,283],\"text\":\"
Sound PatternSound typeTiming
ULBFPDIPIs
S1High1000 Hz0.1 s0.1 s5.0 s
S22.5 s
S3Middle400 Hz0.1 s0.1 s5.0 s
S42.5 s
S55.0 s
S6Low400 Hz0.5 s0.5 s2.5 s
S7Without sound emissionN/A
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"A table titled \\\"Sound Pattern\\\" lists seven sound patterns (S1-S7) and their characteristics. It specifies sound type parameters including UL (High, Middle, Low), BF (frequency in Hz), PD (pulse duration in s), and IPI (inter-pulse interval in s), along with an overall timing in seconds. Pattern S7 is noted as \\\"Without sound emission\\\".\",\"figure_path\":\"tables/3290605-3300282_pdf_shortened_page_4_tab_9.png\"},{\"label\":\"table_cap\",\"bbox\":[420,285,746,348],\"text\":\"Table 1: Sound-emission patterns. UL: urgency level, BF:\\nbase frequency, PD: Pulse duration, IP: inter-pulse interval,\\nand s : timing ( i.e. emits a sound alert by considering the ex-\\npected position of pedestrians after s seconds).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,386,747,516],\"text\":\"Beep-Alert Sound Types. We used alert sounds to repre-\\nsent 3 distinct levels of perceived urgency. The relationship\\nbetween perceived urgency and sound parameters is well\\ndocumented. We prepared 3 types of beep sounds with dif-\\nferent urgency levels denoted High, Intermediate, and Low.\\nSpecifically, we varied the base frequency, the pulse rate, and\\nthe pitch, as given in Table 1 . The values we used are based\\non recent research addressing sound urgency [38, 41] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,522,747,666],\"text\":\"Timing of sound emission. We also used different timings\\nof sound emissions for each beep alerts. The system changes\\nthe timing by setting the collision detection parameter $s$\\nseconds. If a system were to emit a sound alert immediately\\nbefore a predicted collision with the blind user ( e.g., $s < 1$ ),\\nthe pedestrian in question may not be able to avoid the\\ncollision. On the other hand, a sound alert emitted too long\\nin advance ( e.g., $s \\\\to \\\\infty$ ) may cause unnecessary disturbance\\nand inconvenience and be effectively unproductive.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,747,762],\"text\":\"We selected the parameter values $s_{1}=5.0$ and $s_{2}=2.5$\\nseconds. The value of $s_{1}(5.0\\\\ s)$ represents the time needed to\\ntravel the furthest distance in the detection range (around\\n10 m) when the blind user and a pedestrian are approaching\\nat a relative speed of 4 km/h. We also used $s_{2}(2.5\\\\ s)$ set to a\\nhalf of $s_{1}$ to define a nearer threshold.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,773,600,790],\"text\":\"Data Collection and Analysis\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,792,747,890],\"text\":\"This observational study considered the suitcase-enclosed\\nsystem with 7 sound emission patterns placed in a straight\\ncorridor (Figure 3 ). The system tracked pedestrians and pre-\\ndicted their intersection with the emergency line in real time.\\nThe system also emitted sounds as specified by the adopted\\npolicy. All seven sound patterns were used in cycle.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,746,954],\"text\":\"Observations were conducted over more than four days,\\nyielding 57 trajectories for each pattern (399 in total). The\\nsystem recorded a trajectory and images of the closest pedes-\\ntrian with a risk of collision for each sound pattern.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 52\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1013],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300282_pdf_shortened_page_5_figure_002.png\",\"bbox\":[87,113,372,281],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A well-lit corridor with glass walls shows a person walking away in the distance and a black suitcase in the foreground. A blue line on the floor is labeled \\\"Emergency Line,\\\" and measurements \\\"0.7m\\\" and \\\"2.4m\\\" are marked at the bottom of the image.\"},{\"label\":\"figure_cap\",\"bbox\":[68,294,394,328],\"text\":\"Figure 3: The suitcase-enclosed system in a corridor,\\nequipped to emit various types and timings of beep sounds.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,347,395,570],\"text\":\"We analyzed the recorded datasets to identify how trajec-\\ntories were affected by the emissions. Some trajectories were\\noccasionally missing or inaccurate owing to the limitations\\nof real-time processing, as described in Pedestrian Tracking.\\nWe therefore performed a subsequent trajectory analysis\\nusing the recorded RGB and depth images to obtain more\\naccurate pedestrian trajectories. We used OpenPose [8] , a\\nCNN-based human-body detection software, to detect parts\\nof pedestrians' bodies from the RGB images. We then de-\\ntermined the central position of the detected bodies in the\\ndepth images to obtain the 3D positions of pedestrians. We\\nconducted the analysis for all the recorded images. The lap-\\ntop used analyzed images captured at a rate of 5 fps, i.e., an\\ninsufficient rate for real-time sound notifications.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,582,230,599],\"text\":\"Evaluation Measurements\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,603,395,714],\"text\":\"We measured the \\\"minimal distance\\\" between the suitcase\\nposition and a given trajectory to investigate the relevance\\nof different sound patterns for avoiding collisions. A longer\\nminimal distance may be interpreted as indicating that the\\npedestrian has avoided the blind user by a comfortable mar-\\ngin. These minimal distances were determined from the 3D\\npositions returned by OpenPose.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,715,395,842],\"text\":\"We considered three hypotheses for the main potential\\nfactors influencing the minimal distances: the presence or ab-\\nsence of a sound emission (Hypothesis 1), the sound-emission\\ntiming (Hypothesis 2); and the urgency level of the emitted\\nsound (Hypothesis 3). We tested these hypotheses using a\\nKruskal–Wallis test and a Mann–Whitney U test at 5 % levels\\nof significance to discern differences within sound patterns.\\nWe also saw 95 % confidence intervals for each pattern.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,853,117,869],\"text\":\"Results\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,954],\"text\":\"Figure 4 shows the minimal distance determined for each\\npattern. The mute baseline pattern (S7) yields the smallest\\naverage minimal distance. The Kruskal–Wallis test and the\\nMann–Whitney U test, done at 5 % levels of significance, re-\\nvealed that all the non-baseline sound patterns (S1–S6) gave\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,417,747,515],\"text\":\"longer minimal distances than S7. This result validates Hy-\\npothesis 1. Based on the statistical tests and the 95 % confi-\\ndence intervals, we also observed that the sound emission\\npatterns with 5 second timings (S1, S3, and S5) give greater\\nminimal distances than the patterns with 2.5-second timings\\n(S2, S4, and S6). Hypothesis 2 is thus also validated.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300282_pdf_shortened_page_5_figure_011.png\",\"bbox\":[437,123,726,327],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A bar chart titled \\\"Minimal Distance (m)\\\" displays measured distances under various conditions and urgency levels. Bars are grouped by time conditions (\\\"5.0 seconds\\\" and \\\"2.5 seconds\\\") where urgency levels (High, Middle, Low) are color-coded, and a single \\\"Without Sounds\\\" condition. The chart includes p-values indicating statistical significance between the grouped conditions.\"},{\"label\":\"figure_cap\",\"bbox\":[420,338,747,397],\"text\":\"Figure 4: Minimal distances. The bars show the $95\\\\%$ confi-\\ndence intervals. $p$: $p$ -value of the Mann-Whitney U test done\\non the minimal distance ($*$* and $*$ indicate the 0.001 and 0.03\\nlevels of significance, respectively).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,515,747,595],\"text\":\"We then compared sound patterns with the same emission\\ntiming to assess the influence of the urgency levels. We ob-\\nserved no statistically significant difference among patterns\\nwith either the 5-second (S1, S3, and S5) or the 2.5-second\\ntimings (S2, S4, and S6). We thus rejected Hypothesis 3.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[435,595,648,611],\"text\":\"We summarize our findings as follows:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[432,613,748,726],\"text\":\"• Sound warnings based on collision prediction influenced\\npedestrians walking toward away from the suitcase.\\n• Timings of the sound emissions also affected pedestrian\\ntrajectories. Patterns with a 5-second timing deflected\\npedestrian trajectories more effectively.\\n• The type of alarm sound appears not to be a significant\\nfactor affecting pedestrian trajectories.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,738,647,757],\"text\":\"Design of the Sound-Emission Policy\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,760,747,824],\"text\":\"Based on the above findings, we designed a sound-emission\\npolicy for BBeep (Figure 5 ), consisting of three stages of\\nsound emissions for preventing collisions. The system emits\\nthe following three types of alarm sounds.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"list\",\"bbox\":[423,825,748,954],\"text\":\"(1) A low-urgency beep warns of the potential risk of a\\ncollision between the blind user and pedestrians within\\n5 s. This sound was used in our observation study as a\\nlow-urgency sound S5. We expect this signal to enable\\npedestrians to divert their path away from the blind user\\nto avoid collision.\\n(2) An intermediate-urgency beep indicates a potential\\nrisk of collision within 2.5 s. This sound was used in our\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 52\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1012],\"text\":\"Page 6\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300282_pdf_shortened_page_6_figure_002.png\",\"bbox\":[80,120,383,262],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A diagram illustrates a person pushing a suitcase approaching another person, triggering a progression of auditory warnings. Initially, a \\\"Low Urgency Sound\\\" is emitted, followed by a \\\"Middle Urgency Sound,\\\" and finally a \\\"Stop Sound\\\" when the suitcase is 0.7 meters from the person ahead. This sequence from the start of movement to the stop sound is shown to occur over 5.0 seconds.\"},{\"label\":\"figure_cap\",\"bbox\":[134,272,326,289],\"text\":\"Figure 5: Policy of sound emission.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[90,313,393,340],\"text\":\"observational study as an intermediate-acency sound S4.\\nWe also expect this signal to help avoid collision.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[74,344,393,405],\"text\":\"(3) A stop sound indicates an imminent risk of collision\\nwith any obstacle (pedestrian, chair, wall, etc.) located\\nwithin 70 cm. We expect this signal to prompt the blind\\nuser to come to a halt immediately.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,407,395,632],\"text\":\"We chose the intermediate- and low-urgency sounds for\\nour policy. The higher the urgency level of the signal, the\\ngreater the annoyance rating of the sound alert. However,\\nwe observed that the urgency level of the sound did not af-\\nfect the trajectory of oncoming pedestrians. We, therefore,\\nselected two sound alerts with lower urgency and annoyance\\nlevels. By using two types of beep sounds, the blind user can\\nknow whether or not a pedestrian continues to approach.\\nIn addition, to inform the blind user of an obstacle ahead,\\nwe use a bell sound that is completely different from the\\nbeep sounds. This bell sound is emitted whenever the system\\ndetects obstacles located within 70 cm. In our user evalu-\\nation, we recommend that the blind user stop advancing\\nimmediately upon hearing the bell sound.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,642,305,659],\"text\":\"6 Real-world user evaluation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,663,394,792],\"text\":\"Our main goal was to understand the effectiveness of BBeep\\nin clearing the path for blind travellers in crowded spaces.\\nFor that reason, we performed a real-world study where 6\\nblind participants (Table 2 ) navigated crowded areas at the\\nPittsburgh International Airport. In this study, we compared\\nBBeep against two baseline conditions: one notifies only the\\nblind user about collision risks, while the other does not\\nprovide any notifications.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,801,140,818],\"text\":\"Conditions\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,823,394,871],\"text\":\"We equipped our assistive suitcase system with the capabili-\\nties to track pedestrians and predict future collisions. Based\\non this system, we prepared three different interfaces:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[76,873,395,953],\"text\":\"Speaker interface (BBeep): This interface represents our\\nproposed system, which emits three types of sounds (low\\nurgency, middle urgency, and stop sounds) for the blind\\nuser and other pedestrians through a speaker that is\\nmounted on top of the suitcase.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,128,743,246],\"text\":\"
IDGenderAgeEyesightNavigation Aid
P1F70BlindCane
P2F70BlindCane
P3M65BlindCane
P4M46BlindDog (primary) and Cane
P5M42BlindDog (primary) and Cane
P6M58BlindCane
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"A six-row table displays participant data with columns for ID, Gender, Age, Eyesight, and Navigation Aid. All six participants are listed as Blind, with most using a Cane, while two also use a Dog as a primary navigation aid.\",\"figure_path\":\"tables/3290605-3300282_pdf_shortened_page_6_tab_12.png\"},{\"label\":\"table_cap\",\"bbox\":[435,249,730,265],\"text\":\"Table 2: Demographic information of our participants\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[430,311,747,375],\"text\":\"Headset interface: This interface has the same behav-\\nior as BBeep, but instead of using a speaker, provides\\nsounds only to the blind user using bone-conducting\\nheadphones (to avoid blocking environmental sound).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[431,375,747,423],\"text\":\"No sound interface: The user also carries the suitcase,\\n\\nbut this interface never emits sound, representing a blind\\n\\nuser navigating by himself without additional aids.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,436,458,453],\"text\":\"Tasks\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,457,748,633],\"text\":\"We selected several crowded gates where passengers were\\nwaiting for boarding in line or in groups. Participants were\\nasked to walk straight along the corridor and go through\\nthe crowds until reaching a particular location, where the\\nexperimenter would ask them to stop (each task had roughly\\n20 meters). Participants held the suitcase handle with one\\nhand, and used their white-cane on the other hand (Figure 6 ).\\nTheir goal was to go through the crowds effectively and avoid\\ncollisions with other pedestrians. This task enabled us to\\nreplicate a very similar setting among different participants\\nand trials, thus enabling a fair comparison among conditions.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,646,487,661],\"text\":\"Procedure\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,825],\"text\":\"After obtaining (IRB approved) informed consent from par-\\nticipants, researchers provided an overview of the study and\\ndescribed the three interfaces. A short training session (10 -\\n15 minutes) was then given to participants until they were\\nfamiliar with the system alarm sounds and interfaces. Al-\\nthough the volume rate of the speaker interface was fixed for\\nall participants, they were able to adjust the volume in the\\nheadset interface to make sure it was comfortable, but audi-\\nble. During the training session, we explained how to hold\\nthe suitcase as it affects the accuracy of collision prediction.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,747,954],\"text\":\"Then, participants were asked to walk five similar routes\\nusing three types of interfaces (the speaker and headset in-\\nterfaces twice and the no sound interface once) in a counter-\\nbalanced order. Participants were informed that a researcher\\nwould be walking behind them to guarantee their safety as\\nwell as other pedestrians' safety (Figure 6 ). They were also\\ninstructed to stop when listening the higher urgency (stop)\\nsound to avoid colliding with pedestrians. The researcher\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 52\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 7\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300282", "source_image_path": "test_data/3290605-3300282/3290605-3300282_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300282/results/output_json/3290605-3300282_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300282_pdf_shortened_page_7_figure_002.png\",\"bbox\":[67,119,395,321],\"reading_order\":2,\"tags\":[],\"alt_text\":\"An indoor scene shows a group of people in a public transit area, with a man identified as \\\"Blind Participant\\\" walking away from the camera, pulling a suitcase. A man labeled \\\"Experimenter\\\" stands to his right, and a text label \\\"Our system\\\" appears in the bottom left foreground. The background figures and setting are blurred.\"},{\"label\":\"figure_cap\",\"bbox\":[68,330,394,375],\"text\":\"Figure 6: User study at an international airport. Participants\\nwalked through crowds holding the handle of an assistive\\nsuitcase-shaped system.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,395,394,491],\"text\":\"did not intervene unless: there was an imminent risk or a\\ndeviation from the path. For example, in the latter, the re-\\nsearcher would tell them to slightly adjust their orientation.\\nAlso, in case the path was blocked or the participant was con-\\nfused, the researcher would intervene to help the participant\\npassing that immediate obstacle.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,492,394,523],\"text\":\"To observe the response of pedestrians to the system, we\\nmounted a GoPro camera on the top of the suitcase.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,533,118,550],\"text\":\"Metrics\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,553,395,763],\"text\":\"Imminent Collision Frequency and Collision Risk Frequency.\\nTo measure how many pedestrians had an imminent risk of\\ncollision with the blind user, we defined the number of pedes-\\ntrians within 70 cm as the Imminent Collisions Frequency. In\\naddition, we measured the Collision Risk Frequency that in-\\ndicates how many pedestrians had a risk of collision with\\nthe blind user within 5 s. In each task, we counted imminent\\ncollisions and risk of collision based on pedestrian detection\\nresults and our collision prediction results, respectively. We\\ncompared the three conditions quantitatively based on a 95 %\\nconfidence interval (Table 3 ). In addition, we compared the\\ntwo sound conditions (speaker and headset interfaces) using\\na Wilcoxon signed-rank test with 1 % levels of significance.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,769,395,897],\"text\":\"Risk Continuity Ratio. This metric represents the ratio of\\npedestrians who had potential risks of collision, and per-\\nsisted in the users' path until reaching an imminent risk of\\ncollision. To calculate the metric, we divided the Imminent\\nCollision Frequency by the Collision Risk Frequency. Smaller\\nvalues indicate that the system reduces the risk of collision\\nbetween the blind user and pedestrians. We performed the\\nsame analysis described for the previous metrics.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,904,394,954],\"text\":\"Post-Interview. After completing the tasks, we asked partic-\\nipants to rate a set of sentences using 7-point Likert Items\\n(ranging from 1: strongly disagree, 4: neutral, to 7: strongly\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,221],\"text\":\"agree). The sentences and a summary of the answers are\\nshown in Table 4 . Finally, we asked open-ended questions\\nabout the advantages and challenges of each interface (speaker\\nand headset). We also asked for suggestions to improve each\\ninterface, and in what scenarios would the participants use\\nthe Speaker Interface (BBeep).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,231,469,247],\"text\":\"Results\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,251,746,426],\"text\":\"Quantitative Evaluation. Table 3 reports the imminent vol-\\nlution frequency, collision risk frequency and the risk con-\\ntinuity ratio. We found no significant differences between\\ninterfaces concerning the collision risk frequency ( $p=0.8$ ).\\nOn the other hand, our analysis revealed that the speaker\\ninterface resulted in significantly ( $p=0.005$ ) less pedestri-\\nans with an imminent risk of collision with the user, when\\ncompared to the headset interface. Moreover, a significant\\ndifference ( $p=0.009$ ) in risk continuity ratio shows that the\\nspeaker interface was more effective to reduce the number\\nof pedestrians that had a risk of collision with the user.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,427,746,506],\"text\":\"Table 4 reports the results of six Likert scale questions.\\nFour participants agreed that people cleared the path when\\nthey were using the speaker interface rather than the headset\\ninterface (Q1). On the other hand, in the other questions, we\\nobtained similar results between two interfaces.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,514,747,706],\"text\":\"Video Observations. Video recordings enabled us to analyze\\nthe behavior of both the blind user and sighted pedestrians, in\\norder to complement our quantitative metrics. We observed\\nthat participants would clear the path most of the times after\\nnoticing the user. However, participants using the Headset\\nor No Sound interfaces often collided (or had an imminent\\nrisk of collision) with pedestrians who were unaware of their\\npresence. In most occasions, pedestrians were either talking\\nin groups or standing in line waiting for boarding. On the\\nother hand, when using the Speaker interface, even in the\\naforementioned scenarios pedestrians would hear the sound\\nand immediately clear the path for the blind user.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,707,747,834],\"text\":\"There were, however, five exceptions where pedestrians\\napproached within 70 cm radius of the participant, repre-\\nsenting an imminent risk of collision. The reasons for them\\nwere: (1) a pedestrian was using headphones and did not hear\\nthe sound notification; (2) a blind user changed his walking\\ndirection suddenly; and (3) pedestrians tried to clear the path\\nfor the blind person, but did not have any anywhere to go\\n( e.g., by being against the wall).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,747,954],\"text\":\"Qualitative feedback. Participants were generally aware that\\nother pedestrians cleared the path when using BBeep, as\\nillustrated by their comments: A1: \\\"The advantage of the\\nspeaker is [that] they [other pedestrians] cleared the path\\\" (P5);\\nA2: \\\"People were noticing that I was approaching and people\\nwere moving away... giving me the path\\\" (P4); and A3: \\\"The\\nbiggest advantage is that other people heard it [sound alert] and\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 52\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300282/results/markdown/3290605-3300282_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[107,98,708,161],\"text\":\"From Gender Biases to Gender-Inclusive Design:\\nAn Empirical Investigation\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[225,165,590,199],\"text\":\"—Mihaela Vorvoreanu\\n\\\"\\n1,2, Lingxi Zhang,\\n\\\"Yun-Han Huang,\\n\\\"Claudia Hildebrand,\\n\\\"Zoe Steine-Hanson,\\n\\\"Margaret Bennett\\\"\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[79,199,312,251],\"text\":\"1Microsoft Research\\nRedmond, Washington, USA\\nMihaela.Vorvoreanu@microsoft.com\",\"reading_order\":5,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[312,200,493,251],\"text\":\"2 Purdue University\\nWest Lafayette, Indiana, USA\\nzhan1540,huan1025@purdue.edu\",\"reading_order\":6,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[522,199,726,251],\"text\":\"3Oregon State University\\nCorvallis, Oregon, USA\\nminic.steineh,z.burnett@eecs.orst.edu\",\"reading_order\":7,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,273,142,291],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,296,396,580],\"text\":\"In recent years, research has revealed gender biases in\\nnumerous software products. But although some\\nresearchers have found ways to improve gender\\nparticipation in specific software projects, general methods\\nfocus mainly on detecting gender biases—not fixing them.\\nTo help fill this gap, we investigated whether the\\nGenderMag bias detection method can lead directly to\\ndesigns with fewer gender biases. In our 3-step\\ninvestigation, two HCI researchers analyzed an industrial\\nsoftware product using GenderMag; we derived design\\nchanges to the product using the biases they found; and ran\\nan empirical study of participants using the original product\\nversus the new version. The results showed that using\\nthe method in this way did improve the software's\\ninclusiveness: women succeeded more often in the new\\nversion than in the original; men's success rates improved\\ntoo; and the gender gap entirely disappeared.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,592,171,609],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,613,396,643],\"text\":\"• Human-centered computing $\\\\rightarrow$ Human-Computer\\nInteraction (HCI) $\\\\rightarrow$ HCI design and evaluation methods\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,655,150,671],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,675,332,691],\"text\":\"Gender-inclusive software; gender biases; GenderMag\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,705,186,718],\"text\":\"ACM Reference format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,718,396,797],\"text\":\"Mihaela Voroveanu, Lingyi Zhang, Yun-Han Huang, Claudia Hilderrand,\\nZoe Shine-Hanson, Margaret Burnett. 2019. From Gender Biases to\\nGender-Inclusive Design: An Empirical Investigation. In 2019 CHI\\nConference on Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4–9, 2019, Glasgow, Scotland, UK . ACM, New York, NY, USA, Paper 33,\\n14 pages. https://doi.org/10.1145/3290605.3300283\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,270,541,287],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,292,746,442],\"text\":\"Awareness of biases in software has increased in recent\\nyears. Some biases are embedded in data and algorithms\\nthat power a software product, out of the sight of regular\\nusers (e.g., [8, 30] ). Others are more noticeable, permeating\\nuser experiences [7, 13, 58] and even the ways computing\\nprofessionals think about their users [9] . Software biases are\\nof critical importance: they can affect organizational and\\ncommunity health and even individuals' job prospects and\\noutcomes in the criminal justice system [40] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,450,746,534],\"text\":\"Fortunately, the computing professions are awakening to\\nproblems like these, and new conferences and conversations\\nare emerging about the need to address biases (e.g., [24, 34,\\n63] ). Also emerging are research methods to help detect\\nsuch biases (e.g., [25, 56] ).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,540,746,659],\"text\":\"GenderMag [15] is one such method. GenderMag is a\\nmethod in the cognitive walkthrough family that enables\\nidentification of gender biases in interfaces and in the\\nworkflows these interfaces make possible. By identifying\\nissues that, for example, fail to support cognitive styles\\nfrequently associated with a gender, GenderMag can be\\nused to detect gender biases in interfaces and workflows.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,746,751],\"text\":\"However, merely detecting gender biases does not fix a\\nproduct. Thus, in this paper we used GenderMag to\\ninvestigate whether and how biases detected can be\\nleveraged into design solutions that make software more\\nusable and inclusive .\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,759,746,809],\"text\":\"Toward this end, we conducted a 3-step investigation\\nusing high-fidelity prototypes of Microsoft Academic\\n( academic.microsoft.com ), an academic search engine:\",\"reading_order\":21,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,816,747,950],\"text\":\"(Step 1) Two HCI researchers conducted a GenderMag\\nanalysis to identify gender biases in the software.\\n(Step 2) We used the results of Step 1 to directly derive\\nredesigns for several aspects of the interface that Step 1\\nidentified as problematic.\\n(Step 3) We ran a qualitative empirical study with 20\\nparticipants, to investigate whether the redesigned\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[66,820,391,913],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or\\nutilized in any way and that copies bear this notice and the full citation on\\nthe full citation on the first page. Copyrights for components of this work owned\\nby others than ACM must be honored. Abstracting with credit is permitted. To\\ncopy otherwise, or republish, to post on servers or to redistribute to lists, requires\\nspecific permission and/or a fee. Request permissions\\nfrom Permanet@acm.org.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[65,914,252,923],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[66,925,248,935],\"text\":\"c 2019 Association for Computing Machinery.\",\"reading_order\":25,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[67,937,238,946],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05 $15.00\",\"reading_order\":26,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[66,949,219,958],\"text\":\"https://doi.org/10.1145/3290605.3300283\",\"reading_order\":27,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,997,121,1013],\"text\":\"Paper 53\",\"reading_order\":28,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1013],\"text\":\"Page 1\",\"reading_order\":29,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[86,95,395,130],\"text\":\"prototype was more usable and inclusive than the\\nprototype we started with.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,135,396,337],\"text\":\"This paper makes the following research contributions:\\nFirst, it is the first to empirically evaluate whether a gender\\nbias detection method (GenderMag) can lead to design fixes\\nthat actually improve software's usability and inclusiveness.\\nSecond, it provides examples of GenderMag-inspired\\nredesigns that improved usability and inclusiveness, and\\nthose that did not. Third, it empirically evaluates the\\naccuracy of the detected issues and biases, in terms of false\\nnegatives (incompleteness) and false positives (identifying\\nan issue when none was present). Finally, it illuminates the\\nnuanced relationship between individual differences in\\ncognitive styles vs. gender biases in software interfaces.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,362,328,380],\"text\":\"2 BACKGROUND AND RELATED WORK\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,390,188,407],\"text\":\"2.1 Related Work\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,412,396,564],\"text\":\"Prior research has established that individual differences in\\nhow people use software features tend to cluster by gender.\\nResearch spanning numerous software domains has shown\\nthat today's software mostly supports only the styles\\nfavored by men—for example in spreadsheets [4, 5, 6, 26, 28,\\n32, 60] , visualization systems [7, 62] , online classwork\\nplatforms [50] , web and home automation [19, 51, 52, 55] ,\\nintelligent agents and robots [41, 58] , and programming\\ntools [12, 47] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,396,790],\"text\":\"Research to improve gender inclusiveness in software\\nfalls generally into two categories. The first category\\ncontains methods and practices for avoiding or identifying\\ngender inclusiveness issues in software. The advantage of\\nmethods is scalability; if the methods are effective, they can\\nhelp large numbers of projects detect and/or avoid gender\\ninclusiveness issues. Processes for design and decision-\\nmaking are examples of such methods. For example,\\nWilliams captures a number of design process\\nrecommendations that are about including women in the\\ndecision-making processes that shape software [65] . The\\nGenderMag method [14, 15, 31, 47] used in this paper is in\\nthis category.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,795,396,930],\"text\":\"The second category, demonstration software projects\\nconcretely improves software's fit to different genders.\\nSome of these software projects aim to appeal specifically to\\nwomen or girls, such as Goldbllox and Storytelling Alice\\n[37] . Kafai and Burke term this kind of approach \\\"building\\nnew clubhouses\\\" [36] , as a counterpoint to the well-known\\nwork by Margolis and Fisher about \\\"unlocking\\\" the (men-\\nonly) computing clubhouse [45] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,95,746,213],\"text\":\"Other demonstration projects aim to support both men\\nand women, often by removing barriers or enhancing\\nfeatures. This kind of approach has a pluralism theme such\\nas advocated by Bardell [3] , i.e., the idea that most\\nindividuals do not fit neatly into a single gender bin [18] ,\\nand that removing barriers can help everyone regardless of\\nthe gender with which they identify.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,219,746,505],\"text\":\"An example of the pluralism approach is Gidget, a\\ndebugging game for novice programmers. Its gender\\ninclusiveness comes from innovating certain programming\\nenvironment characteristics, such as: portraying the\\ncomputer as fallible, personifying error messages, and\\npresenting explanatory help in forms compatible with both\\nwomen's tendencies toward comprehensive information\\nprocessing and men's tendencies toward selective\\ninformation processing [35, 42, 43] . Another example is\\nLilyPad [10, 11] , a \\\"maker\\\" product with the same\\nfunctionality as Arduino, but for wearable computing\\nprojects. It combines the \\\"build it\\\" tradition of boys' play\\nworlds with craft traditions like sewing and textiles of girls'\\nplay worlds [36] . Another example is StratCel [27] , an add-\\non for Excel that supports problem-solving strategies\\nstatistically associated with women in addition to those\\nstatistically associated with men [60] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,511,746,714],\"text\":\"Although gender inclusiveness in software is a relatively\\nyoung area, we believe the time has come for a third\\ncategory, one that bridges the first two. In this third\\ncategory, HCI professionals would use a method from the\\nfirst category to avoid or remove gender biases in software\\nas in the second category. Researchers would then\\nempirically evaluate the method's effectiveness by\\ncomparing users' experiences or performance with the\\noriginal version of the software product vs. the new post-\\nmethod version. The result brings the generality from the\\nfirst category together with the concreteness and practical\\nimpacts from the second category.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,720,746,822],\"text\":\"This paper is in this third category: it evaluates the\\nability of a gender bias detection method (GenderMag) to\\nimprove the actual gender inclusiveness of a software\\nproduct. This paper is, to our knowledge, the first to\\nempirically investigate any gender inclusiveness method's\\neffects on an industrial software product.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,835,581,852],\"text\":\"2.2 What is GenderMag?\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,856,746,890],\"text\":\"Because this study investigates the effectiveness of the\\nGenderMask method [14, 15, 31, 47] , we briefly summarize it.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,897,746,949],\"text\":\"GenderMag ( gendermag.org ) short for \\\"Gender\\nInclusiveness Magifier\\\" [15] , integrates a specialized\\ncognitive walkthrough with research-based personas that\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 53\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[69,95,750,126],\"text\":\"Table 1. A summary of the facet values for each persona. This paper uses Abby (orange throughout this paper) and Tim\\n(blue).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[75,132,742,283],\"text\":\"
AbbyPat(ricia) & Pat(rick)Tim
Motivations for using technologyWants what the technology can accomplish.Wants what the technology can accomplish.Technology is a source of fun.
Computer Self-Efficacy (confidence) about using unfamiliar technologyLow compared to peer group.Medium.High compared to peer group.
Attitude towards Risk when using technology$^{1}$Risk-averse.Risk-averse.Risk-tolerant.
Learning and Processings Styles for gathering information to solve problemsComprehensive.Comprehensive.Selective.
Learning Styles for learning new technology$^{2}$Process-oriented learner.Learns by tinkering; tinkers reflectively.Learns by tinkering (sometimes to excess).
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A table compares five characteristics related to technology use across three individuals or groups: Abby, Pat(ricia) & Pat(rick), and Tim. The characteristics are Motivations, Computer Self-Efficacy, Attitude towards Risk, Information Processing Styles, and Learning Styles. Abby's column is highlighted in orange, and Tim's column is highlighted in blue.\",\"figure_path\":\"tables/3290605-3300283_pdf_shortened_page_2_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,299,396,384],\"text\":\"capture individual differences in how people problem solve\\nand use software features — differences that statistically\\ncluster by gender. GenderMag has been used to detect\\ngender biases in several commercial and open source\\nsoftware products (e.g., [12, 14, 22, 47, 57] ).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,391,396,593],\"text\":\"The GenderMag method rests on five problem-solving\\nfacets (Table 1 ), and brings the facets to life with three\\nmulti-personas—“Abby”, “Pat(ricia)/Pat(rick)”, and “Tim”.\\nThey are multi-personas in that their backgrounds, photos,\\njob titles, education, etc., are customizable. The facets,\\nhowever, are fixed. Abby's facet values (shown concretely\\nin Figure 1 ) are more frequently seen in women than other\\ngenders, and Tim's facet values (see supplemental\\ndocument) are more frequently seen in men than other\\ngenders. The Pats' (identical) facet values emphasize that\\ndifferences relevant to inclusiveness lie not in a person's\\ngender identity, but in the facet values themselves [31] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,600,396,700],\"text\":\"The personas and facets are integrated with a specialized\\ncognitive walkthrough (CW) [64] . The specialization adds\\nthe cognitive facets above, to detect biases that occur at\\nstatistically different rates by gender. In the Methodology\\nsection, we detail the GenderMag analysis process in the\\ncontext of the current investigation.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,725,195,742],\"text\":\"3 METHODOLOGY\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,748,396,866],\"text\":\"Our investigation followed a three-step process. In Step 1,\\ntwo HCI researchers conducted a GenderMag analysis on a\\nhigh-fidelity paper prototype of the product to identify\\ngender bias issues. In Step 2, we redesigned the prototype to\\naddress the majority of those issues. In Step 3, we conducted\\na between-subject Wizard of Oz [39] study to empirically\\ncompare the two prototypes.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,872,397,941],\"text\":\"We conducted the investigation in the context of\\nMicrosoft Academic, an academic search engine that\\nidentifies, categorizes, and retrieves scholarly publications\\n[49] . During the investigation, one of the authors was\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,299,745,332],\"text\":\"working with the Microsoft Academic team on Microsoft\\nAcademic's interface.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[419,345,623,362],\"text\":\"3.1 Step 1: GenderMag Analysis\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,368,746,502],\"text\":\"For Step 1, we followed the GenderMag procedures\\ndescribed in [15, 17] , which begin by choosing persona(s).\\nWe chose the Abby and Tim personas [17] , because they\\nrepresent opposite ends of the GenderMag facet value\\nranges, and customized their ages, occupations, hobbies, etc.\\nto fit the product's target users and the study's context, a\\nuniversity in the U.S. (Figure 1 ; see the supplemental\\ndocument for full details).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,509,745,559],\"text\":\"GenderMag walkthrough use scenarios. For our\\nscenarios (Table 2 ), we used the five main Microsoft\\nAcademic use cases, which capture the main functionality\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300283_pdf_shortened_page_2_figure_014.png\",\"bbox\":[418,567,744,909],\"reading_order\":14,\"tags\":[],\"alt_text\":\"A persona profile for \\\"Abby Jones\\\" features her photo on the left and bulleted details about her demographics, motivations, computer self-efficacy, attitude toward risk, information processing style, and learning preferences on the right. Key phrases in the description are highlighted in red, such as \\\"low confidence about doing unfamiliar computing tasks\\\" and \\\"risk averse.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[419,917,744,947],\"text\":\"Figure 1. Key portions of the Abby persona used. The\\ncomplete persona are in the supplemental document.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 53\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,96,396,262],\"text\":\"the product aims to support — searching, sorting, filtering,\\nand citing papers; and claiming papers under an author\\nprofile. In total, our scenarios covered most of the Microsoft\\nAcademic interface. For a GenderMag analysis, scenarios\\nmust be broken down into subgoals. Subgoals provide\\ndigestible “ abstract ” sequences through the scenario (Table\\n2 ). A subgoal has concrete action sequences a product's\\nowner/designer envisions users carrying out. GenderMag\\nanalysis asks whether users would want and be able to\\nperform these actions.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,269,396,471],\"text\":\"Given these personas, scenarios, and subgoals, two\\nanalysts conducted the GenderMag walkthroughs on\\nMicrosoft Academic using the procedures in [15, 17] . They\\ndid one such walkthrough of each scenario from the\\nperspective of the Abby persona, and separate\\nwalkthroughs of the same scenarios with the Tim persona.\\nBoth analysts were HCI researchers, but neither had ever\\ndone a GenderMag analysis before. The walkthrough\\nprocess answered the following questions about each\\nsubgoal and about the actions a user would need to perform\\nto accomplish those subgoals (italics added to show key\\ndifferences from standard CWs):\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,478,395,521],\"text\":\"SubgoalQ: Will have formed this subgoal as a step to\\ntheir overall goal? (Yes/no/maybe, why, what facets are involved\\nin your answer.)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,520,351,547],\"text\":\"ActionQ1: Will know what to do at this step?\\n(Yes/no/maybe, why, what facets...)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,547,393,591],\"text\":\"Action(Q2: If does the right thing, will s/he know s/he\\ndid the right thing and is making progress toward their goal?\\n(Yes/no/maybe, who, what facets)...)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,597,396,631],\"text\":\"Using this process, the analysts identified ten issues in\\ntotal, and we followed up on six. The other four issues were\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,96,746,162],\"text\":\"not empirically viable: one issue did not yield itself to\\ntesting with a paper prototype and three were not part of\\ncore tasks in Microsoft Academic, so we could not motivate\\nthem well in our empirical setting.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,650,396,693],\"text\":\"Table 2. The scenarios and subgoals discussed in this\\npaper, and the issues that arose in each. (The complete list\\nof scenarios can be found in the supplemental document.)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[69,699,391,950],\"text\":\"
ScenarioSubgoalsLed to
Scenario #1-TopInstitution: In <field>, look for the top-ranked institution, and cite the most cited paper it published within 15 years.Subgoal #3: Find papers about <field> published in the top institution.Issues 1 & 2
Subgoal #5: Cite the paper.Issue 3
Scenario #2-TopAuthor: Look for the author who published the most publications in <field> from University of Oxford and go to his/her author page.Subgoal #3: Find the author who published the most publications, go to their page.Issue 4
Scenario #4-ClaimPaper: Ask <persona> to pretend s/he is <name>, and declare the author as her/himself.Subgoal #2: Start claiming, choose the right author.Issue 5
Subgoal #3: Review and submit claim.Issue 6
\",\"reading_order\":10,\"tags\":[],\"alt_text\":\"This is a three-column table with headers \\\"Scenario\\\", \\\"Subgoals\\\", and \\\"Led to\\\". The table lists several research-related scenarios, their corresponding subgoals, and the issues each subgoal or scenario led to, such as \\\"Issues 1 & 2\\\", \\\"Issue 3\\\", \\\"Issue 4\\\", \\\"Issue 5\\\", and \\\"Issue 6\\\".\",\"figure_path\":\"tables/3290605-3300283_pdf_shortened_page_3_tab_10.png\"},{\"label\":\"sec_2\",\"bbox\":[419,173,633,192],\"text\":\"3.2 Step 2: Facet-Driven Redesign\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,198,746,281],\"text\":\"The outcomes of the analyses identify not only where an\\nissue can arise, but why that issue might arise — what\\nspecific problem-solving facet(s) are not supported in the\\ndesign. Thus, we used the facets identified in Step 1 as\\nstarting points for creating design remedies.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,288,746,474],\"text\":\"For example, the analysts identified an issue for Abby's\\nself-efficacy facet that might affect her interaction with\\nfilters. To correct this issue, the team focused on Abby's low\\nself-efficacy (Figure 1 ), and decided to add feedback when\\nusing the filters so that people like Abby would be less\\nlikely to believe a problem has arisen in applying the filters.\\nOnce the team agreed on redesign solutions, we generated a\\nnew high-fidelity paper prototype. For the rest of this paper,\\nwe refer to the original system's high-fidelity prototype as\\nthe “ Original ” version, and the high-fidelity prototype after\\nredesign as the “ post-GenderMag ” version.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[419,485,664,504],\"text\":\"3.3 Step 3: Qualitative Empirical Study\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,508,747,575],\"text\":\"In Step 3 we qualitatively analyzed 20 participants' use of\\nthe Original vs. post-GenderMag high-fidelity prototypes,\\nwith 10 participants per condition for each scenario (Table\\n2 ).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,583,746,734],\"text\":\"We recruited participants at a large U.S. university by\\nadvertising a 5-minute screening questionnaire via listserves\\nand flyers. We targeted research-oriented people likely to\\ndo academic searches, namely faculty members and\\ngraduate students. The questionnaire used (with\\npermission) a subset of an existing Microsoft survey [16] in\\nwhich respondents self-assess their GenderMag facets with\\n9-point Likert questions (enumerated in the supplemental\\ndocument).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,741,746,826],\"text\":\"Using respondents' questionnaire responses, we used\\ncriterion sampling to select 20 participants. The criteria\\nwere: use academic search engines regularly but had never\\nused Microsoft Academic; provide a reasonable gender\\nbalance; and provide a diversity of facet values.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,833,746,951],\"text\":\"Eleven of the resulting participants identified as women\\nand nine as men. Their ages ranged from 24 to 63 (median\\n27.5). Participants came from a variety of research\\ndisciplines: Computer graphics technology (3 women + 3\\nmen), life sciences (2+1), engineering/math (1+2),\\ninteraction design (2+0), computer science (0+2), other\\ntechnologies (1+), education (1+0), and unknown (1+0).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 53\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,96,396,294],\"text\":\"Participants in each discipline were divided approximately\\nevenly across the two treatment groups, except that both of\\nthe interaction design participants ended up in the post-\\nGenderMag treatment. Participants spanned a reasonably\\nwide range of values for each of the five GenderMag facets.\\nFigure 2 (Left) shows the number of facets each participant\\nself-assessed on the Abby side of the grand medians (i.e.,\\nscoring closer to Abby than the grand median of that face)\\nand on the Tim side of the grand medians. Note that only\\nthree participants (1 Abby, 2 Tims) were “ pure ” Abbys or\\nTims; the other 17 participants had mixes of Abby and Tim\\nfacets.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,303,396,505],\"text\":\"We used a between-subject design, balancing\\nparticipants in the Original vs. post-GenderMag treatments\\nby gender, academic discipline, and GenderMag facets\\n(Figure 2 (Right)). We conducted each session one\\nparticipant at a time with a facilitator and an observer. The\\nparticipants' tasks were to perform the same scenarios as\\nused in the GenderMag analysis (Table 2 ). We collected\\naudio recordings and observation notes from the sessions,\\nand qualitatively analyzed participants' data one facet at a\\ntime. Since every participant has a value for each of the 5\\nfacets, this means that each facet's data came from all 11\\nwomen and all 9 men.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,516,310,532],\"text\":\"3.4 Bringing the Three Steps Together\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,539,396,641],\"text\":\"The GenderMap analysis of the Original prototype\\nidentified ten issues, and we investigated six, as explained\\nabove. For these six, we analyzed results strictly by\\nGenderMap facet—not gender. When all analysis by facet\\nwas complete, we then reconsidered the results from a\\ngender perspective, which we defer until Section 9 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,663,310,680],\"text\":\"4 RESULTS: OVERALL TASK SUCCESS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,689,396,723],\"text\":\"We begin by answering the central research question: if\\ndesigners redesign around GenderMag-detected biases, can\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,96,746,129],\"text\":\"this actually make a more usable and inclusive piece of\\nsoftware?\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300283_pdf_shortened_page_4_figure_009.png\",\"bbox\":[82,740,383,861],\"reading_order\":9,\"tags\":[],\"alt_text\":\"The figure displays two distinct bar charts. The left chart is a bar chart with orange and blue bars, labeled \\\"Abby\\\" and \\\"Tim\\\" along a numerical axis, with values written inside the bars. The right chart consists of multiple stacked bar charts, each divided into orange and blue segments with numerical values, labeled along the bottom with categories like \\\"Mot.\\\", \\\"SE\\\", \\\"Risk\\\", \\\"Info-Proc\\\", and \\\"Learn-ing,\\\" along with \\\"O\\\" and \\\"G\\\" indicators.\"},{\"label\":\"figure_cap\",\"bbox\":[78,864,386,949],\"text\":\"Figure 2. Participants' facet distributions. (Orange: more\\nAbbey facet values than Tim. Blue: more Tim than Abby.)\\n(Left) Y-axis: # of participants (out of 20) who had each\\nAbby vs. Tim facet combination (X-axis). (Right): The 20\\nparticipants' facet value distributions in the Original vs.\\npost-GenderMag treatments, for each facet in Table 1 .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,136,747,304],\"text\":\"As the results in Table 3 show, the usability answer is\\n“ yes ” : for every issue except Issue 3, fewer post-GenderMag\\nparticipants than Original participants experienced action\\nfailures. (We counted an action failure whenever a minute\\npassed without the participant figuring out the\\naction/subgoal, or the participant asked for help; we then\\nshowed the participant what to do so they could continue\\nwith the rest of the task.) In total, post-GenderMag\\nparticipants failed less than half as often as Original\\nparticipants did.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,311,747,411],\"text\":\"Next, we consider the inclusiveness question at the level\\nof facet values. If inclusiveness issues are found for a\\nparticular facet value using GenderMag, and then changes to\\nfix the issues are made, does the software become more\\ninclusive for people with that facet value? Table 4 answers\\nthis question.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,419,746,521],\"text\":\"The table lists the issues by the facet results of Step 1\\n(GenderMag analysis). A checkmark indicates that the\\nanalysts found an issue for that facet value in Step1 and\\nmade design changes to the prototype (Step2) to improve\\nsupport for that facet value. The right column indicates the\\nempirical effects of that change on task performance.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,528,747,731],\"text\":\"For example, the orange checkmark in the top row\\nshows that, for Issues 182, we redesigned the prototype to\\nimprove support for Abby's motivations facet value (task-\\noriented). The orange + shows a positive empirical effect\\nfrom the redesign on Abby, with post-GenderMag task-\\noriented participants failing less than Original task-oriented\\nparticipants. The blue + in this row shows that, although\\nthe redesign was not targeting Tim's motivations (no blue\\ncheckmark in “ Redesigned ” ), the post-GenderMag\\nparticipants with Tim's motivations failed less than in the\\nOriginal treatment — a nice side-effect of this particular\\nredesign.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,738,746,772],\"text\":\"Other outcomes in Table 4 include no effect from the\\nresigns (+), post-GeneratorMg participants experiencing\",\"reading_order\":15,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[429,790,736,833],\"text\":\"Table 3. Number of participants with action failures in\\nthe Original (n=10) vs. post-GenderMag (n=10)\\ntreatments.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[422,837,741,939],\"text\":\"
IssuesOriginalpost-GenderMag
Issues 1 & 220
Issue 344
Issue 462
Issues 5 & 610
Total136
Mean/median/mode1.3/1/20.6/1/1
\",\"reading_order\":17,\"tags\":[],\"alt_text\":\"A table compares \\\"Original\\\" and \\\"post-GenderMag\\\" values for various \\\"Issues\\\" categories, including Issues 1 & 2, Issue 3, Issue 4, and Issues 5 & 6. It also lists totals and mean/median/mode statistics for both the original and post-GenderMag data.\",\"figure_path\":\"tables/3290605-3300283_pdf_shortened_page_4_tab_17.png\"},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 53\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,96,395,212],\"text\":\"more failures than Original participants (-), and false\\npositives: issues the analysts found for a facet that did not\\narise with any participant (*) which also could have no\\neffect. Since the table includes only issues the analysts\\ndecided were issues, false negatives are not shown. (We will\\nreturn to false positives and false negatives in later\\nsections.)\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,395,337],\"text\":\"To summarize Table 4 , in a few cases the redesigns had\\nno effects (3 for Abby's facets, 5 for Tim's) or had negative\\neffects (1 Abby, 1 Tim). However, for most of the changes,\\nthe redesigns led to improvements for the facet values being\\ntargeted, and sometimes for the opposite values of those\\nfacets. In total, the redesign had 11 positive effects for\\nAbby's facets and 9 for Tim's.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,353,361,370],\"text\":\"5 RESULTS: ISSUES 1 & 2: AN IN-DEPTH LOOK\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,376,395,444],\"text\":\"What issues did the GenderMag analysis identify, what\\ndesign remedies did we derive, and how did those remedies\\nimpact usability for different problem-solving facets? In this\\nsection we address these questions in depth.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[69,490,390,532],\"text\":\"Table 4. Each row shows effects (Step 3) of the redesigns\\n(Step 2), for each facet value identified in Step 1 for Abby\\n(left symbols, in orange) or Tim (right symbols, in blue).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"anno\",\"bbox\":[70,533,378,628],\"text\":\"✓: in Step 2, redesigned the post-GenderMag version for\\nthat facet value.\\n\\n*: post-GenderMag better: (fewer action failures than\\nOriginal).\\n\\n- post-GenderMag treatment worse.\\n\\n* no effect\\n- no effect because no errors in either version.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[79,636,380,945],\"text\":\"
FacetsRedesigned ForEffects
Issues 1 & 2Motivations✓+ +
Self-Efficacy✓+ +
Risk✓* +
Info-Process✓+ *
Learning✓+ +
Issue 3Motivations✓+ -
Risk✓- +
Learning✓= -
Risk✓+ +
Info-Process✓+ +
Issue 4Learning✓+ +
Self-Efficacy✓+ *
Risk✓* +
Info-Process✓+ *
Learning✓+ =
\",\"reading_order\":8,\"tags\":[],\"alt_text\":\"A multi-column table displays data grouped by \\\"Issues\\\" (1&2, 3, 4, 5&6). For each issue, different \\\"Facets\\\" like Motivations, Self-Efficacy, Risk, Info-Process, and Learning are listed. The table includes columns indicating if a facet was \\\"Redesigned For\\\" with checkmarks (some cells have one, some have two) and its \\\"Effects\\\" using symbols such as `++`, `+*`, `+-`, and `==`.\",\"figure_path\":\"tables/3290605-3300283_pdf_shortened_page_5_tab_8.png\"},{\"label\":\"sec_2\",\"bbox\":[420,95,698,113],\"text\":\"5.1 Issues 1 & 2 GenderMag Analysis (Step 1)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,118,747,236],\"text\":\"The analysts identified Issues 1 and 2 during Scenario 1's\\nSubgoal 3 (recall Table 2 ). By Subgoal 3, the persona (Abby\\nor Tim) had already searched for papers in the field of\\nCognition, and had sorted the results by number of\\ncitations. To then form Subgoal 3, Abby or Tim would have\\nto understand that it is possible to filter the results down to\\npapers published by authors at only the top institution.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,243,746,378],\"text\":\"To identify issues with this subgoal, the analysts\\nconsidered each of Abby's and Tim's facet values. From\\nthese facets, the analysts decided that even forming this\\nsubgoal could be problematic for both Abby and Tim (Issue\\n1). To then perform the action, Abby/Tim would have to\\nlocate the filter, and the analysts decided this too could be a\\nproblem for both (Issue 2). Together, these issues involved\\nall five of Abby's facets and two of Tim's, as we detail next.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,386,747,535],\"text\":\"Motivations (Abby) : Some people are motivated to use\\ntechnology mostly for the tasks it enables them to\\naccomplish (like Abby), whereas others are motivated by\\ntheir enjoyment of the technology for its own sake (like\\nTim) [12, 13, 29, 32, 37, 38, 46] . Because the Abby persona is\\ntask-oriented, she prefers using features that seem familiar\\nand views learning new features as a detour from what she\\nis trying to accomplish. The analysts' notes below show\\nhow they apply the motivations facet:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,542,746,602],\"text\":\"Analyst Notes: \\\"The filters on the left side are something Abby is\\nnot familiar with (motivations)... looks more like a data\\nvisualization. She might not know the institutions are ranked.\\\"\\n(Analyst is referring to the screen in Figure 3.)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300283_pdf_shortened_page_5_figure_014.png\",\"bbox\":[417,626,762,859],\"reading_order\":14,\"tags\":[],\"alt_text\":\"A screenshot displays a \\\"Top Institutions\\\" section of a webpage with \\\"BY RANK\\\" selected. It lists institutions like \\\"University of Oxford\\\" and \\\"Ottawa Hospital Research Institute\\\", each with a horizontal bar graph and a corresponding numerical value, such as 1286 and 543.\"},{\"label\":\"figure_cap\",\"bbox\":[419,867,761,950],\"text\":\"Figure 3. Screenshot of the Original prototype with a call-out\\nof the section relevant to the Subgoal 3. The screen is about\\ndouble the length shown, with more filtering options and\\nresults. The red boxes emphasize where Abby would have run\\ninto issues, namely with clicking on \\\"By Rank\\\", and the\\ncounts that look like a data visualization instead of a filter.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 53\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,96,395,346],\"text\":\"Information Processing Style (Abby and Tim): The analysts\\nalso pointed out that Abby's information processing style\\nwas not well-served. People with Abby's comprehensive\\ninformation processing style try to gather fairly complete\\ninformation before proceeding with problem solving [1, 28,\\n48, 53] . The analysts noted that, although in some ways this\\nstyle would help Abby, she would want more information\\nabout the feature than was given in the interface, such as\\nwhether “ by rank ” is a filter at all, how it works, and what\\nthe numbers are communicating. In contrast, people with\\nTim's selective information processing style try to follow\\nthe first promising information, then potentially backtrack.\\nThe analysts also decided that this preference would also be\\nencouraged by Tim's learning style, which is tinkering-\\noriented. Figure 4 illustrates their application to Tim.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[77,355,388,396],\"text\":\"Analyst Notes: \\\"Since Tim leans towards a selective information\\nset (which means making things look fun and interesting to you) he will click\\nthe 'cognition' topic.\\\" -- (wrong action)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[77,396,380,436],\"text\":\"Analyst Notes: \\\"As Abby tends to process the information\\nwith one or two clicks, turn the filter ... [But because] the\\nfilter doesn't look like a [filter].\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,452,395,570],\"text\":\"Attitude towards Risk (Abby): Abby is relatively risk-\\naverse with new technologies; she does not like to waste\\ntime on a feature that might not do what she wants if she\\ncannot predict its effects [21, 23] . In applying that fact\\nhere, the analysts decided that Abby's risk aversion would\\nadd to Abby's desire for more information before\\nproceeding.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300283_pdf_shortened_page_6_figure_006.png\",\"bbox\":[70,591,396,885],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A web page interface displays search results and a highlighted topic card for \\\"Cognition.\\\" The magnified \\\"Cognition\\\" topic card includes a definition, an image of an old painting, and lists of \\\"PARENT TOPICS\\\" (neuroscience, psychiatry), \\\"CHILD TOPICS\\\" (cognitive apprenticeship, mental representation, cognitive style), and \\\"RELATED TOPICS\\\" (Psychology, Cognitive science, Perception).\"},{\"label\":\"figure_cap\",\"bbox\":[69,891,394,948],\"text\":\"Figure 4. Screenshot of the Original prototype. The\\nanalysts decided that Tim would notice the Cognition topic\\nbox (in the call out) before the filters (left), and click it\\nright away.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,96,717,138],\"text\":\"Analyst Notes (continued from above Abby example): \\\"... [But\\nbecause] the filter doesn't look like [a filter]... she will be\\ncautious [about] the filters.\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,144,746,346],\"text\":\"Self-efficacy (Abby) Self-efficacy is a person's confidence\\nabout succeeding in a specific task [2] ; computer self-\\nefficacy is their confidence in performing computing tasks.\\nComputer self-efficacy levels affect people's behavior with\\ntechnology, such as which features they choose to use and\\nhow willing they are to persist with hard-to-use features\\n[12, 13, 33, 50, 59] . People like Abby, who have lower\\ncomputer self-efficacy than their peers, tend to believe that\\ntechnology issues or the absence of feedback indicates that\\nthey are doing something incorrectly. The analysts decided\\nthat the lack of feedback from the action would interact\\nwith Abby's relatively low self-efficacy:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,352,745,423],\"text\":\"Analyt Notes: \\\"After Abby applies the filter, the result on the right\\nwill be refreshed. But there [is] no obvious [feedback] showing\\nhow the results linked to the filter ... As a result, Abby might\\nnot be ... sure that ... the filters she selected were applied\\n(computer self-efficacy).\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,429,746,563],\"text\":\"Learning style (Abby and Tim): The analysts also noted\\nthat Abby's learning style came into play: Abby prefers to\\nlearn processes first, rather than tinkering with details first\\n[12, 19, 20, 54] , but the system's lack of information or hints\\nabout process does not support this style of learning. Tim's\\nlearning style (tinkering) could also lead him astray,\\nexacerbating the influence of his selective information\\nprocessing style, as discussed above.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,575,677,593],\"text\":\"5.2 Issues 1 & 2 Design Remedies (Step 2)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,599,746,699],\"text\":\"To derive design remedies for both Abby-like and Tim-like\\nusers, we started with the facets that identified the issues.\\nAs Figure 5 shows, we addressed two of Abby's facets –\\nmotivations and risk – by making the filters' appearance\\nlook more like filters (removing the number of publications\\non the right side of each bar, which drew attention away\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300283_pdf_shortened_page_6_figure_014.png\",\"bbox\":[419,706,747,874],\"reading_order\":14,\"tags\":[],\"alt_text\":\"This user interface element displays a list of \\\"Top Institutions\\\" with associated bar graphs representing publication counts. The left panel shows a longer list of institutions, while the right panel presents a truncated view, showing only the top five. Both panels indicate sorting options \\\"BY RANK\\\" and \\\"BY PUBLICATION COUNT\\\" and include a \\\"MORE\\\" button at the bottom.\"},{\"label\":\"figure_cap\",\"bbox\":[419,883,745,955],\"text\":\"Figure 5. Issues 1 & 2 filtering redesign. (Left) Original: List\\nof institutions with publication counts for each. (Right)\\npost-GenderMag: Shorter list of institutions and removed\\nthe publication counts that drew attention away from the\\ncheckbox actionability.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 53\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300283", "source_image_path": "test_data/3290605-3300283/3290605-3300283_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300283/results/output_json/3290605-3300283_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,95,396,329],\"text\":\"from the filter-action check boxes). To help with Tim's most\\nimplicated facet, his selective information processing, we\\nshortened the list (top 5 instead of top 10), so that Tim-like\\ninformation processors could notice the institution filtering\\noption without scrolling. Since the other facet that arose for\\nTim (a tinkering learning style) was magnifying the\\nproblems caused by his selective information processing\\nstyle, we decided that resolving his most implicated facet\\nwould be sufficient to handle both. As Figure 6 shows, for\\nthe feedback problems particularly pertinent to Abby's\\ncomputer self-efficacy, we added to the top of the filtered\\nsearch results a list of filters that had been applied, as a way\\nof providing confirmation to users that they had (or had\\nnot) accomplished their filtering goals.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,341,329,358],\"text\":\"5.3 Issues 1 & 2 Empirical Results (Step 3)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,396,498],\"text\":\"Original and post-GenderMag participants performed the\\nsame scenario as in the GenderMag analysis: selecting\\npapers by authors affiliated with the top institution in a\\nparticular field (here, Computer Science). The Original\\nparticipants' performance allowed us to evaluate the\\naccuracy of the GenderMag analysis, and the comparison of\\nOriginal with post-GenderMag enabled us to evaluate the\\neffectiveness of the redesign.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,507,395,539],\"text\":\"As Figure 7 shows, two of the 10 Original participants,\\nO2 and O9, had one or more action failures, as defined in\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,95,747,246],\"text\":\"the first Results section. (We will refer to specific Original\\nparticipants as O1-O10, and Post-GenderMag participants as\\nG1-G10.) Participants O2 and O9 differed markedly in their\\nproblem-solving facets: participants' initial questionnaire\\nresponses showed that Participant O2 was an Abby4-Tim1\\nparticipant (four Abby facets, one Tim face), and\\nParticipant O9 was an Abby1-Tim4 participant. Together,\\nthose two participants covered four of Abby's facets and\\nfour of Tim's facets.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300283_pdf_shortened_page_7_figure_007.png\",\"bbox\":[71,550,396,639],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A screenshot of a search results page shows the text \\\"1-8 of 50000+ results (1.5 seconds) for \\\"Computer Science\\\", \\\"University of Oxford\\\"\\\". This text is highlighted by a red outline and an arrow pointing to it on the search page, with an enlarged version of the text provided below.\"},{\"label\":\"figure_cap\",\"bbox\":[68,646,394,674],\"text\":\"Figure 6. Issue 1 & 2 post-GenderMag feedback redesign.\\nWe added feedback of what filters were applied.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300283_pdf_shortened_page_7_figure_009.png\",\"bbox\":[75,696,363,876],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image displays two side-by-side data tables, labeled \\\"Original\\\" and \\\"post-GenderMag,\\\" each presenting information for ten participants (O1-O10 and G1-G10). Each table has five columns titled M, SE, R, IP, and L. The cells primarily contain dashes, with orange circles and blue squares visible in the \\\"Original\\\" table for participants O2 and O9.\"},{\"label\":\"figure_cap\",\"bbox\":[68,876,395,948],\"text\":\"Figure 7. Results of Issues 182 by participant in order of\\nmost Abby facet values to least. Facet values of the 2\\nOriginal treatment participants with action failures are\\nshown. • : participant's facet is an Abby value; ■ :\\nparticipant's facet is a Tim value; -: no action failures.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,253,747,372],\"text\":\"Four of the facts that the analysts predicted for Abby\\nand one of those predicted for Tim in the GenderMag\\nanalysis were present in the participants who experienced\\naction failures. Even some of the successful participants had\\nproblems noticing that the “ Top Institution ” filtering option\\nexisted, as with this successful (no action failures) Original\\nparticipant:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,379,725,435],\"text\":\"Participant O4 (tracing along the filters with her finger): \\\"How\\nwould I find the top institution?\\\"\\nObserver notes: \\\"The filter [panel] was too long ... took [O4]\\nawhile to find the institution filter.\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,442,747,558],\"text\":\"Participant O1's facet values help to demonstrate how\\ncertain facets helped participants solve problems.\\nParticipant O4 was an Abby3-Tim2 participant. Her\\ncomprehensive information processing style is evident in\\nthe above. That facet value served her well here, leading her\\nto process enough of this option-dense screen to find the\\noption she needed to succeed.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,566,747,617],\"text\":\"Ultimately, as Figure 7 shows, the redesign was\\nsuccessful—none of the post-GenderMag participants failed\\nthe task.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,624,709,680],\"text\":\"Observer note: \\\"[G2] found the top institution filter easily.\\nObserver note: \\\"[G10] found the filter easily and went for it\\ndirectly.\\n\\\"\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,705,718,736],\"text\":\"6 RESULTS: ISSUES 3 & 4: OPPOSITE TALES OF\\nINCOMPLETENESS\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,743,747,945],\"text\":\"Like other cognitive walkthroughs, a GenderMag analysis\\ncan miss some issues. In fact, errors of omission (false\\nnegatives) are common in cognitive walkthrough methods,\\nwith research reporting rates between 30 % and 70 % ,\\ndepending on the analysts' expertise [44] . Our\\ninvestigation's data likewise suggest that our analysts (who\\nwere not GenderMag experts) missed some issues in their\\nGenderMag analysis. For example, the six “ side-effect ”\\nimprovements shown earlier in Table 4 , show\\nimprovements for facets where no problem for those facets'\\nvalues had been detected. Issues 3 & 4 illustrate opposite\\nways such false negatives played out in our data.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 53\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 8\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300283/results/markdown/3290605-3300283_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[102,84,716,113],\"text\":\"Sensing Posture-Aware Pen+Touch Interaction on Tablets\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[111,132,707,164],\"text\":\"Yang Zhang$^{1,2}$, Michael Pahud$^{1}$, Christian Holz$^{2}$, Haijun Xia$^{1,3}$, Gierad Tupat$^{1,2}$, Michael McGuffin$^{1,4}$,\\nXiao Tu$^{1}$, Andrew Mitterreder$^{1}$, Fei Su$^{1}$, William Buxton$^{1}$, and Ken Hinckley$^{1}$\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[92,181,721,197],\"text\":\"1 Microsoft, Redmond, WA, United States @microsoft.com\",\"reading_order\":5,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[133,198,683,213],\"text\":\"$^{2}$Carnegie Mellon University, Pittsburgh, PA, United States, @cs.cmu.edu\",\"reading_order\":6,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[219,213,598,229],\"text\":\"$^{3}$ University of Toronto, Toronto, Canada, haijunxia@dgp.toronto.edu\",\"reading_order\":7,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[142,227,673,244],\"text\":\"$^{4}$ École de Technologie Supérieure (ETS), Montreal, Quebec, Canada, michael.mcguffin@etsmtl.ca\",\"reading_order\":8,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,281,142,298],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,303,396,587],\"text\":\"Many status-quo interfaces for tablets with pen + touch in-\\nput capabilities force users to reach for device-centric UI\\nwidgets at fixed locations, rather than sensing and adapting\\nto the user-centric posture. To address this problem, we\\npropose sensing techniques that transition between various\\nnuances of mobile and stationary use via postural aware-\\nness. These postural nuances include shifting hand grips,\\nvarying screen angle and orientation, planting the palm\\nwhile writing or sketching, and detecting what direction the\\nhands approach from. To achieve this, our system combines\\nthree sensing modalities: 1) raw capacitance touchscreen\\nimages, 2) inertial motion, and 3) electric field sensors\\naround the screen bezel for grasp and hand proximity de-\\ntection. We show how these sensors enable posture-aware\\npen-touch techniques that adapt interaction and morph\\nuser interface elements to suit fine-grained contexts of\\nbody-, arm-, hand-, and grip-centric frames of reference.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,599,172,616],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,619,361,635],\"text\":\"• Human-centered computing → Ubiquitous and Mobile\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,648,151,663],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,664,387,680],\"text\":\"tablets; sensing; grip; posture; electric field sensing; pen + touch\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_2\",\"bbox\":[69,695,188,708],\"text\":\"ACM Reference format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,708,394,790],\"text\":\"Yang Zhang, Michel Pahud, Christian Holz, Huxian Jia, Geralp Lapić, M\\nchael McGuffin, Xiao Tu, Andrew Mittereder, Fei Su, William Buxton, and\\nKev Hinckley. 2019. Sensing Posture-Aware Pen-Touch Interaction on\\nTablets. In 2019 CHI Conference on Human Factors in Computing Systems\\nProceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland, UK. ACM, New\\nYork, NY, USA, 14 pages. https://doi.org/10.1145/3290603.3300285\",\"reading_order\":16,\"tags\":[\"author\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300285_pdf_shortened_page_0_figure_017.png\",\"bbox\":[417,277,752,552],\"reading_order\":17,\"tags\":[],\"alt_text\":\"Multiple panels show hands interacting with a tablet device using both fingers and a stylus. Circular and fan-shaped color or tool selection palettes are frequently displayed on the tablet screen, often overlaid on document text. A stylus is shown being used to select options from these palettes and interact with the tablet.\"},{\"label\":\"figure_cap\",\"bbox\":[419,558,748,587],\"text\":\"Figure 1A-G. Our system senses nuances of mobile vs station-\\nary use, and morphs the UI accordingly. See text for details.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,613,557,630],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,634,747,801],\"text\":\"The mobility of tablets affords interaction from various\\nuser-centric postures . Yet current tablet interfaces often as-\\nsume a device-centric perspective. Controls inhabit fixed\\npositions at the margins of the screen, and remain unaware\\nof transitions between postures — much less the subtle nu-\\nances of these reference frames and contexts of use. A de-\\nvice-centric UI design requires the user to adapt their be-\\nhaviors to the layout of the interface on the tablet, rather\\nthan having the tablet adapt its behaviors and controls to\\nhow the user is actually holding and using the device.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,809,747,961],\"text\":\"Sensing this missing context affords Posture Awareness .\\nPosture-Aware Interfaces sense and transition between var-\\nious egocentric frames-of-reference, including body-, arm-,\\ngrip-, and hand-centric. While some aspects of this ap-\\nproach appear in previous work (e.g. [2, 18, 41, 74, 80] ), au-\\ntomatically sensing and transitioning between a plurality of\\negocentric reference frames — as well as exocentric world-\\nand device-centric reference frames, when appropriate — of-\\nfers a key contribution of our system.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,822,390,908],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full citation\\non the first page. Copyright for components of this work owned by others than the\\nauthor(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific permission\\nof the senior author. Request permissions from permissions@acm.org.\\nCHI May 4th-9, 2019, Glasgow, Scotland, UK.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,908,373,939],\"text\":\"c 2019 Copyright is held by the owner/author(s). Publication rights licensed to\\nOxford University Press, 978-0-105-56720-9/19/5, $15.00.\\n\\nACM ISBN 978-1-4361-5870-6/19/5, $15.00.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 55\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,81,395,264],\"text\":\"Our Posture-Aware Interface morphs to a suitable frame\\nof reference, at the right time, and for the right (or left)\\nhand. This affords both one-handed and bimanual\\npen-touch interactions for tablets. Each hand plays a dis-\\ntinct role (in its own local reference frame) to support the\\ntablet and interact with the screen [89] via touch, or the pen.\\nAs we move down the kinematic chain [30, 80]– from the\\nbody to the joints of the elbow, wrist, and hand – the frame-\\nof-reference relevant to a context becomes more specific.\\nOur system senses and transitions between these multiple\\nframes-of-reference, in a manner contingent on posture.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,272,396,524],\"text\":\"For example, Fig. 1 shows some contexts sensed by our\\nsystem. Grasping the tablet summons Thumb Tools to a grip-\\ncentric location nearby, such as the left (Fig. 1a ) or bottom\\n(Fig. 1b ). Putting the tablet flat on a desk reverts to the De-\\nfault Tools , at a device-centric position near the upper right\\n(Fig. 1c ). Planting the preferred hand on the screen to write\\nautomatically orients miniature Palm Tools (Fig. 1d ) to a\\nhand-centric location nearby. We also sense laying down\\nthe pen to reveal hidden settings (Fig. 1e ). A two-finger\\ntouch splays out Fun Tools for bimanual pen+touch (Fig. 1f ).\\nBut if the user instead invokes them with the preferred\\nhand, the Fan Tools splay out in the opposite direction and\\nadapt their behavior to suit one-handed use (Fig. 1g ). For\\neach of these states, animated transitions help make clear\\nhow the system responds to shifting contexts, and when.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,531,396,800],\"text\":\"Our contribution is integrative, taking some elements\\nexplored previously (such as thumb controls [26, 63] , or ac-\\ncommodating multiple grips [80] ), and unifies them\\nthrough interaction techniques with automatically sensed\\ntransitions in look & feel of the interaction. Thumb controls,\\nfor example, are a particular use-case supported by previous\\nwork — yet often only in a fixed manner of use, with static\\ncontrols that must be managed by the user. But in our work,\\n(1) the particular contexts where thumb controls should ap-\\npear, or disappear, or move to a new grip-location, are au-\\ntomatically sensed; and (2) the techniques therefore also\\nsupport transitions to other styles of use when users change\\nhow they hold the tablet, or otherwise shift contexts. Our\\nstrategies for moving between handheld tablet use, versus\\na supporting surface with full bimanual interaction, offer\\none example of how our work puts this into action.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,806,359,825],\"text\":\"Taken as a whole, then, we contribute the following:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,834,393,880],\"text\":\"• Posture-Aware Interfaces that sense and transition be-\\ntween body-, arm-, grip-, and hand-centric frames of ref-\\nerence, for pen-touch interaction on tablets;\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,882,382,898],\"text\":\"• Realized via a pragmatic combination of three sensors:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[86,898,394,928],\"text\":\"– raw capacitance touchscreen images for detection of\\nthe palm (or the pen itself) when placed on the screen;\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,85,743,145],\"text\":\"- inbuilt inertial sensing for detecting the angle of the\\ndisplay, or tilting movements of the entire tablet;\\n- peripheral electric field sensors on the bezel of the\\ndevice for grip and hand/forearm proximity sensing;\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,146,746,194],\"text\":\"• With example techniques that illustrate how a pen &\\ntouch interface can morph its UI elements and interactive\\nbehavior accordingly;\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,195,746,271],\"text\":\"• And preliminary user feedback that shows advantages as\\nwell as some remaining challenges of our approach, such\\nas the need for automatic adaptations to feel stable and\\npredictable (rather than, for example, distracting by re-\\nsponding immediately to every minor hand motion).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,277,746,411],\"text\":\"Our work reveals how \\\"mobile vs. stationary use\\\" [38] is\\nfar from a simple dichotomy: many aspects of grip, handed-\\nness, and posture are required to gracefully degrade biman-\\nual pen-touch to the varied usage contexts manifest on tab-\\nlets. Our techniques show that sensing these qualities opens\\nnew possibilities for touch (and pen) interfaces that go be-\\nyond device-centric approaches, letting the user work effec-\\ntively from transient postures.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[419,434,558,453],\"text\":\"2 RELATED WORK\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,457,746,558],\"text\":\"We address core user interface challenges for tablets, in-\\ncluding round trips, divided attention, biomechanical com-\\nfort, and hand occlusion. Our approach considers these as\\nproblems (at least in part) of insufficient context that could\\nbe sensed via raw capacitance images, tilt and motion, grip,\\nor electric field—with emphasis on pen-touch interactions.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,569,729,587],\"text\":\"2.1 Round Trips, Attention, Comfort, & Occlusion\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,590,746,806],\"text\":\"Most interfaces divide real estate between a Workspace ,\\nwhich features user content, and Tools (palettes or menus)\\nwhich typically occupy the outer edges of the screen. On\\ndirect-touch devices, round-trips between Workspace and\\nTools are monotonous, require a lot of hand movement [23] ,\\nand demand divided attention [51] . This also prevents the\\nuser from leaving their hand planted at an advantageous\\nposition and orientation on the screen. For example, artists\\ntend to rotate artwork frequently as they work [24] , to suit\\nthe biomechanics of crafting pen strokes with comfort and\\nskill. Moving the preferred hand far away to acquire Tools\\ndisrupts focused attention and flow [6, 20] , and also runs\\ncounter to the UI principle of location-independence [64] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,814,747,933],\"text\":\"Occlusion presents another challenge. Placing controls\\nnear-to-hand is desirable — yet if too close, the hand blocks\\nthem from view. Much work on occlusion-avoidance fo-\\ncuses on the preferred hand [25, 59, 78, 79] , although Vogel\\net al. do study one bimanual gesture [79] . But tablets afford\\nmany postures. Users can employ either hand, or approach\\nan angled tablet from various directions [59] . Our work uses\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 55\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,81,394,114],\"text\":\"electric field sensing to add awareness of hand proximity\\nand the forearm angle associated with each touch.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,126,373,143],\"text\":\"2.2 Roles of the Hands During Tablet Interaction\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,147,395,331],\"text\":\"The user must juggle strategies to work-around these limi-\\ntations. For example, users frequently adjust grips or usage\\npostures for comfort [40, 59, 80] . Many tablet grips involve\\nboth hands in distinct roles [30] . The nonpreferred hand can\\nsupport the device, or interact with it — or at times both —\\nwith the forearm, palm, and fingers occupying distinct roles\\nin a kinematic chain [30, 80] . The preferred hand may touch\\nthe screen, articulate pen strokes, or help support (grip) the\\ndevice as well. But the burden falls on the user to manage\\nthe layout of fixed, device-centric user interface controls\\nacross the oft-shifting postures of the hands and device.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,339,395,506],\"text\":\"Efficient controls can be designed with such grips and\\nusage patterns in mind. BiTouch and BiPad [80] , SPad [26] ,\\nand Thumb + Pen [63] provide nonpreferred-hand thumb\\ncontrols to swipe through menus and switch modes, in sup-\\nport of touch or pen inputs in the main Workspace of the\\napplication. Other interaction design strategies, such as\\nswipe and pinch touch gestures — or command strokes\\ndrawn with the pen [47, 50, 92]— allow users to directly in-\\nvoke actions on the workspace. But gestures can only sup-\\nport a few key actions effectively.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,514,395,615],\"text\":\"Our work focuses on the complementary strategy of pos-\\nture awareness , and illustrates how this enhances other ap-\\nproaches via sensing. For example, our Thumb Tools show\\nhow to make thumb controls posture-aware — including\\nhow they automatically come and go, or transition to dif-\\nferent manifestations in other usage contexts.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,625,221,644],\"text\":\"2.3 Sensing Techniques\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,648,395,848],\"text\":\"Buxton [13] argues that much of the complexity that people\\nexperience with technology stems from the burden of ex-\\nplicitly maintaining missing state. This consists of missing\\ncontext [68] that comprises the implicit background of the\\ninteraction. However, grasping, manipulating, and touch-\\ning screens—all explicit foreground actions—feel so routine\\nthat one rarely thinks of awkward or inconvenient tablet\\ninteractions in such terms. Yet sensing and responding to\\nfine-grained shifts of hand placement, grasps [18, 19, 61, 74,\\n83] , and device micro-mobility [54, 88] show promise. Our\\nwork adopts this background perspective and focuses on\\nsensors with pragmatic potential for consumer tablets.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,856,342,873],\"text\":\"2.3.1 Raw Capacitance Touchscreen Image Sensing\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,873,395,956],\"text\":\"Early tabletops relied on image recognition techniques [12,\\n21] , leading to many examples of rich input, such as to de-\\ntect objects [46, 75, 76] placed on the screen, or to sense\\nadditional parameters of touch [10, 15, 35, 84] . But recently,\\ntouchscreen capacitance images have become available on\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,81,746,232],\"text\":\"many mobile devices, spurring new work. For example, the\\npalm can serve as a distinct input modality [52, 70] to aug-\\nment standard multi-touch on smartphones. Bodyprint [43]\\nand CapAuth [31] use ear-prints and palm-prints, respec-\\ntively, for identification. Capacitance images also allow es-\\ntimating the 3D pose of the finger during touch [87] . While\\nsome work explores rich image sensing for tablets [3, 5, 67]\\nor on a touch-sensitive mat [76] , very little considers tablets\\nin mobile postures [82] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,239,746,423],\"text\":\"Several papers have explored hand and contact-shape\\nrecognition as an input channel [15, 58] , including the ex-\\ntension of specific fingers to trigger modes during uniman-\\nual pen + touch input [14] . These approaches propose new\\ngestures — that is, foreground actions triggered by intention-\\nally shaping the entire hand — geared towards larger, non-\\nmobile touch surfaces. By contrast our techniques (such as\\nthe Palm Tools, described later) are geared towards tablets,\\nand focus on background sensing of the normal preferred-\\nhand resting behavior of the palm to bring up tools at an\\nappropriate, near-to-hand location.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[419,430,656,448],\"text\":\"2.3.2 Tilt (Inertial Motion) and Grip Sensing\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,449,746,633],\"text\":\"Inertial sensors such as accelerometers and gyros are ubiq-\\nuitous on smartphones and tablets, to support context sens-\\ning [68] techniques such as automatic screen rotation [36] .\\nLikewise, grip offers a promising sensing channel to adapt\\nmobile interactions to particular contexts of use [74] such\\nas to detect which hand grasps a mobile device [28, 33, 83] .\\nOn tablets, grip sensors have been used to automatically\\nplace graphical keyboards at a suitable location [19] , as well\\nas to sense shared use [88] . These efforts hint that grip and\\nmotion offer complementary sensing channels, perhaps\\nbest used in combination [18, 40] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[419,641,633,658],\"text\":\"2.3.3 Above and Around-Screen Sensing\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,658,746,725],\"text\":\"Research has explored hand movements above and around\\ndisplays. While such non-contact gestures can be used to\\nissue commands or manipulate parameters [11, 17, 57] , we\\nfocus on them as implicit channels for context sensing.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,732,746,884],\"text\":\"Pre-touch (e.g. infrared sensing on a tabletop [2] , or self-\\ncapacitive touch on a mobile [41] ) affords sensing hands\\nproximal to the display. This can be used for early detection\\nof impending touch [85] , reaching direction [2] , or to sup-\\nport an \\\"ad-lib interface\\\" that adjusts user interface controls\\nto various gripping contexts [41] . Our work investigates a\\npragmatic approach to detect both grip and hand proximity\\nin the same sensor, via an electrode ring integrated with a\\ntablet's screen bezel for peripheral electric field sensing.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[419,893,541,910],\"text\":\"2.4 Pen and Touch\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[418,914,746,950],\"text\":\"There has been much work on pen and touch [9, 27, 32, 38,\\n91] , but relatively little has explored how to adapt (or\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 55\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4–9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"tab\",\"bbox\":[72,82,406,616],\"text\":\"
Ref. FrameForeground (Explicit Actions Required)Background (Posture Awareness Sensed)
World• Enhancing Per- and Tablet [71]• Till table to tip through layers• Mobile Sensing [36]• Display auto-rotation relative to gravity
• SideGrip [11]• Gesture around edges of a mobile touch screen [72]• Lift above screen to reveal docs• Air-Touch [17]Default Tools: Put Tablet Down Flat for Stationary Use• iGrip: Adaptive Keyboard [19]• Kick down reverse to standard layout if not gripping
Grip• Bi Touch and BidPad [60]• Interactive, dynamic, single grips• SPad [26]• Thumb + Pen [16]• Thumb wrappers afford held tablet• Thumb Tools• Per-Touch (ad-lib interface) [45]• iGrip: Adaptive Keyboard [19]• Split or repositioned via grip
Pen / Cursor• Pen: Lay Down to Customize• Hoveri Words [29]• Pen gestures above screen• Sensing Tablet-Stylin [40]• Touch with pen-in-hand for menuPen: Lay Down & Imprint Phantom in Mobile Postures• Tracking Menus [23]• Menu follows pen hover movements• Enhancing Pen-and Tablet [71]• Tap on Tablet [72]• Natural pen grip change tools or response of pen
Arm• Unlimited Personal Pen-Touch [14]• Switch feels with side vs. heel palm• Palm Touch [52]• Shape Touch [15]• Action depends on contact shape• Medusa [2]• Guitard-abiding [81]• Mode differs for left vs. right handPalm Tools• Oscillatory-Aware Menus [10]• Menu sounds palm oscillation• Paperwork in the Elgar [70]• Rest palm to hold down content• Palm Rejection [3]• Ignore unintended palm contact
Body• Forearm Menu [1]• User's forearm defines area for menu operation• Sleep Sleeve Display [90]• Arm-mounted controls for large display inputFan Tools• Sense (Reach Direction)• Three Company [73]• Hand shadows for tele-parent users• Medusa [2]• Just-in-Time Widgets as user reaches• Posture-Based Tablet Widgets [58]• Porsuarm ignore during hand contact
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This table categorizes human-computer interaction techniques based on \\\"Reference Frame\\\" (World, Device, Grip, Pen/Cursor, Hand, Arm, Body) and interaction type (\\\"Foreground (Explicit Actions Required)\\\" versus \\\"Background (Posture Awareness Sensed)\\\"). Each cell lists various methods and concepts, often with numerical citations.\",\"figure_path\":\"tables/3290605-3300285_pdf_shortened_page_3_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,618,411,660],\"text\":\"Table 1. Foreground and Background techniques for multiple\\nFrames-of-reference. Our examples (bold) primarily populate\\nthe background, and integrate numerous frames-of-reference.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,666,395,834],\"text\":\"\\\"gracefully degrade\\\") interactive behaviors and UI controls\\nto the shifting grips and postures that typify tablet interac-\\ntion. While \\\"mobile vs. stationary use\\\" has been articulated\\nas a key design consideration to allow for graceful degrada-\\ntion of pen+touch interactions to a variety of usage contexts\\n[38] , our work (and efforts such as BiTouch and BiPad [80] )\\nshow this is not a simple dichotomy. There are many forms\\nand degrees of \\\"mobility\\\" with tablets. Effective adaptation\\nrequires sensing and accommodating a diversity of grips,\\npostures, and transtory states of both hands.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,395,959],\"text\":\"Elements of this perspective can be found in a few pre-\\nvious efforts. For example, Sun et al. consider stylus grip as\\nwell as screen orientation [71] , but the tablet they used was\\ntethered and too large for truly mobile use. An exploration\\nof sensing techniques for stylus+touch interaction [40] in-\\ncluded tablet grip sensing, but made little use of the tablet\\nposture and did not include above-screen hand sensing. Our\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,81,746,131],\"text\":\"exploration of Posture Awareness integrates many contexts\\nof use (and the transitions between them) to an extent not\\npreviously demonstrated for mobile pen-touch interaction.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,138,747,305],\"text\":\"Since pen-touch affords bimanual interaction — even if\\none hand primarily supports the device — knowing which\\nhand touches the screen is important. Wearables can sense\\nwhich hand touches [45, 81] , but this approach imposes\\nsome latency (since one must delay response to touch until\\ncoincident motion can be detected) and requires sensing ca-\\npabilities extrinsic to the tablet itself. Our approach using\\nbezel-integrated electric field sensing can sense one hand\\nvia grip detection and the other via its above-screen ap-\\nproach, before it even touches down on the display.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[419,318,510,336],\"text\":\"2.5 Summary\",\"reading_order\":8,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[419,339,747,539],\"text\":\"Table 1 illustrates all these reference frames, from exocen-\\ntric World and Device, to egocentric Grip, Hand, Arm, and\\nBody. This shows how our efforts go beyond previous work\\nby integrating multiple postural elements via sensing. We\\nimplement a working system, with practical sensors, and\\ninteraction techniques that put these concepts into action.\\nThe particular set of sensors we employ (raw capacitance\\nimage + inertial motion + electric field) is a sub-contribu-\\ntion that shows how to realize Posture Awareness in a prag-\\nmatic way. We believe this articulation and emphasis of\\nposture awareness opens up new possibilities for both sta-\\ntionary and mobile pen-touch interaction on tablets.\",\"reading_order\":9,\"tags\":[\"paper_conclusion\"]},{\"label\":\"sec_1\",\"bbox\":[419,564,703,582],\"text\":\"3 REALIZING POSTURE-AWARE SENSING\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,585,746,703],\"text\":\"Our system required several software components as well\\nas new hardware. We built our posture-sensing tablet using\\nthe detached 12.3-inch screen of a Microsoft Surface Book.\\nThis is slightly larger than consumer tablets (iPads), but we\\nneeded a device that supported simultaneous pen + touch —\\nas well as access to raw touch data. The Surface Book iner-\\nty sensing includes tilt via 3-axis accelerometer.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,710,746,844],\"text\":\"We modified the touchscreen firmware to stream raw\\nimages to our software at 100 Hz. This lets us bypass system\\ntouch processing and palm rejection, which otherwise scut-\\ntles events for large “palm” contact areas before reaching\\napplications. We threshold low capacitance values to re-\\nduce noise and then use standard blob tracking in combina-\\ntion with template matching to detect the position and ori-\\nentation of the palm or objects placed on the screen.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[419,857,642,874],\"text\":\"3.1 Peripheral Electric Field Sensor\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,877,746,961],\"text\":\"For grip and proximal hand detection, we built an electrode\\nring in the form of a thin overlay on the screen bezel (Fig.\\n2 ). This ring consists of 52 individual electrodes that project\\nan electric field around the device, enabling non-contact\\nhand detection within a range of about 5 cm.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 55\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1012],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_3\",\"bbox\":[69,81,256,98],\"text\":\"3.1.1 Electrodes and Sensor Circuit\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,98,396,348],\"text\":\"The electrode ring consists of a 308×216×0.4 mm flexible\\nprinted circuit board with 8×16 mm copper electrodes,\\nevenly spaced at 3.5 mm gaps, with 15 electrodes per long\\nedge and 11 per short edge. Black electrical tape protects\\nthe electrodes, which connect to a small circuit board\\nthrough four FCC cables, amenable to tight integration. A\\nPhoton P0 System-on-Chip (SoC) drives the circuit, with\\nfour Analog Devices' AD7147 capacitance sensors con-\\nnected to 13 electrodes each, and the sensor ground con-\\nnected to the tablet ground. The SoC pulls capacitance from\\neach sensor at 10 Hz, and streams the data to the Surface\\nBook through Wi-Fi. The circuit board mounts to the back-\\ncenter of the tablet, along with a thin 500 mAh lithium-pol-\\nymer battery, so it does not materially affect device mobil-\\nity. Four small rubber feet keep the tablet flat.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,355,192,373],\"text\":\"3.1.2 Signal Processing\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,374,396,641],\"text\":\"Both touch and proximity impart capacitance. But touch in-\\ncreases capacitance by roughly an order of magnitude more\\nthan non-contact proximity. We calibrate the sensors by\\ncapturing a capacitance baseline for three seconds while no\\nhand is present within a 10 cm range to the tablet. In differ-\\nent electrical environments, re-calibration may be neces-\\nsary for good signal detection, a practical complexity that\\nwe currently sidestep via manual re-calibration as neces-\\nsary. We then subtract subsequent capacitance measure-\\nments from the baseline. We can readily detect grip (touch)\\nevents by thresholding. Otherwise, if no touch is detected\\non an electrode, we use the subtracted results for a z-score\\ncomputation for hand proximity sensing. If the user touches\\nan electrode, it cannot simultaneously sense proximity be-\\ncause the capacitance of hand contact overwhelms the\\nmuch weaker above-screen signal.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,649,309,665],\"text\":\"3.1.3 Sensing Hand Hover & Reach Direction\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,666,396,833],\"text\":\"When the user touches the screen, we estimate the forearm\\napproach angle by searching for a hovering hand at the\\npeak of the electrode z-score sums within a sliding window\\nof 5 capacitance samples, while omitting any electrodes that\\nthe user is already touching. We set a threshold on the de-\\ntected peak value, as well as a majority voter of length=5 on\\nthe result to avoid chatter. We calculate the orientation of\\nany detected hand(s) by computing the vector between the\\ntouch point and the position of the peak electrode, which\\nwe assume must represent the user's forearm.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,858,281,875],\"text\":\"4 INTERACTION TECHNIQUES\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,878,397,946],\"text\":\"To demonstrate how posture awareness can manifest in\\npen-touch on tablets, we iteratively designed a series of test\\napplications to explore design issues and challenges that\\narise. Each includes basic mark-up functionality, allows the\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,307,746,443],\"text\":\"user to change pen colors and thicknesses, and at times to\\ninvoke a few other commands such as lasso selection mode,\\ncopy-paste, and undo. Although minimal, we found these\\nsufficient for users to experience our Tools and sensing\\ntechniques — in the spirit of insights gained through `toy'\\napplications such as GEDIT [50] in the past — and to try rep-\\nresentative tasks that elicit the key design challenges of\\nRound Trips, Divided Attention, Comfort, and Occlusion.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300285_pdf_shortened_page_4_figure_011.png\",\"bbox\":[416,78,747,260],\"reading_order\":11,\"tags\":[],\"alt_text\":\"This image shows a tablet-like device held in a hand, featuring a highlighted \\\"Screen Bezel Electrode Ring\\\" along its edge. An inset displays a circuit board with labeled components including AD7147, Photon P0 SoC, and a Wi-Fi Antenna, while another inset illustrates the \\\"Projected Electric Field\\\" emanating from the electrode ring. A dimension of 2.6 cm is also marked on the side of the device.\"},{\"label\":\"figure_cap\",\"bbox\":[422,259,737,300],\"text\":\"Figure 2. Sensor board mounting on back. Screen bezel pro-\\njector is shown on the left and the sensor is shown on the right to\\nindicate electrodes; blue, shared sensor / device ground,\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,450,746,701],\"text\":\"We do not necessarily seek to optimize time-motion ef-\\nficiency. Keeping tools close-at-hand may offer benefits [56,\\n80] , but it depends on the task sequence [4, 55] . Unlike desk-\\ntop productivity, tablets afford casual & informal interac-\\ntion [16, 39, 44, 65] that rewards convenience, comfort,\\nmaintaining attention on one's content, and interacting\\nfrom a variety of physically relaxed postures. For mobility,\\nsuch concerns tend to trump minor gains in efficiency.\\nHence our goal is to make context-appropriate tools avail-\\nable and reachable from a variety of fine-grained postures –\\nto address pen-touch for mobile vs. stationary use [38] , uni-\\nmanual or bimanual, with fingers or thumb, pen or touch\\n(or both simultaneously), and whether a particular sub-task\\nis articulated via the preferred or non-preferred hand — with\\nsatisfactory answers often contingent on posture.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,713,736,731],\"text\":\"4.1 Thumb Tools: Grip-Centric Frame of Reference\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,734,745,785],\"text\":\"When the non-preferred hand grips a tablet, the thumb of-\\nten remains available for touch [26, 80] , lending itself well\\nto mode switching [72] and thumb+pen interaction [63] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,792,746,942],\"text\":\"Our Posture-Aware Interface senses the presence of the\\ngripping hand and combines this with other information\\nand postural transitions. For example, when the user picks\\nup the tablet with the non-preferred hand, the user inter-\\nface’s linear toolbar scoots over to a position near the hand\\ngrip, and morphs into an arc that suits the range-of-motion\\nof the thumb (Fig. 3a & Fig. 4aef). The size of the individual\\nelements also expands to better accommodate the impreci-\\nsion of thumb input. Thus the layout, radial extent, and\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 55\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300285_pdf_shortened_page_5_figure_002.png\",\"bbox\":[68,77,399,415],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A person interacts with a tablet displaying a document with annotations. The image shows two scenarios: in panel A, a circular, fanned-out colored menu appears near the user's left thumb; in panel B, the same menu appears near the right thumb while holding a stylus.\"},{\"label\":\"figure_cap\",\"bbox\":[75,414,391,458],\"text\":\"Figure 3. In bimanual grips, using either thumb is plausi-\\nble. So the user can just physically tip the tablet to slide the\\nTools to the left or right, resolving the ambiguity.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,467,395,499],\"text\":\"scale of the Thumb Tools are all tailored to a grip-centric\\nframe of reference.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,509,396,675],\"text\":\"The Thumb Tools raise a design challenge for posture-\\naware techniques, that of contextual responsiveness vs. sta-\\nbility . If the Posture-Aware Interface is over-eager, the tools\\ncan very easily ping-pong between different screen loca-\\ntions. In early implementations that did not handle this\\ntrade-off well, we found such behavior annoying. But if the\\nUI fails to respond promptly to a change in context, it feels\\n'wrong', the tools remain out of reach, and one wonders\\nwhy they failed to follow. This suggest the existence of a\\ncost-benefit tradeoff for automatic adaptation to posture.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,683,396,818],\"text\":\"We addressed this in part through the sensor design. For\\nthe purposes of grip sensing, we treat the sensor electrodes\\nas discrete pads (without linear interpolation in-between).\\nSince these pads are spaced at 2 cm intervals, this design\\nnaturally keeps small positional shifts from jittering the\\nplacement of the Thumb Tools. Yet if the user slides their\\nthumb to a new position for comfort, the Thumb Tools\\nquickly snap to the new grip-centric location.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,396,958],\"text\":\"We also use the sensed grip and the tilt sensor synergis-\\ntically to decide when to move or dismiss the Thumb Tools.\\nFor example, if the user puts down the tablet — such that no\\ngrip is sensed — and if the root mean square (RMS) of the\\nthree accelerometer axes (over one-second rolling buffer)\\nfalls below a threshold, this indicates the device is station-\\nary. The interface then decides it is safe to revert to a linear\\ntoolbar, and does so with an animated transition. But if the\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,319,746,469],\"text\":\"device is still in motion during a momentary loss of grip\\nsensing, we assume the user is most likely shifting between\\ntransient grips, so we keep the Thumb Tools in a stable lo-\\ncation for the time being. Together, these considerations\\nmake the tools feel stable while still being responsive to\\nposture changes. And using the electric field sensor, The\\nThumb Tools fade (20% opacity) as the thumb lifts from the\\nbezel. This lets users see content that happens to fall behind\\nthe tools, without having to shift to a new grip location.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300285_pdf_shortened_page_5_figure_009.png\",\"bbox\":[416,78,746,230],\"reading_order\":9,\"tags\":[],\"alt_text\":\"Six color swatch palettes, labeled A through F, are depicted, showcasing black, red, blue, green, and gray colors in various fan-shaped and linear arrangements. These palettes display primary colors, their tints, and shades, each accompanied by a circular button with a 'T' icon.\"},{\"label\":\"figure_cap\",\"bbox\":[419,229,743,311],\"text\":\"Figure 4. Details of: (A) Left-handed Thumb Tools.\\n(B) Fan Tools splayed to right. (C) The miniature Palm\\nTools. (D) When the user sets the tablet flat, Default Tools\\nappear near the top-right corner. (E) Bottom-edge Thumb\\nTools. (F) Right-handed Thumb Tools. In (A-F), the circular\\nicon is an 8-way marking menu with more options.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[420,477,700,494],\"text\":\"4.1.1 Tipping the Tablet to Resolve Ambiguous Grips\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,496,746,578],\"text\":\"If the user holds the tablet with both hands, in a two-thumb\\ngrip, it is unclear which hand the Tools should flock to. We\\nconsidered duplicate Tools, with one set for each thumb, but\\nthis feels cluttered. Splitting the tools between two thumbs\\nlikewise invites constant indecision—which side to use?\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,586,746,802],\"text\":\"To resolve this, we introduced an embodied gesture [22]\\n(Fig. 3 ). At first, when user naturally holds the tablet with\\nits left-right tilt nearly level, the system shows a faint linear\\ntoolbar near the center of the screen to provide visual feed-\\nback of this ambiguous state. Then, tilting the tablet by\\nmore than 20° morphs the toolbar, with a quick animation,\\ninto the \\\"Thumb Controls on the corresponding side. We\\nfound this to be an intuitive and easily guessable interac-\\ntion. And once the user “tips” the interface to one hand or\\nthe other, it stays there for the duration of the bimanual\\ngrip. However, the user can choose to “tip it back again” at\\nany time by angling the tablet by more than twenty degrees\\nin the opposite direction.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,815,716,832],\"text\":\"4.2 Default Tools: Tablet Flat for Stationary Use\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,836,745,952],\"text\":\"In some usage contexts, such as when the user puts the de-\\nvice down flat, a device-centric placement of UI controls re-\\nmains appropriate. Once freed from the constraints of sup-\\nporting the device, both hands can comfortably reach any-\\nwhere on the tablet's screen. We therefore sense when the\\nuser sets the tablet down flat and relinquishes their grip.\\nThe Tools morph back into a linear toolbar near the top-\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 55\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,157,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,82,395,198],\"text\":\"right of the screen (the \\\"Default Tools\\\"). This provides the\\nuser with a familiar resting state that helps show our varied\\nand perhaps unfamiliar Tool sets relate to traditional desk-\\ntop tool palettes. And since both hands are unencumbered,\\nwe also favor behaviors that afford bimanual interaction\\nwhen the device is flat, whether or not the Default Tools are\\nup, as we will see in some of the following sections.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,210,378,227],\"text\":\"4.3 Palm Tools: Hand-Centric Frame of Reference\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,231,396,431],\"text\":\"The Thumb Tools discussed above consider grip-centric\\nframes of reference, primarily for the nonpreferred hand,\\nthat follow the outer boundaries of the screen. But what\\nabout the hand holding the pen, especially when it is in-\\nvolved in sketching, lettering, or heavy line-work? During\\nsuch tasks, the artist may use a specific hand position and\\norientation to produce pen strokes with a particular curva-\\nture—or to cross-hatch in a well-practiced and precise pat-\\ntern. In such cases, having to move the hand away to pick a\\ndifferent stroke thickness, or pen color, physically disrupts\\nthe work and makes it difficult to continue drawing from\\nthe same biomechanical pivot-point where they left off.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,439,396,623],\"text\":\"To address this problem, we explored location-inde-\\npendent Palm Tools (Fig. 4c & Fig. 5ab) that teleport (with a\\nshort animated transition) to a hand-centric location when\\nthe user plants their palm on the screen while writing or\\ndrawing. This therefore introduces a frame of reference to\\nour Posture-Aware Interface that is preferred-hand-centric.\\nRelated techniques such as Tracking Menus [23] , Trailing\\nWidgets [25] , and Hover Widgets [29] use pen hover sens-\\ning as a way to support location-independence [64] . But the\\nvery limited range of pen hover (typically 20 mm or less [3] )\\nmakes it unreliable as a proxy for the current hand location.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,631,281,647],\"text\":\"4.3.1 Palm Detection vs. Palm Rejection\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,649,396,883],\"text\":\"We use the raw capacitance image from the touchscreen to\\ndetect the palm and place our Palm Tools at a convenient\\nspot nearby. Unlike Occlusion-Aware Menus [10] , our tech-\\nnique senses the palm's orientation in addition to the pres-\\nence of the palm from the raw capacitance image, allowing\\nour system to position controls in a stable and predictable\\nspot even before the pen tip enters hover range. This strat-\\negy of palm detection stands in sharp contrast to the 'palm\\nrejection' [3] commonplace on tablets today, and shows the\\nvalue in passing hand contact events on to applications ra-\\nther than 'rejecting' them (at the firmware or operating sys-\\ntem level) outright. It also illustrates how touch can be used\\nas an implicit sensing modality [42] , rather than solely as a\\nchannel for explicit 'foreground' commands [[14], [58]] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,891,200,907],\"text\":\"4.3.2 Recognizing Palms\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,908,396,957],\"text\":\"We primed template-matching using a few captures of the\\npalm at varying orientations. High-fidelity palm detection\\n(or rejection) is not an objective of this work. We gathered\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,217,744,266],\"text\":\"about a dozen sample templates per user prior to pilot stud-\\nies and our informal evaluation, which was sufficient for\\nusers to experience our techniques as intended.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300285_pdf_shortened_page_6_figure_011.png\",\"bbox\":[429,71,737,181],\"reading_order\":11,\"tags\":[],\"alt_text\":\"Two panels, A and B, depict a hand holding a stylus interacting with a tablet screen. On the screen, visible elements include text, scribbled lines, and a circular color selection widget with red, blue, and green squares. Panel A shows a relaxed grip, while panel B shows a tighter, almost fisted grip on the stylus.\"},{\"label\":\"figure_cap\",\"bbox\":[419,181,742,210],\"text\":\"Figure 5. The Palm Tools rotate to match the \\\"up\\\" direction\\nin the hand-centric reference frame of the sensed palm.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[419,275,564,291],\"text\":\"4.3.3 Size and Reachability\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,292,746,409],\"text\":\"When the Palm Tools appear, they morph into a curved lay-\\nout (Fig. 4c) well-suited to the biomechanics of pen move-\\nment. The small size keeps all Tools within reach. In a Fitts'\\nLaw sense pointing to small targets has a higher index of\\ndifficulty, but they work well since the user can reach the\\ntargets with fine motor control from a tripod (precision) pen\\ngrip, even while the palm remains planted on the screen.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[419,416,629,432],\"text\":\"4.3.4 Relative Orientation and Stability\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,433,746,635],\"text\":\"When the user first plants their palm, the Palm Tools tuck\\nthemselves into place 30° counter-clockwise relative to the\\nsensed palm direction to help keep them convenient, but\\nout of the way. The Palm Tools maintain approximately the\\nsame position relative to the hand, even as the user's palm\\ncomes down in different areas of the screen or at different\\narm angles. In particular, the local \\\"North\\\" of the Palm\\nTools follows the reference frame of the hand (Fig. 5 ).\\nHence, the user can trigger a radial menu command with\\nconfidence, knowing that \\\"up\\\" is always hand-centric—\\neven if they are writing in a mobile posture that might re-\\nquire an unusual approach angle.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,642,746,959],\"text\":\"We also found that keeping the Palm Tools in a stable\\nlocation was important. Our initial implementation tracked\\ncontinuously with the sensed palm position and orienta-\\ntion, or as the user glided their palm to a new spot, but this\\nmade the tools feel somewhat unstable, and less predictable.\\nAnd indeed, pilot users found this hyper-sensitivity of the\\ntools annoying. In response, we updated the design to only\\nupdate the position of the tools when the hand position\\nchanged by more than about 1 cm, or the hand orientation\\nchanged by more than 45°, but further pilot users still found\\nthis could trigger distracting palette movements. We also\\nexperimented with a design alternative that only teleports\\nthe Palm Tools to the hand when the user explicitly sum-\\nmons them via touching down the thumb of the non-pre-\\nferred hand. We found this works well, but it precludes us-\\ning the Palm Tools as a one-handed interaction technique.\\nFurthermore, it puts the burden for managing tools onto the\\nuser, which was counter to our design goal of sensing posi-\\nture and shifting the burden to the computer.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 55\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 7\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300285", "source_image_path": "test_data/3290605-3300285/3290605-3300285_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300285/results/output_json/3290605-3300285_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300285_pdf_shortened_page_7_figure_002.png\",\"bbox\":[109,72,359,359],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A hand uses a stylus on a digital screen, interacting with a graphical user interface. A circular color selection widget is shown under the stylus tip in various states: an active radial wheel (A), a faded, partially visible wheel (B), and a linear strip of outlines with a circular end when the stylus is lifted (C).\"},{\"label\":\"figure_cap\",\"bbox\":[73,359,389,389],\"text\":\"Figure 6. The miniature Palm Tools (A) fade on pen hover\\n(B), and dim to an outline when the palm rolls back (C).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,400,396,568],\"text\":\"These explorations led us to our final design, which only\\nrepositions the Tools when first sensing a palm-down\\nevent. This corresponds naturally with user-initiated\\nchanges of posture, and makes the tools feel stable and pre-\\ndictable. We found that pilot users strongly preferred this.\\nHowever, this does mean the Palm Tools placement is not\\nabsolutely identical every time the palm touches down, as\\ncan be observed in our video figure, due to limitations in\\nhow well we can match the initially observed palm contact\\narea to the final resting spot of the palm.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[70,577,383,593],\"text\":\"4.3.5 Fade on Roll-Back of the Palm to Reduce Obscuration\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,593,395,693],\"text\":\"During pilot studies we found that reducing the potential\\noverlap of the Palm Menu with content was important,\\nwhich led us to shrink the Palm Tools to just 40 % the scale\\nof the Default Tools. We also made the Palm Tools semi-\\ntransparent (Fig. 6b) to reduce any obscuration of content,\\nexcept when the pen hovers over them (Fig. 6a).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,701,395,834],\"text\":\"To further limit obscuration, we experimented with\\nsensing partial palm contact. We noticed that artists some-\\ntimes pause to inspect their work while sketching: they tip\\nthe pen by rolling back the palm, while remaining in contact\\nwith the drawing surface. Then, when ready to proceed,\\nthey simply re-orient the wrist to return their writing in-\\nstrument to the same position, orientation, and biomechan-\\nical advantage as before.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,843,396,943],\"text\":\"We therefore sense this change in the raw touchscreen\\ncapacitance image of the palm and use it to fade back the\\nPalm Tools to a barely perceptible dim gray outline (Fig. 6 c)\\nthat minimally obstructs the content on the screen — while\\nalso making reappearance of the tools at this location com-\\npletely predictable for the user.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,82,746,198],\"text\":\"We define palm roll-back as a decrease in the palm foot-\\nprint of 15 % or more. Even though the centroid of the palm\\ncontact region changes during this transition, we keep the\\nPalm Tools in the same stable location. This makes it possi-\\nble for the user to target the tools with confidence, and with\\na ballistic motion of the pen, if for example they want to\\nchange the color or stroke thickness during line-work.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,210,691,228],\"text\":\"4.4 Fan Tools: Hand, Grip, and Arm-Centric\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,231,746,347],\"text\":\"To explore the posture-awareness of larger tool palettes\\nwith richer sets of tools—analogous to Toolgrass and Magic\\nLenses (TGML) [8] or the Zoom-Catcher of Xia et al. [86] ,\\nboth of which emphasize tool placement by the non-pre-\\nferred hand—we implemented a set of Fan Tools . These also\\ndemonstrate the integration of aspects from the Hand, Grip,\\nand Arm reference frames across both hands.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,355,746,473],\"text\":\"The Fan Tools (see Fig. 4b for detail) take their design\\ninspiration from color sample fan decks, such as those seen\\nin paint stores, which can be splayed out to show a range of\\nhues. Our Fan Tools appear in place (Fig. 7a ) when the user\\ntouches the screen with two fingers. But a touch-screen\\ncannot sense which hand touches, so a design quandary\\narises: should the tools splay to the right, or the left?\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,480,746,598],\"text\":\"For example, Xia et al.'s Zoom-Catcher assumes that the\\nuser touches with two fingers of the left (non-preferred)\\nhand, so its cone-shaped selection tool sweeps out to the\\nright. Webb et al. [81] encounter a similar design issue, and\\nuse a wrist-mounted fitness tracker in combination with a\\nlarge display to sense nonpreferred-hand touches. But this\\ndoes not address varying posture of use.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,605,746,823],\"text\":\"Using the above-screen hand detection of our electric\\nfield sensor, the Fan Tools can directly sense which direc-\\ntion the hand reaches onto the screen from. The tools then\\nplay out in the opposite direction, so that they are not oc-\\ncluded by the hand. Further, by combining hand approach\\ndetection with grip sensing, we also know which hand is\\navailable (or not), and can make reasonable inferences\\nabout handedness. For example, if the left hand is gripping\\nthe device, and we observe a touch event that reaches onto\\nthe screen from a different direction, then the touch must\\ncome from the user's right hand. In this way, as the inter-\\naction progresses, we can properly invoke behaviors for\\neach hand, whether preferred or non-preferred.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,830,746,949],\"text\":\"But this gets more interesting as we consider fuller pos-\\nture-awareness. When the user isn't gripping the device\\nand the tilt sensor tells us that the tablet is on a supporting\\nsurface (e.g. on a table, or flat on one's lap), we know that\\nboth hands are available for bimanual action. So for a right-\\nhanded user, if the left hand touches down with two fingers,\\nthe Fan Tools splay out to the right (Fig. 7 a), and they act as\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 55\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 8\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300285/results/markdown/3290605-3300285_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[94,118,718,186],\"text\":\"VirtualBricks: Exploring a Scalable, Modular\\nToolkit for Enabling Physical Manipulation in VR\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[123,203,249,264],\"text\":\"Jatin Arora\\n\\nWeave Lab, IITDelhi\\nNew Delhi, India\\n\\njatina@iitd.ac.in\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[341,203,472,264],\"text\":\"Aryan Saini\\n\\nWeave Lab, IIIT-Delhi\\nNew Delhi, India\\naryan15134@iiitd.ac.in\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[555,203,695,264],\"text\":\"Nirmita Mehra\\n\\nWeave Lab, IIIT-Delhi\\n\\nNew Delhi, India\\n\\nnirmita1674@iitd.ac.in\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[123,278,252,341],\"text\":\"Varnit Jain\\n\\nWeave Lab, IIIT-Delhi\\nNew Delhi, India\\nvarnit15112@iiitd.ac.in\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[332,278,483,340],\"text\":\"Shwetank Shirey\\n\\nWeave Lab, IIT-Dehi\\n\\nNew Delhi, India\\n\\nshwetank1695@iitd.ac.in\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[561,277,686,340],\"text\":\"Aman Parnami\\n\\nWave Lab, IIT-Delft,\\n\\nNew Delhi, India\\n\\naman@iitd.ac.in\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_0_figure_010.png\",\"bbox\":[67,360,748,477],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A person wearing a virtual reality headset is shown in four panels, engaging with colorful building blocks. The person is seen standing and manipulating the blocks into various shapes, including a toy gun-like object, and also sitting at a table constructing with the blocks.\"},{\"label\":\"figure_cap\",\"bbox\":[68,504,746,549],\"text\":\"Figure 1: We present VirtualBricks, a toolkit to create custom controllers for Virtual Reality that enable a variety of Physical\\nManipulation interactions [A: Shooting targets using a gun, B: Launching objects by pulling the string of a Slingshot, C:\\nCatching a fish by rotating the fishing reel, D: Moving fences to let the horses escape.]\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,554,140,573],\"text\":\"ABSTRACT\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,577,394,768],\"text\":\"Often Virtual Reality (VR) experiences are limited by the\\ndesign of standard controllers. This work aims to liberate a\\nVR developer from these limitations in the physical realm to\\nprovide an expressive match to the limitless possibilities in\\nthe virtual realm. VirtualBricks is a LEGO based toolkit that\\nenables construction of a variety of physical-manipulation\\nenabled controllers for VR, by offering a set of feature bricks\\nthat emulate as well as extend the capabilities of default\\ncontrollers. Based on the LEGO platform, the toolkit provides\\na modular, scalable solution for enabling passive haptics in\\nVR. We demonstrate the versatility of our designs through\\na rich set of applications including re-implementations of\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,556,746,621],\"text\":\"artifacts from recent research. We share a VR Integration\\npackage for integration with Unity VR IDE, the CAD models\\nfor the feature bricks, for easy deployment of VirtualBricks\\nwithin the community.\",\"reading_order\":14,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,631,525,649],\"text\":\"CCS CONCEPTS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,652,746,683],\"text\":\"• Human-centered computing → Mixed / augmented\\nreality; User interface toolkits.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,695,501,712],\"text\":\"KEYWORDS\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,716,745,734],\"text\":\"Passive haptics, Physical manipulation, Construction Toolkit\",\"reading_order\":18,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,738,554,752],\"text\":\"ACM Reference Format:\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,753,747,840],\"text\":\"Jan Arora, Aryan Sarmi, Nirmitra Mehra, Varnit Jain, Shewatan\\nShirey, and Aman Parnani. 2019. VirtualBricks: Exploring a Scalable,\\nModular toolkit for Enabling Physical Manipulation in VR. In CHI\\nConference on Human Factors in Computing Systems Proceedings\\n(CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK . ACM, New York,\\nNY, USA, 12 pages. https://doi.org/10.1145/3290663.3300286\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,393,897],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior\\npermission and/or a fee. Request permissions from permissions@am.org.\\nCHI 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,900,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,266,954],\"text\":\"ACM ISBN 978-1-4603-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145/3200605.3300286\",\"reading_order\":23,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 56\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1013],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[68,124,197,140],\"text\":\"1 INTRODUCTION\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,395,479],\"text\":\"Virtual Reality (VR) aims to mimic and augment the real\\nworld to create an alternate reality for the user. Recent ad-\\nvancements in head-mounted displays (HMDs), body track-\\ning and ambisonics have enabled the development of im-\\nmersive VR experiences. However, the controllers that come\\nalong with the commodity VR systems (like HTC Vive $^1$ and\\nOculus $^2$ ) are unable to haptically render the diverse shapes of\\nthe virtual objects. Moreover, these controllers support free\\nobject manipulation in six degrees of freedom, as a standard.\\nHowever, many of the objects that we encounter in everyday\\nlives are not 6DoF manipulatable, but allow motion across\\nspecific axes — other axes being constrained by structure.\\nFor instance, a steering wheel can be rotated across its hinge\\nbut cannot be manipulated in any other manner. Though\\nsuch interactions have been approximated using existing\\ncontrollers, the object's structure remains missing, leading\\nto improper physical constraints and hence limited immer-\\nsion. To support the diverse form-factor, interaction needs\\nof such virtual objects, we aim to provide a modular, toolkit-\\nbased solution that enables easy, need-based construction of\\ncontrollers that allow a range of manipulation interactions.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,479,395,735],\"text\":\"Our work falls within the domain of passive haptics , that\\ninvolves the use of physical props as proxies of objects in\\nthe virtual world [15] . Proposed as a simpler alternative to\\nactive haptics [21] , these techniques have been observed\\nto significantly enhance perception of the virtual [16] . To\\naddress the diversity in shape of virtual objects, researchers\\nhave explored reconfigurable props that can be manually\\nconfigured by the VR developer to mimic multiple objects\\n[5, 23] . Although interesting, these techniques only support a\\nnarrow range of geometrically-similar virtual objects. Other\\nefforts include the use of 2.5D systems, but are constrained\\nby the complexity of the grounded hardware [27] . Moreover,\\nmost of these systems only support free, cDoF manipulation\\non the props. In this scenario, our toolkit based approach to\\nrender objects of different shapes, manipulation interactions,\\ncan greatly enhance the range of passive haptics in VR.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,735,395,910],\"text\":\"We bas our system on the LEGO=Duplo ® platform. As\\na construction toolkit based on snap-together bricks, the\\nLEGO offers infinite scalability, and is easy-to-use. We utilize\\nunmodified LEGO bricks ( structure bricks ) to construct the\\nskeleton of a virtual object, be it of any shape or size. To\\nspatially map the physical proxy to the virtual object, we in-\\nclude our pose detection module that works in tandem with\\nthe HTC Vive base stations. Next, we include a set of mod-\\nules to enable the object manipulation interactions discussed\\nabove. Specifically, these modules support rotation and lin-\\near translation interactions across a single axis — the other\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,284],\"text\":\"axes being physically constrained, preventing any motion.\\nFinally, we also include modules to support button input and\\nvibration feedback. Together, we define these custom-made\\nmodules as feature bricks . Also modeled as LEGO bricks,\\nthese feature bricks can be easily snapped into the construc-\\ntion of the physical prop. We also developed a VR Integration\\nsoftware package for the Unity® platform that can assist\\nVR developers in integrating the functionalities provided by\\nthese feature bricks, while developing their applications. In\\nsummary, the contributions of this work are as follows.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,289,748,450],\"text\":\"• We present the design and technical implementation\\nof VirtualBricks, a modular toolkit that enables easy,\\nneed-based construction of physical props for Virtual\\nenvironments.\\n• We demonstrate the versatility of our toolkit through\\na rich set of applications including re-implementation\\nof artifacts from recent research.\\n• We provide a VR Integration package that enables easy\\nintegration of VirtualBricks into applications devel-\\noped using Unity.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,454,746,503],\"text\":\"All necessary material and documentation for implement-\\ning VirtualBricks can be found at:\\nhttps://github.com/weave-lab-iitd/VirtualBricks\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,515,550,531],\"text\":\"2 RELATED WORK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,536,747,601],\"text\":\"Our work falls within the category of designing haptics for\\nVirtual Reality. We expand on, contribute to the knowledge\\nof object manipulation (in VR) and borrow perspectives from\\nthe design of construction toolkits.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,614,582,631],\"text\":\"Haptics for Virtual Reality\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,635,747,874],\"text\":\"In the past, considerable efforts have been made to tackle the\\nneed for a complete, immersive virtual experiences by adding\\nhaptics. These efforts can be broadly classified into active\\nand passive haptics. Active haptic techniques exert forces\\nonto the user to dynamically simulate virtual objects. These\\ntechniques can be divided into grounded [22, 25, 28] and\\nungrounded devices [7, 20, 31] . While grounded devices are\\nfixed in the environment, ungrounded devices are hand-held\\nor worn on the body of the user. A common disadvantage of\\nthese techniques is the complexity of their computational and\\nmechanical models — sophisticated algorithms and hardware\\nsystems must be used to render the object properties such\\nas weight, texture or temperature. Moreover, the complex\\nhardware usually encumbers the user, restricting him/her\\ninto a small working space [33] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,874,747,954],\"text\":\"In contrast to active haptics, passive haptic approaches\\nprovide the user with physical props that act as proxies of\\nthe virtual objects. Early work in this direction was done by\\nHinckley et al. who used such props as handles for neuro-\\nsurgical data visualization [15] . Since then researchers have\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,924,345,938],\"text\":\"1 https://www.vive.com/us/product/vive-virtual-reality-system/\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,940,201,953],\"text\":\"$^{2}$ https://www.oculus.com/rift.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 56\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"developed numerous techniques to harness this approach in\\nVR [3, 6, 9, 10, 14, 32] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,394,395],\"text\":\"There exist two major challenges in the domain of pas-\\nsive haptics. First, to find a physical prop to match every\\nvirtual object. Recently, VR commodity hardware develop-\\ners have launched props for virtual objects commonplace in\\npopular VR games like gun [2] or tennis racket [1] . However,\\nit is unrealistic to require a user to purchase a custom set\\nof props for every virtual object. The second challenge is\\npreparing the physical environment (including the props)\\nw.r.t the changing virtual environment. For this problem,\\none major solution that has been explored is encounter-type\\nhaptics [24] , wherein the user is presented with appropri-\\nate physical props to match the state in VR. Researchers\\nhave utilized actuation techniques including robotic arms\\n[6] , hand-held actuated wheel assemblies [30] , drones [3]\\nand human workers [10] to achieve this effect.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,779],\"text\":\"The first problem though remains relatively unsolved.\\nThere have been efforts to re-use the physical props to rep-\\nresent multiple virtual objects. Using techniques such as\\nredirected walking [18] and portals [9] , researchers have\\nbeen able to redirect the user to the same physical prop –\\nwhile exploring different virtual objects in VR. Another ap-\\nproach involves reconfigurable props that can be manually\\nmanipulated to match the shape of multiple virtual objects\\n[5, 23] . Although interesting, both these approaches support\\na narrow range of very similar virtual objects. Hettiarachchi\\net al. have explored opportunistic use of everyday objects as\\nproxies for simple shapes in the virtual world [14] . Siu et al.\\nhave explored the use of 2.5D shape display to dynamically\\nrender virtual objects [27] . However, the grounded system\\nmeans that the object cannot be pickup up or manipulated\\nin the 3D space. Finally, Zhao et al. have used assemblies of\\nactuated, magnetically-attachable bricks to create different\\nshapes [33] . Although the props are constructed in real-time,\\nthe complex assembly process can limit the geometries that\\ncan be achieved. Moreover, the props don't support object\\nmanipulations that involve single-axis motion. Addressing\\nthis first problem, in VirtualBricks , we propose a toolkit-\\nbased solution that enables easy, need-based construction of\\nprops.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,789,306,806],\"text\":\"Object Manipulation in Virtual Reality\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,954],\"text\":\"Most systems utilizing passive haptics allow the user to ma-\\nnipulate the prop in six degrees of freedom – three degrees\\nof linear translation and three of rotation [15, 33] . Similarly,\\nthis is a standard in the commodity VR controllers that uti-\\nlize a 6DoF IMU and/or optical tracking to enable sensing.\\nHowever, many of the objects that we encounter in everyday\\nlives are not 6DoF manipulatable, but allow motion across\\nspecific axes – other axes being constrained by structure. For\\ninstance, a steering wheel allows rotation across its hinge\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,427],\"text\":\"but cannot be manipulated in any other manner. There is not\\nmuch existing work to provide haptics for such objects and\\ntheir corresponding interactions. Within the VirtualBricks\\ntoolkit, we include feature bricks that enable single-axis ro-\\ntation and linear translation manipulations, hence allowing\\na realistic rendering of such objects in VR. Probably, the clos-\\nest to our intention is the work of Strasnick et al. who have\\nrecently presented their techniques of adding physical con-\\nstraints between two VR controllers to render such objects.\\nUsing their three versions of electro-mechanically actuated\\nHaptic Links , they were able to implement two-handed object\\nmanipulations such as launching an arrow from a bow or\\nplaying a trombone (by linearly translating the slide across\\nthe bell section). Another related work is that of Chang et\\nal. who developed a VR stimulation to let users manipulate\\ntangibles across a single, linear dimension to solve puzzles,\\nwith the specific goal of developing spatial cognition within\\nSTEM [8] . In comparison, our toolkit based approach can\\nenable haptics for a larger variety of such objects.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,439,600,456],\"text\":\"Construction Toolkits in HCI\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,747,764],\"text\":\"Construction toolkits include simple parts that can be com-\\nbined together to construct complex assemblies. Within HCI,\\nconstruction toolkits have been used to satisfy the needs of\\ndo-it-yourself communities and for STEM education. Sys-\\ntems like SensorTape [11] , ChainForm [26] and ActiveCube\\n[29] have been proposed to enable users with different skill\\nsets to rapidly prototype sensing applications and interactive\\ntangibles. Similarly for STEM, researchers have developed\\neducational toolkits like Cubelets $^2$ and MakerWear [17] to\\nenable children to learn by creating artifacts for personal sig-\\nnificance. Modularity, scalability and ease-of-use have been\\ndefined as important design features in all of these systems.\\nIn VirtualBricks , we present a toolkit-based approach to easily\\ncreate passive haptics for VR – relying on the LEGO platform\\n[12] . Recently, Ledo et al. have presented their work, defin-\\ning suitable validation techniques for toolkit research [19] .\\nIn line with their recommendation, we use demonstration\\nto evaluate our design, including a rich set of applications,\\nre-implementation of artifacts from previous research.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,775,734,807],\"text\":\"3 USING VIRTUALBRICKS TO BUILD A VIRTUAL\\nEXPERIENCE\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,811,747,924],\"text\":\"In this section, we provide a high-level walk through of how\\na developer uses VirtualBricks to create a virtual experience.\\nJane is a developer who wants to design a VR application of\\ndriving a bike (Figure 2 .D). She builds a physical proxy of\\nthe bike handle using a combination of feature and structure\\nbricks (Figure 2 .C). She uses two feature Bricks which allow\\nrotation (for steering and throttle) and completes the physical\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,939,603,954],\"text\":\"$^{3}$https://www.modrobotics.com/cubelets/\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 56\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_3_figure_002.png\",\"bbox\":[67,120,750,230],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays various components for physical and virtual control mechanisms, resembling building bricks and a video game interface. Panels A and B show white cube-shaped input devices labeled \\\"Steering\\\" and \\\"Throttle,\\\" alongside colorful building bricks on a green baseplate. Panel C illustrates an assembly of these bricks with labels indicating \\\"Rotation Bricks\\\" and circular arrows. Panel D presents a first-person view of motorcycle handlebars within a video game environment, with circular arrows suggesting steering and throttle actions.\"},{\"label\":\"figure_cap\",\"bbox\":[68,240,746,270],\"text\":\"Figure 2: Building a virtual experience using VirtualBricks [A: Feature bricks, B: Structure Bricks, C: Completed physical proxy,\\nD: VR application.]\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,292,394,357],\"text\":\"form using structure bricks. Single-axis rotation interaction\\nfor steer and throttle imitate the functionality of a real bike.\\nWe show this process of building the handle's proxy in the\\naccompanying video figure.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,357,394,499],\"text\":\"For the virtual end of her application, Jane first imports\\n3D model of the bike, including a manipulatable handle. She\\nincludes the VR Integration software package in the Unity\\nenvironment and runs an aggregator script to receive rota-\\ntion data from the feature bricks. She utilizes the getAngle()\\nfunction included within the package to get rotation angles\\n(in degrees) and maps them to the handle steer and throttle\\nof her virtual bike. Jane can now ride the bike using this\\ncontroller.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,518,278,533],\"text\":\"4 DESIGN OF FEATURE BRICKS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,537,394,698],\"text\":\"Feature bricks are custom designed LEGO bricks to enable\\npose detection, single-axis rotation, translation manipulation\\nand other interactive functionalities for VR controllers. As\\nseen in the previous section, these bricks can be easily added\\non to multiple points within the controller assembly. To\\nallow this convenient integration, we designed these bricks\\nto be self-sufficient, each containing a micro-controller, a\\nwireless communication module and a battery to support its\\nfunctionality. Next, we discuss the different functionalities,\\nthe design of the corresponding bricks in detail.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,291,515,308],\"text\":\"Pose Detection\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,312,747,534],\"text\":\"Figure 3 shows a Pose Brick. It determines the absolute po-\\nsition, the orientation of custom-made controllers to map\\nthem with their virtual counterparts in real time. Positioning\\nis achieved with the help of HTC Vive Lighthouse system,\\nthat emits laser beams to provide position reference. The\\nbrick utilizes three IR sensors arranged symmetrically on the\\ntop of its enclosure to sense these laser signals. With each\\nsensor proving a field of view $120^\\\\circ$ , the three sensors together\\nenable complete view of the surroundings. The sensor data is\\nprocessed in a Teensy 3.1 4 microcontroller to triangulate the\\nblock's position in the space. This setup is based on an open\\nsource project 4 . Finally, the brick uses a 9-DoF (IMU) sensor\\nto calculate the roll, pitch, and yaw, and hence determine its\\norientation.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,548,632,566],\"text\":\"Single-axis Rotation Manipulation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,570,747,665],\"text\":\"Single-axis rotation manipulation between two rigid objects\\ncan be observed in a doorknob or the steering wheel of a car.\\nThe objects can be rotated w.r.t to each other but cannot be\\nmanipulated in any other manner. We include two different\\nkinds of rotation bricks to enable such manipulation in VR\\ncontrollers.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,682,620,697],\"text\":\"4 https://www.pjrc.com/teensy/teensy31.html\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,697,747,724],\"text\":\"*DIY : Position Tracking using HTC Vive's Lighthouse :\\nhttps://github.com/ashtuchkin/vive-diy-position-sensor\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_3_figure_014.png\",\"bbox\":[73,741,389,919],\"reading_order\":14,\"tags\":[],\"alt_text\":\"A technical diagram displays a modular electronic device assembly. It consists of a transparent enclosure holding three BPV22NF IR sensors, mounted above a PCB that integrates a Teensy 3.1 microcontroller, an Adafruit 9-DOF IMU, and a Red Bear BLE Nano 2 Bluetooth Module. An HTC Vive Base Station is shown separately in the upper right.\"},{\"label\":\"figure_cap\",\"bbox\":[175,932,286,949],\"text\":\"Figure 3: Pose brick\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_3_figure_016.png\",\"bbox\":[434,751,734,918],\"reading_order\":16,\"tags\":[],\"alt_text\":\"An exploded view depicts the assembly of electronic components within LEGO-like bricks. A rotary encoder and a Bluetooth module on a PCB are shown connecting to a \\\"First Brick,\\\" which then connects to a \\\"Second Brick.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[516,931,650,949],\"text\":\"Figure 4: Rotation brick\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 56\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 4\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,124,394,284],\"text\":\"Rotation Brick. Figure 4 shows a simple Rotation Brick. It\\nenables rotation interaction between two LEGO bricks. The\\nbricks can be rotated with respect to each other on a com-\\nmon axis. We use a rotary encoder for recording the above\\nmovement. These bricks are designed such that the first brick\\ncontains a window through which the rotating arm of the\\nsensor protrudes; the second brick is attached to this part so\\nthat it can rotate w.r.t the first brick. Owing to the toolkit\\nparadigm, this assembly (and hence the rotational axis) can\\nbe added to any point within the custom-made controllers.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,291,394,436],\"text\":\"Actuated Rotation Brick. Figure 5 shows an Actuated Rotation\\nBrick. The brick facilitates rotational sensing and actuation\\nusing a servo motor. The user can still rotate the LEGO\\nbricks w.r.t each other as in the previous case, but now they\\ncan also be actuated by the system as per the requirement\\nof the virtual world. The potentiometer circuitry built into\\nthe servo records the degrees that it rotates when the user\\napplies torque. In case of actuation, the servo motor moves\\naccording to the angle commands received over Bluetooth.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_4_figure_004.png\",\"bbox\":[82,454,378,625],\"reading_order\":4,\"tags\":[],\"alt_text\":\"An isometric, transparent diagram displays two Lego-like bricks with internal electronic components. The \\\"First Brick\\\" houses a vertically mounted PCB with a Bluetooth module and a horizontally mounted servo motor. A separate \\\"Second Brick\\\" is shown with an internal locking part.\"},{\"label\":\"figure_cap\",\"bbox\":[139,639,321,657],\"text\":\"Figure 5: Actuated rotation brick\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,684,338,703],\"text\":\"Single-axis Linear Translation Manipulation\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,706,394,882],\"text\":\"Single-axis linear translation manipulation between two\\nrigid objects is fairly common. A simple example is a sliding\\ndrawer mechanism – to open (or close) the drawer, one must\\ntranslate it linearly w.r.t the frame that remains static. Next\\nwe describe two feature bricks that enable such interaction\\nfor VR controllers. While the first one allows free transla-\\ntion, the second one includes a retraction mechanism that\\npulls back the object as it is moved by the user. As in case\\nof rotation, both these assemblies (and the corresponding\\ntranslation axes) can be added to multiple points within the\\nVR controller.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,394,955],\"text\":\"Proximity Brick. Figure 6 shows a Proximity Brick. It uses a\\nproximity sensor to sense the linear translation interaction\\nbetween two LEGO bricks. The main brick contains a window\\nwhich exposes the proximity sensor towards the second brick\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,346,746,411],\"text\":\"that is movable on a linear slider (see figure). To measure\\nthe distance from the opaque surface of the movable brick,\\nwe use a LIDAR-based proximity sensor VL6180X $^{\\\\circledR}$ which\\ncalculates the distance using a time-of-flight based approach.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_4_figure_010.png\",\"bbox\":[437,121,740,283],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A technical diagram displays a disassembled device featuring a transparent \\\"Main Brick\\\" positioned above a \\\"PCB\\\". Attached to the PCB are a \\\"Bluetooth Module\\\" and a \\\"Proximity Sensor\\\". A \\\"Second Brick\\\" connects to the PCB via a \\\"Slider\\\" mechanism.\"},{\"label\":\"figure_cap\",\"bbox\":[512,299,653,317],\"text\":\"Figure 6: Proximity brick\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,419,747,660],\"text\":\"Retraction Brick. The Retraction Brick (Figure 7 ) adds retras-\\nction functionality to the linear translation. This main brick\\ncontains a mainspring attached to a rotary encoder. The\\nsecond brick is attached to a thread that is wound over the\\nspindle that contains the mainspring. As the second brick is\\npulled, the rotation motion of the spindle rotates the rotary\\nencoder, contracting the mainspring. If the user releases the\\nbrick after pulling it to a certain distance, the mainspring\\nreturns to its original, relaxed state, pulling back the brick\\n– hence retraction. This pull is also felt by the user when\\ntrying to move the brick, thus providing a increasing force\\nhaptic feedback, i.e. the pulling force increases as the object\\nis pulled more. Continuing with the drawer example, this\\nsystem makes an auto-closing drawer that closes once left\\nby the user.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,679,736,695],\"text\":\"$^{6}$https://www.st.com/en/imaging-and-photonics-solutions/vl6180x.html\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_4_figure_014.png\",\"bbox\":[437,737,736,913],\"reading_order\":14,\"tags\":[],\"alt_text\":\"An exploded isometric view displays a device composed of two interconnected LEGO-like bricks. Electronic components including a Bluetooth module, PCB, and rotary encoder are housed within the main brick and linked to mechanical parts such as a mainspring, spindle for thread, and a thread, which connects to a slider on the second brick.\"},{\"label\":\"figure_cap\",\"bbox\":[511,931,654,949],\"text\":\"Figure 7: Retraction brick\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 56\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_5_figure_002.png\",\"bbox\":[90,128,380,303],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A transparent, exploded view displays two interlocking brick-like components containing electronic parts. The \\\"First Brick\\\" houses a \\\"Bluetooth Module\\\" on a \\\"PCB,\\\" while a \\\"Servo Motor\\\" with a \\\"Locking part (Horn)\\\" connects the \\\"First Brick\\\" to the \\\"Second Brick\\\" at a designated \\\"Space for Locking.\\\" All components are clearly labeled.\"},{\"label\":\"figure_cap\",\"bbox\":[174,319,287,336],\"text\":\"Figure 8: Lock brick\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,373,194,390],\"text\":\"Locking Mechanism\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,394,395,553],\"text\":\"The set of Lock Bricks (Figure 8 ) provide locking and un-\\nlocking functionality using a servo motor. When locked, the\\nuser will not be able to take the LEGO bricks apart: The horn\\nof the servo is pressed against the base of the other block\\nhence preventing separation. When unlocked, the horn turns\\nand moves away from the base and hence the bricks can be\\nseparated like two normal LEGO bricks. This system can be\\nused to create a prop assembly that can be separated into\\ntwo different physical props (or controllers) as required in\\nVR. Opening a bottle, separating its cap is a simple example.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,567,299,584],\"text\":\"Button Input and Vibration Feedback\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,589,395,733],\"text\":\"Button input and vibration feedback are common entities in\\ncommodity VR controllers. Hence, we include two bricks to\\nenable these functionalities for our toolkit. The Button Brick\\n(Figure 9.A) contains a push button that protrudes out from\\nthe brick through a window. It can be used to trigger different\\nevents in an application like selection or shooting through a\\ngun. Finally, the Vibration Brick (Figure 9.B) provides haptic\\nfeedback in the form of vibration. It contains a vibration\\nmotor attached to its wall.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_5_figure_008.png\",\"bbox\":[94,768,378,917],\"reading_order\":8,\"tags\":[],\"alt_text\":\"This diagram illustrates two translucent block modules, each housing electronic components. The left module contains a push button and a RedBear BLE Nano 2 Bluetooth module mounted on a PCB. The right module contains a vibration motor and an identical Bluetooth module on a PCB.\"},{\"label\":\"figure_cap\",\"bbox\":[109,931,351,949],\"text\":\"Figure 9: A: Button brick, B: Vibration brick\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_5_figure_010.png\",\"bbox\":[420,120,744,350],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This diagram outlines the VirtualBricks system architecture, integrating physical \\\"Feature Bricks\\\" with a Host PC and VR environment. Multiple Feature Bricks, equipped with sensors/actuators and BLE Peripherals, communicate wirelessly with a Host PC acting as a BLE Central. The Host PC runs an Aggregator script, uses UDP sockets to feed data to a VR Integration Package and Unity application, enabling a user wearing an HTC Vive headset to interact with a physical Feature Brick within a virtual reality experience.\"},{\"label\":\"figure_cap\",\"bbox\":[512,359,653,377],\"text\":\"Figure 10: System Design\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,403,549,420],\"text\":\"5 SYSTEM DESIGN\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,424,747,662],\"text\":\"VirtualBricks enable easy, need-based construction of con-\\ntrollers for Virtual Reality. The toolkit is designed to work\\nwith the HTC Vive system controlled through Unity software\\nrunning on a Windows 10 PC. The Host PC runs a Node.js\\nbased aggregator script to connect with all the feature bricks.\\nThis forms a star connection topology, a piconet wherein\\ndata is exchanged between the Computer - a BLECentral,\\nand every feature brick - BLE Peripheral(s). BLECentral and\\nBLE Peripheral functionalities are implemented using No-\\nble 5, an open-source packages for cross-platform Bluetooth\\ncommunication. The aggregator script transfers the received\\ndata to Unity via the User Datagram Protocol (UDP) protocol.\\nThe data is compiled in a JavaScript Object Notation (JSON)\\nformat and is pushed into the machine's UDP sockets. Figure\\n10 shows this communication design.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,663,747,840],\"text\":\"For Unity, we provide a custom VR Integration software\\npackage including a set of functions that enable easy inte-\\ngration of the received data into VR applications. There are\\nfunctions specific to the functionality of each feature brick.\\nFor instance, for the Rotation brick, the developer can access\\nthe number of rotations, the angle of rotation and the speed\\nof rotation through these functions. For the Lock brick, the\\ndeveloper can use the lock() and unlock() functions to lock\\nand unlock the mechanism respectively. Figure 14 (added\\nin the end) provides a complete list of functions that we\\ndeveloped.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,852,540,868],\"text\":\"6 APPLICATIONS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,872,747,922],\"text\":\"Using VirtualBricks, a developer can create a large variety\\nof applications. We present a set of example applications to\\ndemonstrate the versatility of our toolkit. In each application,\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,938,536,953],\"text\":\"$^{7}$ https://github.com/noble\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 56\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 6\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,157],\"text\":\"we describe the user experience and the feature bricks used\\nalong with their function in the application.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,168,242,185],\"text\":\"First Person Shooting Game\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,189,394,347],\"text\":\"This application allows the user to shoot at objects using a\\ngun. The gun also has a scope attached with it that helps\\nthe user aim at zombies and glass bottles (Figure 11.A). To\\ncomplete the physical proxy we first created the guns skele-\\nton using LEGO bricks. Then we added a Button Brick to\\nshoot. Finally, we added in a Pose Brick to map the prop\\nwith its virtual counter part. The functions used from the\\nVR Integration package are getAngle() and getOrientation()\\nfor pose, and getState() to check regarding the button press\\nevent.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,360,129,377],\"text\":\"Slingshot\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,394,538],\"text\":\"This application enables the user to shoot at the targets using\\na slingshot (Figure 11 .B). The user pulls back the object, aims\\nat the target and then leaves the object to shoot. We used\\na Retraction Brick to implement the pull mechanism and a\\nPose Brick for aiming at the targets. As the user pulls back the\\nobject, s/he feels an increasing force feedback (caused by con-\\ntaction of the mainspring within the Retraction Brick) that\\nimitates the stretch of the strings in the slingshot. The func-\\ntions used from the VR Integration package are getAngle()\\nand getOrientation() for pose, and getDistance() for retraction.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,550,117,568],\"text\":\"Fishing\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,571,394,683],\"text\":\"This application allows the user to catch fishes from a pond\\nusing a fishing line (Figure 11 .C). The user first elongates\\nthe fishing line to the appropriate length and then rotates\\nthe fishing reel to catch the fish. We used a Proximity Brick\\nfor elongation of the line and a Rotation Brick for the reel.\\nFunctions getDistance() and getAngle() are used to map the\\nphysical prop and the virtual fishing rod.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,695,160,711],\"text\":\"VRgoniometer\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,714,394,842],\"text\":\"This application provides the user with a Goniometer (Figure\\n11.D), a device that helps to measure distance and angle\\nbetween two points. The user can change the angle between\\ntwo arms of the Goniometer and can alter their lengths to\\nmake the measurements. We used a Rotation Brick to alter\\nthe angle, and two Proximity Bricks for length adjustments.\\nThe functions used from the VR Integration package are\\ngetAngle() and getDistance().\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,853,106,869],\"text\":\"Disco\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,873,394,954],\"text\":\"This application simulates a disco console (Figure 11.E). The\\nuser can adjust the lighting in the form of RGB values using\\nlinear sliders implemented using Proximity Bricks. S/he can\\nalso control the number of people dancing inside the disco\\nusing a knob made of a Rotation Brick. The functions used\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_6_figure_013.png\",\"bbox\":[412,114,751,902],\"reading_order\":13,\"tags\":[],\"alt_text\":\"The figure displays five sets of paired images (A-E), where each set features a physical, colorful LEGO-like construct on the left and its corresponding virtual reality (VR) interface or scene on the right. The LEGO devices act as controllers or represent physical objects interacting with diverse virtual environments, including a shooter game, a ball-launching game, a fishing simulation, a measurement tool displaying lengths and angles, and a DJ mixing setup.\"},{\"label\":\"figure_cap\",\"bbox\":[421,907,747,954],\"text\":\"Figure 11: Applications {A: First Person Shooting Game, B:\\nSlingshot, C: Fishing, D: VRgoniometer, E: Disco}; Inset im-\\nages [Corresponding physical props]\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 56\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 7\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300286", "source_image_path": "test_data/3290605-3300286/3290605-3300286_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300286/results/output_json/3290605-3300286_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300286_pdf_shortened_page_7_figure_002.png\",\"bbox\":[68,121,395,741],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays four distinct examples demonstrating the interaction between physical objects and virtual reality environments. Each panel pairs a real-world setup, involving a person, hands, or Lego constructions, with a corresponding virtual scene that reflects or is influenced by the physical elements.\"},{\"label\":\"figure_cap\",\"bbox\":[69,753,394,784],\"text\":\"Figure 12: Applications {A: Dragon, B: Handcuffs}; Reimple-\\nmentation {C: TASC, D: HaptoBend}\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,807,394,841],\"text\":\"from the VR Integration package are getAngle() for rotation,\\nand getDistance() for linear sliding.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,854,118,871],\"text\":\"Dragon\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,873,395,953],\"text\":\"This application enables the user to perceive oneself as a\\ndragon and fly around in the mountains (Figure 12 A). To fly\\nhigher, the user needs to flap his/her wings (hands) other-\\nwise the dragon descends. The setup includes two Retra-\\nction Brick assemblies mounted between the user's head and\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"his/her hands. The bricks are attached onto the body using\\nvelcro bands worn on the head, and on the hands. The force\\nfeedback provided by the retraction enhances the haptics of\\nflying. The application uses getDistance() function to check\\nflapping of the wings.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,215,487,232],\"text\":\"Handcuffs\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,235,746,379],\"text\":\"This application enables the user to perceive handcuffs (Fig-\\nure 12 B). The handcuffs are simulated using a Lock brick\\nassembly mounted between the two hands of the user. When\\nthe bricks are locked, the user is unable to move his/her\\nhands apart and feels the presence of handcuffs. Once the\\nhandcuffs are released (after solving an under-water puzzle),\\nthe bricks are unlocked and user is able to freely move his/her\\nhands. The application uses lock() and unlock() functions to\\ncontrol the Lock Brick.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,391,587,407],\"text\":\"7 REIMPLEMENTATIONS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,537],\"text\":\"Recently, Ledo et al. have proposed demonstration as a way\\nof validating toolkit research [19] . The applications that we\\nhave presented above fall in line with their idea of novel\\nexamples . Similarly, to go with their recommendation of\\nreplicated examples , we present systems from past research\\nthat we reimplemented using our VirtualBricks. We chose\\nTASC [8] and HaptoBend [23] considering the diversity of\\ntheir solutions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,549,458,566],\"text\":\"TASC\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,570,747,809],\"text\":\"TASC (Tangibles for Augmenting Spatial Cognition) [8] is\\na system which uses tangible objects to engage the spatial\\nability of the user through a series of visual-physical puzzles.\\nTheir final implementation includes a table with two long\\ntangible bricks that can be moved along linear axes to control\\ntheir virtual counterparts inside the game. We were able to\\neasily construct this physical setup using our toolkit. We\\nused two Proximity Bricks to implement the linearly manip-\\nulatable tangible bricks. We build their Gen2 puzzle: Finding\\nthe Horse as the VR application, where the user moves the\\nbricks to control two long fences (Figure 12 .C). The objec-\\ntive of the puzzle is to align the fences' openings to create\\na pathway for the horse. We used the getDistance() method\\nfrom the VR Integration Package to sense the manipulation\\nof the fences.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,820,494,837],\"text\":\"HaptoBend\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,746,953],\"text\":\"HaploBend [23] is an example of reconfigurable props that\\ncan be manually manipulated to match the shape of multi-\\nple objects in VR. Their prototype constitutes of four rigid\\nsections with hinges, thus creating a bendable plane. The\\nprop includes potentiometers for each hinge to sense the\\nbend angles of the sections and a common IMU to sense\\nthe orientation of the controller. We used Rotation Bricks\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1013],\"text\":\"Paper 56\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 8\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300286/results/markdown/3290605-3300286_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[265,111,550,142],\"text\":\"Integrated Workflows:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[211,149,603,170],\"text\":\"Generating Feedback Between Digital and Physical Realms\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[234,189,367,251],\"text\":\"Emrecan Gulay\\nAalto University\\nEspoo, Finland\\nemrecan.gulay@aalto.fi\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[501,188,595,249],\"text\":\"Andrés Luero\\nAalto University\\nEspoo, Finland\\nluero@acn.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[70,279,142,295],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,300,394,621],\"text\":\"As design thinking shifted away from conventional\\nmethods with the rapid adoption of computer-aided\\ndesign and fabrication technologies, architects have been\\nseeking ways to initiate a comprehensive dialogue\\nbetween the virtual and the material realms. Current\\nmethodologies do not offer embodied workflows that\\nutilize the feedback obtained through a subsequent\\ntransition process between physical and digital design.\\nTherefore, narrowing the separation between these two\\nplatforms remains as a research problem. This literature\\nreview elaborates the divide between physical and digital\\ndesign, testing and manufacturing techniques in the\\nmorphological process of architectural form. We first\\nreview the digital transformation in the architectural\\ndesign discourse. Then, we proceed by introducing a\\nvariety of methods that are integrating digital and\\nphysical workflows and suggesting an alternative\\napproach. Our work unveils that there is a need for\\nempirical research with a focus on integrated approaches\\nto create intuitively embodied experiences for\\narchitectural designers.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,631,173,649],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,652,369,684],\"text\":\"· Human-centered computing–interaction design\\ntheory, concepts and paradigms\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,695,149,711],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,715,330,747],\"text\":\"Creativity Support, Design Methods, Embodied\\nInteraction, Fabrication\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,760,202,774],\"text\":\"ACM Reference format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,776,393,805],\"text\":\"Emrecan Gulay and Andrés Lucero, 2019. Integrated Workflows:\\nGenerating Feedback Between Digital and Physical Realms. In\",\"reading_order\":14,\"tags\":[\"author\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[420,278,745,335],\"text\":\"CHI Conference on Human Factors in Computing Systems\\nProceedings (CHI 2019) May 4-9, 2019, Glasgow, Scotland, UK .\\nACM, New York, NY, USA, Paper 60, 15 pages.\\nhttps://doi.org/10.1145/3296065.3300290\",\"reading_order\":15,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[422,348,547,365],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,369,747,840],\"text\":\"Following the recent advances in immersive technologies,\\nsuch as mixed reality (MR) and virtual reality (VR) (e.g.,\\n[5,79,99] ), human senses have been introduced to new\\nforms of interactions with physical and digital realms.\\nConsequently, understanding the relationship between\\nmateriality and digitalization became crucial for many\\ndesign disciplines. For this literature review, we focus on\\narchitectural design to explore this continual paradigm\\nshift in the context of transitional workflows between\\nvirtual and physical platforms. Starting from the\\ndevelopment of three-dimensional computer graphics in\\n1960s up until today, computer-aided design (CAD) and\\ndigital fabrication technologies have been allowing\\narchitectural designers to communicate their ideas\\nthrough virtual visualizations alongside physical\\nprototypes. While gaining creative, manual and technical\\nknowledge, today architects are also acquiring\\ncomputational skills to use a range of computational\\ndesign methods as supplementary tools for their creations.\\nComputer-based processes are gaining dominance over\\nconventional design methods and physical properties (e.g.,\\ngravity, tactility, materiality) are being emulated by digital\\ntools [37] . With the growing number of emerging\\ntechnologies, integrating physical and digital mediums is\\nbecoming an important topic of research for both the HCI\\nand architecture communities. Current research has been\\nfocusing on the areas of digital fabrication, robotic\\nfabrication technologies, hybrid processes and tangible\\ninterfaces. However, there is considerably less research\\nlaying emphasis on the role of these approaches within\\nthe architectural discourse.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,747,949],\"text\":\"In this paper, we review various computational design\\nand fabrication methods for bridging the gap between\\nphysical and digital manipulations by seeking answers to\\nthe following research questions: Can we utilize the\\nfeedback obtained through a subsequent transition between\\nphysical and digital design, testing and fabrication\\ntechniques in the morphological process of architectural\",\"reading_order\":18,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[68,825,192,874],\"reading_order\":19,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[69,878,391,905],\"text\":\"This work is licensed under a Creative Commons Attribution-\\nNonCommercial-ShareAlike International 4.0 License.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,912,287,950],\"text\":\"© 2019 Copyright held by the owner/author(s).\\nhttps://doi.org/10.1145/3296865.3300290\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 60\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,108,395,200],\"text\":\"form? How can we create manipulable 3D environments for\\nmore intuitively embodied experiences for architectural\\ndesigners? By including literature from HCI and\\narchitectural design domains we answer our research\\nquestions with the information extracted from both fields\\nof research.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,200,395,413],\"text\":\"This paper is structured as follows. We begin with an\\nintroduction of our review methodology and a\\nclarification of the scope of our research. The following\\ntwo core sections present the main topics of this paper: an\\noverview of digital transformation in architectural design,\\nplus approaches and techniques that integrate digital and\\nphysical workflows. Next, we briefly summarize the core\\nsections and discuss some of the relevant sources. Finally,\\nwe present the starting point of this research, an\\nalternative transitional workflow by introducing an earlier\\nproject, which manifested as an architectural scale\\nstructure. In the conclusion, we discuss the findings of our\\nreview and illustrate the potential future investigations\\nwe will undertake to expand our research.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,425,197,443],\"text\":\"2 METHODOLOGY\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,449,396,936],\"text\":\"Our aim is to investigate an under-explored area in\\nhuman-computer interaction and architectural design\\nwith a specific focus on the divide between digital and\\nphysical manipulations through the architectural design\\nprocess. Both in the HCI and architectural design domains\\nthere are works studying the integration of physical and\\ndigital design techniques (e.g., [28,60,84,106] ). Our\\ncontribution is to form a link between HCI and\\narchitectural design by suggesting an alternative\\nintegrated approach based on the literature from both\\nfields. First, to review the relevant books and papers we\\nhave searched the keywords \\\"computational design\\\" and\\n\\\"digital fabrication\\\" (478,996 returns) or \\\"physical\\nmodelling\\\" and \\\"tangible interactions\\\" (289,071 returns).\\nSelected keywords returned thousands of papers which\\nwe did not have the resources to go through\\nsystematically. Thus, we primarily relied on existing\\nreviews and books [22,25,29,30,32,41,56,78,100,106]\\naugmented by going through abstracts of the first 50\\nresults listed. We also checked the related work cited by\\nthe found sources. Next, more specific searches (e.g.,\\n\\\"algorithmic design\\\" and \\\"digital fabrication\\\", or \\\"tangible\\ninteractions\\\" and \\\"haptic feedback\\\") provided a\\nmanageable number of sources. Finally, we categorized\\nthe returns (518 returns) under three categories: 1)\\narchitecture (249 returns-41 included), 2) human-computer\\ninteraction (203 returns-50 included), and 3) haptic\\nprinciples (66 returns-13 included) and included the most\\nrelevant ones in relation to our research questions. Our\\nsearch was conducted through the ACM Digital Library\\n(our primary search engine), ProQuest E-book Central,\\nGoogle Scholar, and our institution's library database.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,108,746,141],\"text\":\"which allowed us to access literature from different\\npublishers (e.g., Wiley, Springer, etc.)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,152,608,169],\"text\":\"3 SCOPE OF THE RESEARCH\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,173,747,327],\"text\":\"Before continuing with our core sections, we would like to\\nexplain the scope of our literature review. Since our aim is\\nto focus on the specific research problem, which is the\\nutilization of the feedback extracted from digital and\\nphysical processes of architectural design, we prioritized\\nto include the works that implement digital fabrication\\ntechniques along with analogue design methods. We did\\nnot include literature with a broad contextualization of\\ncomputational design, digital fabrication, and tangible\\ninterfaces that are not relevant to our research questions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,327,746,449],\"text\":\"This paper reviews and discusses related literature\\nfrom the fields of HCI and architectural design. For this\\nreason, included works have a common ground in terms\\nof relevance to our research questions. Our specific focus\\nis on the iterative feedback received from an integrated\\nprocess of digital and physical methods and manipulable\\n3D environments to support the creation of seamless\\ntransitional workflows.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,461,645,494],\"text\":\"4 DIGITAL TRANSFORMATION IN\\nARCHITECTURE\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,499,746,530],\"text\":\"This section reviews the digital transformation in\\narchitecture from 1960s to the modern-day.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,540,681,557],\"text\":\"4.1 The Digital Geometry and Fabrication\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,561,747,836],\"text\":\"After the advent of personal computers in the 1970s,\\ncomputer-aided design (CAD) technologies have been\\nproviding a wide range of digital tools for creating and\\nmanipulating geometric representations of the built\\nenvironment. One of the first versions of the CAD\\nsoftware was Sutherland's Sketchpad [91] in 1963.\\nSketchpad introduced a new Graphical User-Interface\\n(GUI) that allowed direct manipulation of the geometric\\nrepresentations on the screen with an interactive pen.\\nSutherland's new interface had a substantial impact on the\\nrelationship between the designer and the machine. Vogel\\nexplains: \\\"When drawing in Sketchpad, the designer could\\nmake use of constraints in order to form new relationships\\nbetween elements and to force them to behave in specific\\nways.\\\" [91] With its technical features, Sketchpad allowed\\ndesigners to interact directly with the represented\\ngeometries without involving any coding or a numerical\\nprocedure.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,836,746,943],\"text\":\"Over the years, computer graphics evolved and became\\nmore sophisticated in parallel with technical\\nimprovements in computer technology. Two-dimensional\\n(2D) geometric representations were replaced by three-\\ndimensional (3D) graphics. Virtualization prompted\\nresearchers to seek for the characteristics of the physical\\nworld within digitized realms. Along with complex 3D\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,122,1013],\"text\":\"Paper 60\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,109,394,307],\"text\":\"models and photo-realistic renderings, the potential of 3D\\ngraphics has been explored further to generate deformable\\ndigital models that emulate the behavior of physical\\nobjects [87] . Deformable digital models facilitated the\\ncreation and representation of non-Euclidian, complex\\ngeometries. Thereafter, with the rapid development of\\ngraphical user interfaces in 1990s, free-form design tools\\nemerged. A notable example is Teddy [33] , a sketching\\ninterface that produces hand-drawn expressive digital\\nmodels. Differently from creating geometrical\\nrepresentations with mouse and keyboard, free-form\\ninteraction allowed an enhanced physical engagement\\nwith represented geometries on a display.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,307,394,490],\"text\":\"According to Menges [60] the role of geometry has\\nbeen increasing within the field of architecture. \\\"Geometry\\nhas always played a central role in architectural discourse.\\nIn recent years, the importance of geometry has been\\nreemphasized by significant advances in CAD and the\\nadvent of digital fabrication and performance analysis\\nmethods.\\\" With the evolving comprehension of geometry\\nthrough digitalization, architectural designers began to\\nimplement complex computing software for creating\\ncalculus-based geometrical formations for their designs\\n[8,51,76] . The evolved digital geometry established a\\nground for current digital fabrication techniques.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,489,394,779],\"text\":\"\\\"Digital fabrication\\\" is a broad term that refers to \\\"a\\nhost of technologies that are capable of producing\\nphysical objects out of digital representations.\\\" [91]\\nDigital fabrication technologies enable users to quickly\\ncreate physical models from digital files [93] . Most of the\\ncurrent digital fabrication machines are tied to computer\\ndisplays and require a two-dimensional (2D) vector\\ndrawing or a three-dimensional (3D) model to translate as\\na physical data [91] . A 2D vector drawing can provide\\nprecise details for subtracting, cutting or engraving\\nprocedures, while a 3D model contains the geometric\\nfeatures of an object for additive procedures. Along with\\nprecise vector drawings produced by CAD software,\\nobjects translated to splines (vectors defined with\\ndirection) [51] , NURBS (Non-Uniform Rational B-Splines),\\nmeshes or subdivision surfaces can become the primary\\nsources of data for fabrication technologies. (e.g.,\\ncomputer numerical controlled (CNC) milling [55] , laser\\ncutting, 3D printing, etc.)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,779,395,946],\"text\":\"According to Willis [96] , computer output is moving\\nbeyond 2D representation into the world of 3D physical\\nobjects: \\\"It is clear that most current interfaces catering to\\ndigital fabrication remains focused within the GUI\\nparadigm. A design is created using a GUI interface, saved\\nto file, fed to an output device, and finally manifested in\\nphysical form.\\\" The recent digital fabrication methods\\nproceed similar to the desktop publishing logic and\\ndepend heavily on GUIs without generating a flow of\\ninformation between the visual representation and the\\nphysical outcome.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,108,661,126],\"text\":\"4.2 Morphology and Algorithmic Logic\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,129,746,403],\"text\":\"In recent years, parameterized modelling tools are gaining\\ndominance over widely-used CAD software, due to their\\ncapability to generate and rationalize complex geometric\\ncompositions [76] . Osman [65] opposes the exploitation of\\ndigital media as tools and claims that there's a linkage\\nbetween “ digital design ” and “ digital design models ” as a\\nform of architectural knowledge and it is a profound\\nideational resource for design. However, there is a point\\nof view among architects that evaluates 2D architectural\\nplan as the key of the evolution of a design [45] . Kolarevic\\n[41,43] believes that the plan no longer generates the\\ndesign: “ The digital generative processes are opening up new\\nterritories for conceptual, formal and tectonic exploration,\\narticulating an architectural morphology focused on the\\nemergent and adaptive properties of form. ” With the\\ncontinual advancements in the current digital design tools,\\nthe focus has been shifting from making the of form to the\\nderivation of form and its morphology .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,402,746,677],\"text\":\"The term morphology was first described by Thompson\\nas a way to study the deformation of form in living\\ncreatures through mathematical formulas [51,91] . In\\narchitecture and design contexts, morphology refers to the\\ntopological continuity and diversity of form and its\\ncontinuous transformation [19,65] . For instance, to study\\nthe formal transformation of structures, Reichert et al.\\n[73] developed an architectural scale fiber-reinforced\\npolymer pavilion based on architectural morphology and\\nbiomimetic design principles. By abstracting and\\ntranslating biological role models into design strategies,\\nthey have created generative algorithms for optimizing\\nand exploring novel design solutions. Knippers and Speck\\n[40] believe that today's aesthetics are focusing towards\\nnature-inspired movements through free-form geometries\\nand this linkage between biological and architectural\\nevolution processes can provide opportunities for\\narchitectural design.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,688,540,705],\"text\":\"4.3 Critical Voices\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,709,747,800],\"text\":\"Within the domain of digital design there are increasing\\nconcerns over the influences of digital tools on the\\ncreative thinking [25,41,86,91] . Poulgsgard [71] asks: \\\"If\\nthis is so, how can we begin to understand this new digital\\nterrain, and what might its impact be on creativity and\\ncognition?\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,800,746,923],\"text\":\"Several researchers argue that if the generative\\nalgorithmic language and computer-controlled fabrication\\ntechniques preclude the design intent and merely depend\\non an automated numeric process, they can misguide the\\nvisual, tactile and iterative thinking processes of designers\\nand distort their focus to the end-product rather than an\\nexamination of the entire design process [25,41,86,81] .\\nKolarevic remarks, it is worth considering what we are\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 60\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,109,394,139],\"text\":\"intending to achieve \\\"before immersing ourselves in these\\ntechnologies [41,42]\\\"\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,139,394,521],\"text\":\"As highlighted by some researchers [29,81,91] ,\\ncomputer-controlled design and fabrication methods are\\ndecreasing the time consumption of design and\\nmanufacturing processes, but also missing out the manual\\ndexterity and material knowledge of the designer. Vogel\\n[91] and Carpo [16] acknowledge that computation helps\\ndesigners to produce drawings that would have taken\\ndays with conventional methods. However, Vogel [91]\\nalso notes that even with their formidable capacity,\\ndrawings produced by computers were considered a \\\"poor\\nsubstitute\\\" for hand drawing. Bryden [14] affirms that\\ndesign processes involve an iterative process of research,\\nanalysis, thinking, conceptualizing, visualizing, model\\nmaking, prototyping, testing and refining. Therefore,\\ndesigners have tactile contributions to the design and\\nfabrication processes alongside their cognitive and\\ncreative abilities [48,57] . According to Gramazio and\\nKohler [29] , \\\"a scaled physical model can only embody a\\nlimited amount of information, however, despite this\\nintrinsic limitation, physical models retain distinct\\nadvantages over the digital ones.\\\" Physical models provide\\na direct tactile and sensual information to architects for\\ncomprehending the three-dimensionality of their designs\\nwhich is difficult to obtain through graphical\\nrepresentations.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,530,338,548],\"text\":\"4.4 Physical Model-Making in Architecture\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,550,394,841],\"text\":\"Beginning from the conceptual phase of an idea to the\\nconstruction phase, physical models play an important\\nrole in architectural design for apprehending the\\nrelationships between \\\"material and structure, space and\\nproportions\\\" [29] . Poulguard [71] explains the substantial\\ncontribution of physical making in architectural design\\nwith the material engagement framework. Material\\nengagement acts as a fundamental cognitive resource on\\nits own and by interacting with physical tools and\\nmaterials we alter: \\\"the projective flexibility and material\\nmake-up of our minds [71] .\\\" Materials and physical tools\\ncan provide stability to a complex design process while\\nremoving excessive cognitive load. Iwamoto [35] observed\\nthat material constraints encountered while physical\\nmodelling requires designer to take the physical world\\ninto account from the beginning of an architectural\\nproject. Thus, a tactile feedback can enrich and inform the\\ndesign process and at the same time reduce the possibility\\nof structural issues in the later stages of the design.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,841,395,948],\"text\":\"For many design disciplines, building physical models\\ncan bring distinct advantages over digitally created 3D\\nmodels. McCullough [56] explains \\\"The fact that\\ntraditional craft endures at all is because it satisfies some\\ndeep need for direct experience and most computers are not\\nyet providing that experience.\\\" In widely-used CAD/CAM\\nsoftware, direct experience is provided through mouse\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,109,746,306],\"text\":\"and keyboard tools and their technical constraints\\ngenerate digital 3D models that “ lack depth, texture and\\nsense of materiality despite the most advanced digital\\nmodelling and rendering software [32] . ” At this point,\\nphysical models act as a strong backbone in terms of\\nmateriality, geometric exploration and alteration. Due to\\ninteraction limitations within graphical user interfaces of\\nthe recent CAD and parametric modelling software,\\nformal explorations and alterations may also be limited in\\ncomparison to physical models. CAD technologies reduce\\nthe possibility of human error, but also eliminate “ moves\\nthat have unintended effects, with unexpected problems and\\npotentials [100] . ”\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,306,746,445],\"text\":\"Pallasma [66] claims that our senses, including vision,\\nare extensions of the sense of touch. Before visualizing a\\nphysical entity, we receive tactile feedback and the sense\\nof vision supports the physical feedback. With the advent\\nof digital fabrication technologies and endeavors in the\\nHCI field to augment this tactile experience via tangible\\ncomputing, there's a growing interest towards touch-\\nbased design knowledge (e.g., [17,70,102] ) and physical\\nmodel making (e.g., [37,54,64] ).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,444,746,642],\"text\":\"In the architectural discourse, physical models are\\nexploratory design tools which allow architects to create\\nrough abstract concepts, as well as to extract more\\ndetailed information for the later stages of their designs.\\nBy providing abstract or detailed information, physical\\nmodels establish a communication between the “ mind and\\nmaterials [30] . ” For students and practitioners, testing\\ndigital findings with physical prototypes can be\\nsupportive for assessing if a complex solution is really\\noffering spatial, aesthetic and programmatic solutions to\\na project [1] . Therefore, each physical and digital phase of\\nthe project can inform each other subsequently and\\niteratively.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,655,683,671],\"text\":\"5 COMBINING DIGITAL AND PHYSICAL\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,675,746,754],\"text\":\"This section reviews various works that implemented\\ndigital fabrication techniques along with analogue design\\nmethods discussed above and the generative influences of\\nthese integrated workflows on architectural design\\nprocess.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,764,565,781],\"text\":\"5.1 Digital Fabrication\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,784,746,938],\"text\":\"\\\"The idea of integrating computational worlds and physical\\nobjects is a broad one; and there are many ways to pursue it\\n[98] .\\\" For achieving an integration between physical and\\ndigital realms, digital fabrication is becoming an\\nincreasingly significant topic of research within the HCI\\ncommunity. On the other hand, there is less research\\naddressing the impact of digital fabrication techniques in\\nthe architectural discourse. As mentioned previously,\\ncurrent studies on digital fabrication are proceeding with\\nGUI paradigms without offering an iterative creative\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 60\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,109,394,154],\"text\":\"process. Therefore, most of the studies are object and end-\\nproduct oriented, while some of them are also focusing on\\ncreative processes of the design.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,154,395,428],\"text\":\"To illustrate, Activity Sculptures [82] investigates the\\ninfluence of physical representations on a running\\nactivity. The digital data gathered through a mobile step\\ntracking application is being translated into 3D digital\\nsculptures. Visual 3D representations of sculptures are\\nphysicalized by a 3D printer to generate physical artefacts\\nfor the participants. Rotatack [98] is a computational craft\\nitem built with a similar point of view that introduces a\\ncomputational hardware to be used in a variety of\\neducational and home crafting projects. Mitani and Suzuki\\n[61] propose a method for producing unfolded paper craft\\nmodels by increasing the approximation accuracy of\\ntriangulated meshes. Digital deformation of unfolded\\ngeometries manifests as physical components ready for\\nassembly. MetaMorphe [89] is a digital fabrication\\nframework that allows designers to manipulate static 3D\\nmodels with a scripting language and fabricate created\\ndigital models with a 3D printer.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,428,395,900],\"text\":\"Current digital fabrication machines require a\\nsufficient knowledge of software and computation which\\ncan consume considerable time and energy during the\\nlearning process [5] . Codeable Objects [36] investigates\\nhow to make computational design more accessible for\\npeople who do not have proficiency using computational\\ndesign tools. The aim of this study is to produce personal\\nand functional objects by utilizing programming and\\ndigital fabrication technologies. After testing the object-\\noriented programming interface with two different\\nworkshops (consisting of specific product design and\\nfashion design tasks), the study uncovered that a\\ngenerative code-based procedure lacked the designer's\\nprogressive intuition, which is fundamental for creative\\npractices. Based on participant interviews conducted at\\nthe end of the workshops, a series of digital transition\\nprocesses leading to a physical object brought concerns\\nabout the role of the designer and computational design\\npractice itself. Printry [6] is an augmented fabrication\\nsystem developed by Ashbrook et al. specifically for\\nnovices to design and fabricate personalized objects.\\nNatCut [77] is a tangible editor to create enclosures and\\ncovers for electronic devices by extracting their physical\\nproperties through an interactive surface. NatCut\\naccurately rebuilds a previously created object and creates\\nenclosures. With the digital data traced from the physical\\nobject, a physical enclosure can be fabricated quickly.\\nLaser Origami, a rapid prototyping approach, produces\\nphysical 3D forms by employing bending as a prototyping\\nmethod. This method eliminates the need for additional\\nphysical assembly processes [62] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,899,395,947],\"text\":\"Besides fast production, digital fabrication machines\\ncan allow exploratory testing, iterating and manifesting\\ncomplex structural systems [13] . For instance, Deuss et al.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,108,746,261],\"text\":\"[20] suggest a method for fabricating complex self-\\nsupporting surfaces and test their structural performances\\nthrough 3D printing and physical assembly of scaled\\nmodels. With an algorithm developed through Rhino\\nVault software, they were able to simulate the physical\\nperformance of an architectural scale masonry structure.\\nHereby, digital fabrication technologies do not only\\nproduce models or components of a structure, they also\\nprovide information about material performance through\\nphysical testing.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,261,746,429],\"text\":\"Maher [52] argues that while developing new\\ntechnologies for supporting creative tasks, we do not\\nconsider \\\"design principles for supporting creativity that are\\ngrounded in scientific studies of the use of these new\\ntechnologies.\\\" Although computational design and digital\\nfabrication offer efficiency for architectural designers, it is\\nimportant to comprehend to what extent and how\\nmachines can facilitate the origination of novel design\\n'intentions' and planning, rather than merely\\nrepresenting architectural geometries to select and\\nmanipulate.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,441,729,457],\"text\":\"5.2 Automated Processes and Robotic Fabrication\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,746,841],\"text\":\"As an extension of digital fabrication technologies,\\nautomated manufacturing techniques are being adopted to\\ncreate physical prototypes in various scales [15] . Robotic\\nfabrication can be evaluated as an emergent method to\\nintegrate digital and physical phases of design. Gramazio\\nand Kohler [29] reutilize the physical model as a critical\\nexplorative tool in addition to computational design by\\ndeveloping and testing assembly procedures of complex\\nstructures with robotic arms. By implementing the robotic\\nfabrication technology, they intend to form a “ direct and\\nrigorous ” link between the physical model and its digital\\norigins. Robotic fabrication acts as a method to translate\\nthe cumulative design process into physical materials and\\nconstruction processes in the later stages of the design. As\\na result, robotic fabrication technology augments the\\ncomputational process and generates tangible models.\\nAlthough this method shifts the focus from an isolated\\narchitectural form into a broader conceptual development,\\nit follows a linear process in terms of fabrication.\\nFollowing the morphological evolution of a design idea,\\nthe digital data is being transferred to the robotic arm\\nsystem for the production and assembly of a physical\\nstructure. In other words, designers cannot interact and\\nmanipulate materials directly, and the separation between\\ndigital and physical processes remains.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,746,947],\"text\":\"Artificial Ontologies [74] is an autonomous assembly\\nsystem that does not require any human involvement. The\\naim is to create buildable objects through visual\\nrepresentations which consider the basic rules of physics\\nover the course of the entire assembly process and reduce\\nthe need for an additional physical assembly process.\\nAlthough, the aim of Artificial Ontologies was to eliminate\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,122,1013],\"text\":\"Paper 60\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 5\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,109,393,184],\"text\":\"the human involvement through the assembly process.\\nReifel and Pollack [74] acknowledge the fact that while\\ntranslating a visual representation “ human involvement is\\nrequired in figuring out how to assemble an object matching\\nthe evolved description. ”\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,184,393,323],\"text\":\"Willis et al. [96] introduce an interactive fabrication\\ntechnique that converts the digital input to the physical\\noutput in real-time with Shaper , a prototype device using\\nexpanding polyurethane foam. Shaper reduces the\\ncomplexity of the digital transitional process for\\nfabrication by obtaining real-time visual feedback and\\ndesigners' tactile input. Nevertheless, their automated\\napproach of real-time physicalization of digital data does\\nnot go beyond a linear digital to physical design process.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,323,393,582],\"text\":\"Robotic technologies can offer an efficient assembly\\nand physicalizing process without the tactile contribution\\nof the architectural designer. Automated robotic arms\\nproduce models faster with more precision and less\\nhuman error. The immediate transition from digital to\\nphysical is especially feasible for economic reasons,\\nhowever, detaching digital design and assembly\\nprocedures from designers' cognitive and physical\\ninvolvement may result in a design process that lacks the\\nprogressive intuition of the designer [36] . Reduction of\\nhuman error might be significant especially in a final\\nassembly process, while on the other hand human error\\ncan bring valuable feedback and inform the final process\\nin the earlier stages of the design. Therefore, a balanced\\nintegration of robotic technologies and tactile human\\ninteraction can create more intuitively embodied design\\nprocesses.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,591,218,609],\"text\":\"5.3 Hybrid Approaches\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,612,394,948],\"text\":\"Within the architectural discourse, there have been works\\nthat aimed to move beyond the restrictions of the GUI\\nparadigm by fusing physical and digital modes of design.\\nDigital translation techniques (e.g., 3D and laser scanning,\\nalgorithmic translation) have been utilized to generate\\nfluid design, testing and prototyping processes which\\nsequentially inform each stage of the creative process.\\nTherefore, to generate an interactive connection by\\nintegrating human and machine ability [97] . Between\\n1989-2003, a similar approach was implemented by Gehry\\n& Associates for the well-known Disney Concert Hall\\nbuilding. Oxman [65] elaborates: \\\"Disney Concert Hall and\\nother projects by Gehry introduced new geometric\\napproaches freed from a priori formalism, such as linguistic\\nformalism. The Gehry office was deeply committed to\\nresearching the potential role of digital technologies.\\\" The\\ndesign team employed computational design software and\\ncomputer-aided manufacturing (CAM) technologies for\\nthe entire design process. CAD/CAM technologies have\\nbeen used by the aviation, automotive and shipbuilding\\nindustries for many years and Disney Concert Hall was\\none of the first projects that has implemented a fluid\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,109,746,231],\"text\":\"workflow between physical and digital processes into the\\narchitecture practice. Dunn [22] describes the project:\\n\\\"Already heavily reliant on physical model making\\ntechniques to develop their intricate designs, the practice\\ninitially used such models in conjunction with a 3D digitizer\\nto feed data into the computer.\\\" Employing a digital\\ntranslation phase (3D scanning), initiated a dialogue\\nbetween the digital and physical phases of the project.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,231,746,505],\"text\":\"As discussed previously, there are two distinct views\\non computer-controlled fabrication techniques. Alongside\\nconsidering machines as “ cold ” and overly complex\\nsubstitute to conventional methods [56,91] for some\\ndesigners, machines unlock a great creative potential to\\ngenerate bespoke design ideas [13,16] . At this point,\\nhybrid approaches aim to maintain a balance between\\nthese two counter views. The term hybrid is defined by\\nDavendorf and Rosner [21] as the unification of “ distinct\\nand often contradictory entities, whether it refers to the\\noffspring of different species or a mixture of heterogeneous\\nentities. ” Although the term itself has biological roots, in\\nHCI and architectural contexts hybrid can be addressed as\\na combination of analog and digital design, testing and\\nfabrication processes. Several researchers have used the\\nterm to refer to a cumulative and iterative design process\\nthat evolves through a flow of data between physical and\\ndigital modes of design (e.g., [28,60] ).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,505,746,686],\"text\":\"Menges [60] predicts that a potential fusion of\\ncomputational and physical processes will have profound\\neffects within the domain of architectural design.\\nCorrelatively, Symeonidou [84] introduced a hybrid\\ndesign method that employs physical modelling and\\ndigital algorithmic modelling for creating bending rod\\nstructures. Computation was utilized to enrich the design\\nresearch, instead of replacing physical form-exploration\\nmethods with the digital ones. Besides physical\\nprototypes, the parametric model developed through the\\nprocess provided a real-time feedback for shape\\nexploration.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,686,746,947],\"text\":\"Zoran introduced 15 hybrid projects as part of the\\nHybrid Craft [106] exhibition Hybrid Craft to study the\\ninfluences of conventional crafting practices on\\ncontemporary digital design processes. The exhibition\\nincluded alternative implications of a hybridized process\\nthat combines physical and digital workflows of design.\\nFor instance, digitally fabricated acoustic guitars, jewelry,\\ndecoration elements, sculptures were some of the\\nexhibited creations. Zheng et al. [103] aimed to combine\\ncrafting and interaction design practices through a co-\\ndesign driven collaborative task. A \\\"task-driven and object-\\nfocused\\\" study has been conducted with the participation\\nof an interaction designer and a ceramics crafter.\\nHowever, their work evaluates design and craft practices\\nas two separate domains, while hybrid practices aim to\\nmerge and establish an iterative communication between\\neach practice through the design process. Tseng and Tsai\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 60\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,108,394,246],\"text\":\"[90] introduced three methods to document the iteration\\nprocess of a design through digital fabrication: process\\nheat maps, process stacks, and process textures . Each\\nmethod physically manifests how a single objects'\\nphysical properties are evolving throughout the design\\nprocess. Final fabricated components are representations\\nof each digital alteration phase of created geometric\\nformations. The study presents an iterative and linear\\ntransition from physical to digital platform.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,245,394,671],\"text\":\"Several researchers suggest supplementary tools to\\nintegrate digital and physical workflows. For example,\\nModelcraft [80] is a system that translates the information\\nobtained through a physical model into the digital world\\nby tracing physical freehand annotations. Modelcraft uses\\na digital pen to capture real-world geometric information\\nefficiently. The linear transition from the physical\\nplatform to the digital one does not support complex\\nmanipulations performed manually. This limits the\\ndesigner with annotations and makes it more suitable for\\nthe massing (a brain storming phase done by iterating\\nmock-up models), rather than the formal exploration\\nprocess. Freed [105] is a digital milling device which\\nincreases human control in the fabrication process. FreedD\\nreduces designers' mere dependence on CAD models and\\nprovides a direct engagement with the physical materials.\\nTian et al. [88] built a personal CNC machine for\\nsupporting skilled wood crafters by enabling fast\\nfabrication of stable joinery systems that do not require\\nadditional hardware to assemble. The aim of their hybrid\\nworkflow is to support users' manual dexterity and help\\nthem for transforming design intent to physical\\nprototypes while maintaining their autonomy. Yoshida et\\nal. [101] implemented the formative capability of the stack\\naggregation technique to build architectural-scale\\nstructures. With a custom designed stick dispenser which\\ndrops glued wood chopsticks, they have built aggregated\\norganic structures.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,671,394,885],\"text\":\"There is also research with a focus on creating hybrid\\nworkflows through CAD software. MakerVis [83] is an\\nalternative software that facilitates the creation of fast and\\nefficient visual representations ready for subtractive and\\nadditive fabrication processes. Although the aim is to\\ngenerate a hybrid workflow, MakerVis does not introduce\\nan iterative fusion between physical and digital\\ntechniques. The design process begins with a digital data,\\nwhich continues with digital iteration. With a generative\\nalgorithm, the system can fabricate components which are\\nready for assembly to build complex physical\\nrepresentations of digital data. The design workflow\\nallows designers to physically engage with the fabricated\\nmaterials during the assembly procedure.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,885,394,947],\"text\":\"To form a link between physical prototypes and their\\ndigital representations, several studies implemented laser\\nscanners or camera-based scanners that can trace\\ncontours of 3D models and transfer this physical\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,108,746,671],\"text\":\"information to computer software [22] . Due to its\\nmalleable and solid nature, the most commonly used\\ntesting material with volumetric 3D scanners is clay [69] .\\nAs an example of this, Illuminating Clay [69] is a hybrid\\napproach for altering landscape topographies through\\nreal-time capturing of physical manipulations via a ceiling\\nmounted laser-scanner. The laser triangulation approach\\noffers an accurate and a fast scanning performance for\\nproviding real-time visual feedback. \\\"The use of a laser\\nscanner to input physical geometry in real-time offers an\\nalternative vision for computer interaction where the user is\\nfree to use any object, material or form to interface with the\\ncomputer [69] .\\\" With its capability to translate real-time\\nphysical information, 3D scanning can offer more\\nembodied translation processes in comparison to\\ninterpretations through CAD or algorithmic language.\\nReform [93] integrates analog and digital design\\nworkflows through a bidirectional fabrication system\\ndeveloped by Weichel et al. A linear translation of the\\nvirtual information into fabrication machines creates a\\n\\\"rigid separation between workspaces . Therefore, Reform\\nemployed a production process that allows designer to\\ncontribute physically to the design by manipulating the\\nshape of a clay material. Then, a 3D scanning technology\\nconverts the physical manipulation data in real-time into a\\nvirtual model to be fabricated via a 3D printer. Such\\napproach has similarities with the aforementioned Disney\\nConcert Hall [22,65] project and Illuminating Clay [69] .\\nDifferently, Reform also aimed to reduce human mistakes\\nby including an 'undo' option in the design process. In\\ncontrast, recoverable mistakes contributed to the\\ndevelopment of the final outcome for Gehry's Disney\\nConcert Hall. Due to the lack of human error and material\\nlimitations, current studies with 3D scanners [44,69,93] do\\nnot provide a constructive negative feedback to develop a\\ntactical understanding of material properties and\\nconstraints.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,671,746,946],\"text\":\"The main reason that makes hybridization a necessity\\nhas been elaborated by Goldstein et al. [28] as follows:\\n\\\"The digital phase happens entirely on the computer through\\nthe selection of media, experimenting with the composition\\nand uploading media, while the physical creation happens\\nentirely away from the computer.\\\" Goldstein et al.\\nconducted a workshop to investigate a hybrid crafting\\nprocedure through a prebuilt prototype. The prototype\\nconsists of prefabricated block cubes with built-in\\ndisplays, and Lego blocks. The aim of this study is to\\nengage people in an integrated process of physical\\nassembly and digital image browsing for producing\\npersonal, meaningful and dynamic objects. The study\\npresents CAD and digital fabrication techniques as non-\\n'hybrid' and non-interactive. However, despite the\\nlimitations among commonly used CAD and fabrication\\ntechnologies, they will continue to profoundly influence\\ncontemporary design practices.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 60\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 7\",\"reading_order\":9,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300290", "source_image_path": "test_data/3290605-3300290/3290605-3300290_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300290/results/output_json/3290605-3300290_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,108,395,428],\"text\":\"Zoran [106] points out that advanced digital fabrication\\nand computational design techniques are being considered\\nas the third Industrial Revolution within some industrial\\nand academic communities. On the other hand, Bergdoll\\nand Christensen [7] argue: \\\"If the factory production has\\nmade such a revolution then why is the culture of building\\nso resistant to the transformation?\\\" As Iwamoto [35] notes,\\ncurrent CAD and fabrication technologies are not yet fully\\ndeveloped and they still contain critical issues in terms of\\nmaterial fluctuations, fabrication limitations and physical\\nconstraints. In addition, current digital fabrication\\ntechnologies are limited to smaller scale objects. Available\\nmaterials for 3D printing are not suitable for architectural\\nscale prototypes. Laser cutters CNC machines have a\\nlimited work space [101] . Also, most fabrication processes\\nare strongly tied to CAD software which brings\\nlimitations with their GUIs. Although these technologies\\nhave certain constraints, hybrid approaches can support\\nand enrich computer-controlled design processes with the\\ncomplex creative flow and the manual dexterity of\\ndesigners.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,440,228,457],\"text\":\"5.4 Tangible Approaches\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,460,395,902],\"text\":\"Tactile manipulation and haptic feedback plays a\\nfundamental role for the creative expression in\\narchitectural form-finding processes. As discussed\\npreviously, physical models are essential design tools for\\narchitects who take construction into account from the\\npreliminary idea creation phase [80] . Throughout the\\nentire design and fabrication cycle, both physical and\\ndigital manipulation techniques bring limitations and\\nopportunities. For this reason, replacing physical models\\nwith digital ones, or the other way around, may result\\nwith a lack of the necessary information to iterate initial\\nideas further. To a certain extent, hybrid approaches can\\nresolve the disconnectedness between these two\\nseemingly contrary realms. As an extension of hybrid\\napproaches, tangible user interfaces (TUIs) offer a wide\\nrange of interaction techniques with physical and digital\\nmodels. Up to now, tangible interfaces have not been used\\nprevalently among architectural design practices, due to\\ntheir limited scope of application. Nevertheless, tangible\\ninterfaces can tackle the limitations of current CAD/CAM\\ntools which are heavily reliant on their GUIs. According\\nIshii and Ullmer [78] : \\\"Interactions between people and\\ncyberspace are now largely confined to traditional GUI-\\nbased boxes sitting on desktops and laptops.\\\" Differently\\nfrom GUIs, interacting with the digital creations by\\nholding, grasping and relocating physical objects with\\nhands is the essential advantage of TUIs. TUI obviates the\\nseparation between the mouse and the display while\\ninteracting with the digital information [53] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,902,394,948],\"text\":\"For creating embodied forms of interaction with the\\ndigital platform, HCI researchers have been enhancing,\\nutilizing and testing recent technologies with integrated\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,108,746,474],\"text\":\"workflows. For example, Lucero [49,50] investigated the\\ncreative process of mood-boarding for designers and how\\naugmented reality (AR) tools can support this collective\\nactivity. The Funky Coffee Table and the Funky Wall\\nprototypes offer an interactive manipulation setting for\\ncreating mood boards by implementing proximity sensors,\\nmotion sensors and projection. The aim of this work was\\nto support designers in communicating their design ideas,\\nintentions and the narrative behind their creative\\nprocesses. Terenghi et al. [85] conducted workshops to\\nstudy the interactive disconnection between digital and\\nphysical platforms through a tabletop puzzle and picture-\\nsorting task. Physical cards and a touch screen display\\nwere tested in separate sessions with participants. By\\ncomparing physical and digital workflows, the workshops\\nrevealed that the digital platform restricted the direct and\\nefficient manipulation of the objects in a digital 3D space.\\nBuild-IT [23] enables users to interact with a physical\\nobject to alter digital representations projected on a\\nscreen. Objects can be physically repositioned, rotated and\\nfixed and the digital representation simultaneously\\nchanges. Build-IT , however, may not be able to handle\\ncomplex 3D geometric manipulations which makes it\\ndifficult to be adopted by architectural designers.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,474,746,596],\"text\":\"There are works that utilize mobile device sensors (e.g.,\\naccelerometers, gyroscopes, electronic compasses, etc.) to\\ninteract with digital visual representations. Wiethoff and\\nGehring [95] and Boring et al. [12] have studied\\ninteractive media façades by integrating mobile devices.\\nFindings of these studies revealed that built-in sensors of\\nmobile devices can be implemented to manipulate a\\ndistant display.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,595,746,915],\"text\":\"By taking haptic principles into consideration, several\\nprevious HCI studies investigated virtual object\\nmanipulation methods with tangible tools (e.g., gaming\\ndevices, custom tools, etc.) [54,75] . D-Coil [68] is a 3D\\nmodelling approach implementing wax coiling as a\\nmethod to interact with the digital models. D-Coil system\\nallows designers to simultaneously design and construct.\\nAt the same time, the system restricts the creative\\nengagement of the user with its 2D plane user interface.\\nTherefore, it may not be suitable for the creation of\\ncomplex free-form geometries or 3D surfaces. Active LENS\\n[34] , is a tangible interaction system that forms a direct\\ncommunication between the physical material and its\\ndigital representation on a display. Sheng et al. [78]\\nintroduced a real-time form manipulation technique by\\nutilizing a physical proxy method to detect and emulate\\nhand motions performed on sponge and clay materials.\\nAlthough there are certain material restrictions for this\\nmethod to be applied in architectural form-finding\\nprocess, it is a significant leap for future interaction\\ntechniques with virtual 3D models.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,915,746,947],\"text\":\"Another area of research is tangible and interactive\\ndisplays. There are various forms of interactions with\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 60\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 8\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300290/results/markdown/3290605-3300290_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[119,119,695,182],\"text\":\"Hackathons as Participatory Design: Iterating\\nFeminist Utopias\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[127,201,249,264],\"text\":\"Alexis Hope\\nMIT Media Lab\\nCambridge, MA, USA\\nahope@mit.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[314,201,501,264],\"text\":\"Catherine D'Ignazio\\n\\nEmerson College\\nBoston, MA, USA\\n\\ncatherine_dignazio@emerson.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[553,203,697,263],\"text\":\"Josephine Hoy\\nUniversity of Washington\\nSeattle, WA, USA\\njoeyhoey@uw.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[103,277,274,341],\"text\":\"Rebecca Michelson\\n\\nIndependent Researcher\\nBoston, MA, USA\\n\\nrebecca.michelson@gmail.com\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[332,277,481,357],\"text\":\"Jennifer Roberts\\n\\nVersed Education Group\\nWashington, D.C., USA\\n\\njennifer.roberts@\\nverseducationgroup.com\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[553,277,697,342],\"text\":\"Kate Krontiris\\n\\nIndependent Researcher\\n\\nFreetown, Sierra Leone\\n\\nkate.krontiris@gmail.com\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[342,371,467,430],\"text\":\"Ethan Zuckerman\\n\\nMIT Media Lab\\nCambridge, MA, USA\\nethanz@mit.edu\",\"reading_order\":10,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,443,141,460],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,464,395,798],\"text\":\"Breastfeeding is not only a public health issue, but also a\\nmatter of economic and social justice. This paper presents an\\niteration of a participatory design process to create spaces for\\nre-imagining products, services, systems, and policies that\\nsupport breastfeeding in the United States. Our work con-\\ntributes to a growing literature around making hackathons\\nmore inclusive and accessible, designing participatory pro-\\ncesses that center marginalized voices, and incorporating\\nsystems- and relationship-based approaches to problem solv-\\ning. By presenting an honest assessment of the successes\\nand shortcomings of the first iteration of a hackathon, we\\nexplain how we re-structured the second Make the Breast\\nPump Not Suck hackathon in service of equity and systems\\ndesign. Key to our re-imagining of conventional innovation\\nstructures is a focus on experience design, where joy and\\nplay serve as key strategies to help people and institutions\\nbuild relationships across lines of difference. We conclude\\nwith a discussion of design principles applicable not only\\nto designers of events, but to social movement researchers\\nand HCI scholars trying to address oppression through the\\ndesign of technologies and socio-technical systems.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,443,525,460],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,464,746,481],\"text\":\"• Human-centered computing → Participatory design.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,494,502,511],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,515,746,545],\"text\":\"Hackathons; Maternal Health; Breastfeeding; Participatory\\nDesign; feminine HCI; intersectional HCI; Equity\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,555,553,570],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,747,659],\"text\":\"Alexa Hope, Catherine D'Inazio, Josephine Hoy, Rebecca Michel-\\nson, Jennifer Roberts, Kate Kentrotis, and Ethan Zuckerman. 2019.\\nHackathons as Participatory Design: Iterating Feminist Utopias. In\\nCHI Conference on Human Factors in Computing Systems Proceedings\\n(CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK . ACM, New York,\\nNY, USA, 14 pages. https://doi.org/10.1145/3290693.3300291\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,677,549,695],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,699,747,954],\"text\":\"While the short- and long-term health benefits of nursing\\nto parents and babies are widely known, the ways in which\\nbreastfeeding functions as an economic and social justice\\nissue in the United States are less acknowledged. Seven years\\nafter the Surgeon General's Call to Action to Support Breast-\\nfeeding [11] , many parents in the U.S. get the message \\\"breast\\nis best.\\\" Breastfeeding can literally save lives—for every 597\\nwomen who optimally breastfed, one maternal or child\\ndeath is prevented [11] . The U.S. has comparatively high\\nrates of infant and maternal mortality, and Dr. Jerome Adams,\\ncurrent Surgeon General, has written, \\\"Breastfeeding is a key\\npiece of the infant mortality puzzle\\\" [1] . Breastfeeding pro-\\ntects against child infections, fosters brain development, and\\nreduces the risk of obesity and diabetes for children. It de-\\ncreases mothers' risk of breast cancer, ovarian cancer, and\\ndiabetes [11] .\",\"reading_order\":20,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[68,820,223,879],\"reading_order\":21,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[69,883,334,908],\"text\":\"This work is licensed under a Creative Commons Attribution\\nInternational 4.0 License.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,913,273,952],\"text\":\"c 2019 Copying held by the owner/author(s).\\nhttps://doi.org/10.1145/3290605.3309291\",\"reading_order\":23,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 61\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,125,394,316],\"text\":\"Although public health experts agree that exclusive breast-\\nfeeding for six months is the optimal way to nourish new\\nbabies, 78 percent of parents in the US are unable to nurse\\nfor the recommended time [46] . To establish a milk supply\\nin the first few weeks of a baby's life, parent and child must\\nstay close. That is difficult in the U.S., which is the only in-\\ndustrialized nation without federally mandated paid family\\nleave. Only 14 percent of civilian workers in the U.S. have\\naccess to paid leave, and they tend to occupy upper-income\\nbrackets [26] . Structural racism, classism, patriarchy, and\\nother systems of oppression have rendered breastfeeding a\\nluxury good, more easily accessible to privileged families.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,316,394,459],\"text\":\"Prior work at CHI has explored motherhood and HCI [7] as\\nwell as breastfeeding-supportive technologies and services.\\nExamples include the development of a low-cost system to\\nmonitor breast milk pasteurization for milk bank donation\\n[19] . Feedfinder, a digital application that helps parents find,\\nreview, and share public spaces amenable to breastfeeding\\n[6] ; and the process of co-design with breastfeeding mothers\\nto create Milk Matters [59] , a mobile application designed to\\nencourage breastmilk donation.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,460,394,571],\"text\":\"We have been actively engaged with the design space\\naround this topic for the past 5 years. Informed by femi-\\nnist HCI, we undertook an analysis of over 1,000 mother-\\nsubmitted ideas to improve the breast pump, a technology\\nthat allows mothers to collect and store their breast milk\\n[28] . We also reported on the first iteration of a hackathon\\non this topic [27] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,394,778],\"text\":\"In this paper, we present an iteration of a participatory\\ndesign process to create spaces for re-imagining products,\\nservices, systems, and policiues to support breastfeeding in\\nthe U.S. What began as a hackathon grew into what we began\\nto call a \\\"breeastfeeding festival,\\\" composed of many different\\nco-located sites of participation. These spaces included a\\nhackathon, a policy summit, an art exhibition, a product\\nexpo, a \\\"baby village\\\", and a Zinc Library, among others. For\\neach of these spaces, we describe efforts we undertook to\\nmake them radically welcoming to parents and babies, with\\na particular focus on mothers of color, low-wage workers\\nand LGBTQ+ parents—groups who, historically, have not\\nbeen centered at hackathons.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,955],\"text\":\"As many organizers of participatory design projects ex-\\nperience, democratic and liberatory ideals can be difficult\\nto achieve in practice. In order to explain how our second\\niteration came to be, we present an honest assessment of\\nthe successes and shortcomings of the first iteration of the\\nproject, which manifested as a conventionally-structured\\nhackathon. We describe our reflections after the first event\\nand explain how we re-oriented the second Make the Breast\\nPump Not Suck hackathon towards intersectional and partic-\\niatory design ideals. Through this case study, we present a\\nreimagining of the hackathon model that foregrounds equity\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,251],\"text\":\"and inclusion, confronts issues such as technological solu-\\ntionism [43] , values non-technical knowledges and skills,\\nand utilizes joy and play as key strategies to bring people\\ntogether and inspire creativity. In addition to the restruc-\\nturing of the project, we also describe efforts that the white\\nmembers of our project team undertook to understand how\\ntheir white identities can impede their ability to work across\\nlines of racial difference.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,746,427],\"text\":\"Our work contributes to a growing literature around mak-\\ning hackathons more inclusive, designing participatory pro-\\ncesses that center marginalized voices, and incorporating\\nsystems- and relationship-based approaches to problem solv-\\ning. Guided by principles of intersectionality and feminist\\nHCI, we provide a tangible example of how HCI researchers,\\ndesigners, and activists might design and run hackathon-\\nstyle events in a more inclusive way: how we might make\\nspace for many ways of knowing and how we can be atten-\\ndant to power dynamics before, during, and after large-scale\\nparticipatory events.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,427,746,651],\"text\":\"This project also offers an example of a fruitful union be-\\ntween feminist utopianism and Participatory Design [10] ap-\\nproaches to addressing complex social problems. In our work,\\nwe move between both critical and generative modes of\\nthought. The participatory commitments and utopian imagi-\\nnation we bring to bear on the complex topic of breastfeeding\\naccommodate a plurality of voices and experiences—in other\\nwords, we reject the idea that there is one possible future\\nthat is best for everyone, and instead seek to ask questions\\nsuch as: Why are mothers, parents, and babies missing from\\nconversations about the future? What might utopias look like\\nfor breastfeeding parents and their babies? More broadly, whose\\nvoices need to be present in innovation spaces to imagine and\\nbuild many possible utopias and preferable futures?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,651,746,762],\"text\":\"We conclude this paper with a discussion of design princi-\\nples for those seeking to create spaces for participation and\\nenvision radically better futures. These principles are appli-\\ncable not just to designers of events, but to social movement\\nresearchers and HCI scholars trying to address oppression\\nthrough the design of technologies and socio-technical sys-\\ntems.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,800,541,817],\"text\":\"2 BACKGROUND\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,821,496,837],\"text\":\"Hackathons\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,746,954],\"text\":\"Initially construed as \\\"problem-focused programming event [s]\\n[17] primarily concerned with software development, hackathons\\nhave expanded to encompass a range of technology modali-\\nties, issue areas, and participatory design activities [14, 57] ,\\nincluding hacking for \\\"social good\\\" [45] and civic hackathons\\n[4, 50] , in which \\\"the technological imagination and civic\\nimagination collide\\\" [51] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 61\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[68,125,395,411],\"text\":\"Hackathons have distinct limitations as a participatory\\nmodel. Historians of computing point out that “ ideas of how\\ncomputing should be done often correspond closely with\\nideas of who should be doing the computing ” [40] . These\\nideas influence both how (and to whom) hackathons are\\nmarketed and how (and for whom) events are structured.\\nStaples of the hackathon format, such as marathon coding\\nsessions where eating and sleeping are informal [17] , may\\nreflect some participants' preferences, but exclude others\\nand signal a narrow definition of who belongs. Taylor and\\nClarke's hackathon fieldwork suggests that “ the hackathon\\nstructure is often rigid, relying on the ingenuity and creativ-\\nity of the attendees to work around its constraints ” [57] . Such\\nrigid structures can exclude potential hackathon participants\\nalienated by predominantly American, white, able-bodied,\\ncis male representations of technology culture, in addition to\\npeople with childcare responsibilities [57] , work constraints,\\nor limited access to transportation.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,395,651],\"text\":\"Other critiques of the hackathon format challenge the\\npositivist epistemology that presumes a knowable, bounded\\nproblem space with an optimal, technical solution that can be\\ntidily understood and prototyped in a weekend [29] . These\\nassumptions lead to technological solutionism, defined by\\nEvgeny Morozov as an uncritical approach that favors the\\nmaking of the new over the maintenance of the existing [43] .\\nSolutionism curtails systems thinking [39] , an analytical\\napproach to problem-solving that seeks to recognize and\\nunderstand the elements, interconnections, and purpose(s)\\nof systems that has been proposed as a necessary lens for\\ncatalyzing lasting social change [54] . Moreover, solutionist\\nhackathons privilege certain types of computer technical\\nexpertise and limit debate, discussion, and difference among\\nparticipants [36] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,651,395,778],\"text\":\"These qualities are incompatible with inclusion and equity,\\nand undermine the utility of hackathons as a vehicle for so-\\ncial change. Still, the hackathon remains a celebrated model\\nof collaboration, proliferating within corporate, educational,\\nand civic contexts. Following Laurenellen McCann, we assert\\nthat hackathons demand to be hacked so that they might\\n\\\"encourage an outpouring of 'non-traditional' engagement\\nwith civic tech without alienating tech veterans\\\" [38] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,789,294,805],\"text\":\"Intersectionality, Feminism, and HCI\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,395,921],\"text\":\"Our work within the design space of breastfeeding has been\\nguided by the epistemie and emancipatory commitments of\\nfeminist HCI, which accounts for situated knowledges [33]\\nand lived experiences [22] and supports innovations that\\nare “imbued with sensitivity to the central commitments of\\nfeminism—agency, fulfillment, identity and the self, equity,\\nempowerment, diversity, and social justice” [8] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,395,955],\"text\":\"Feminist standpoint theory 'tempts to reconfigure the\\nepistemie terrain and valorize the marginal perspectives\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,220],\"text\":\"of knowledge\\\" [8] . In reconfiguring this terrain to explic-\\nitly recenter the margins, feminist HCI welcomes modes of\\nthinking previously devalued by positivist models, including\\nnon-technical approaches and partnerships between individ-\\nuals, institutions, and community activists as subject-matter\\nexperts and co-designers.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,220,747,380],\"text\":\"Prior work concerning feminist maker- and hackerspaces\\nhas explored cultures of craft-based knowledge, expanded\\ndefinitions of “hacking,” and practices of community- build-\\ning [12, 48] . Research by Sophie Toupin found tensions be-\\ntween the feminist values and the dominant hacker narrative\\nof openness [58] . Fox, Ulgado, and Rosner, conducting ethno-\\ngraphic fieldwork of feminist-identified makerspaces, ob-\\nserve identifications with ‘intersectional feminism’, though\\nin some cases this may be more aspirational than reflective\\n[32] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,380,747,571],\"text\":\"Following critiques of white liberal feminism by feminists\\nof color [35, 42, 52] , queer feminists [47] , and post-colonial\\nfeminists [41] , legal scholar Kimberlé Crenshaw formally\\nintroduced intersectionality to feminist thought in 1989 [24]\\nand describes ways in which black women's experiences\\n(and their options for redress against discrimination) are\\nerased by the \\\"single-axis framework\\\" of identity dominant\\nin feminist theory and civil rights law. Crenshaw argues that\\nto remedy inequalities, we must consider how people sit at\\nmultiple, intersecting dimensions of privilege and oppression\\nand, thus, should center \\\"the needs and problems of those\\nwho are most disadvantaged\\\" [25] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,571,747,714],\"text\":\"We assert that the epistemic and emancipatory commit-\\nments of feminist HCI require that we uncompromisingly\\nadopt an intersectional lens, which \\\"focuses on how various\\ndimensions of identity (e.g., gender, race, and class) coalesce\\ninseparably and relate to the conditions of one's surround-\\nings\\\" [49] and engenders work that undertakes an honest\\naccounting of how marginalization is inflicted not only by\\nthe societies in which we live, but by our own design pro-\\ncesses and artifacts.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,715,747,923],\"text\":\"Intersectional social justice-oriented design movements\\nhave worked to extend design as a tool for challenging injus-\\ntices and systemic inequalities. For example, equityXdesign\\noffers a framework and practice for refocusing design think-\\ning toward racial equity work, in which \\\"designing for the\\nmost affected and marginalized, letting their voices and expe-\\nriences lead, and acknowledging the barriers to engagement\\nare critical [to this process]\\\" [34] . Similarly, Anti Oppressive\\nDesign [53] and the Design Justice movement [23] require\\nthat design processes and artifacts be grounded in an inter-\\nsectional understanding of oppression that centers the most\\nmarginalized and eschews universalist design principles that\\nlead to erasure of multiply-burdened groups.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 61\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,125,395,300],\"text\":\"In proposing feminist utopian participatory design, Shawee\\nBardzell offers \\\"utopianism as an activity\\\" [10] , where com-\\nmitments of feminist theory unite with the democratic values\\nand proven methods of participatory design to envision and\\nprefigure utopias in which publics can address complex so-\\ncial issues at scale. From this unity emerges \\\"a sense that the\\nresponsibility to bring about, rather than wait for, the future\\nis our burden, today\\\" [9] . Our two hackathons draw from\\nthese intersectional feminist design frameworks and repre-\\nsent iterative steps towards prefiguring spaces for utopian\\nvisioning.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,358,390,392],\"text\":\"3 LEARNING FROM THE 2014 MAKE THE BREAST\\nPUMP NOT SUCK HACKATION\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,395,634],\"text\":\"Our group has organized two hackathons, in 2014 and 2018.\\nThe first Make the Breast Pump Not Suck hackathon was held\\nat the MIT Media Lab in 2014 [28] . Originally conceived to\\nfocus on the device and its user experience, the 2014 event\\nconvened 150 parents, designers, engineers, lactation con-\\nsultants, midwives, and doctors. Teams worked for two days\\nto make breast pumps more comfortable, smarter, and more\\nintegrated with mobile phones and online information sys-\\ntems. The first hackathon awarded first, second, and third\\nplace cash prizes sponsored by industry stakeholders such\\nas breast pump companies and investors, who participated\\nas exhibitors. Registration for the hackathon was first-come,\\nfirst-served and prioritized domain diversity across design,\\nengineering, lactation and clinical health, education, and\\nparenting.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,395,905],\"text\":\"By many measures, our first hackathon was a success,\\ntemporarily transforming MIT into a space that welcomed\\nbabies and parents, as well as scholars. Two mothers who\\nparticipated in the event returned to grad school in engineer-\\ning the following year, directly based on their experience at\\nthe hackathon. Two undergraduates who participated wrote\\ntheses on breast pump innovation in 2015. The event gar-\\nnered more than 90 articles in mainstream press outlets, and\\nextensive social media coverage which helped promote the\\nnarrative that breast pumps and breastfeeding were worthy\\ntopics of innovation, explored at \\\"elite\\\" technical institutions\\nlike MIT. Three products workshopped at the first hackathon\\nare now small startup businesses. Two large companies told\\nus that they created new pumps directly based on what they\\nlearned at the event. Finally, we maintain a 2500+ member\\nFacebook community that discusses breastfeeding innova-\\ntion.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,394,954],\"text\":\"While we evaluated the first hackathon in a previous paper\\n[27] , this section describes how the first hackathon informed\\nthe design of the second iteration.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,474,140],\"text\":\"Systems\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,746,335],\"text\":\"As part of our commitment to feminist HCI, we embrace\\nthe feminist qualities of reflexivity and self-disclosure [8] .\\nReflecting on the achievements of the first hackathon, we are\\ncareful to also learn from the ways we fell short of our aspi-\\nrations. Following the viral attention that the event received\\nin the news media, our group crowdsourced and analyzed\\nmore than 1000 ideas for how to improve the breast pumping\\nexperience. We detailed the results of analyzing our crowd-\\nsourced data set in our 2016 paper [27] , outlining five use\\ncases for breast pumps, and major themes for what moth-\\ner wanted from their breast pumps: mobility, comfort, easy\\ncleaning, and discretion.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,336,747,592],\"text\":\"Alongside suggestions to improve the design of the breast\\npump, our data strongly reflected the more systemic chal-\\nlenges faced by postpartum women and parents in the U.S.,\\nwhich are well-documented in the clinical literature: lack\\nof paid leave, inadequate health insurance, discrimination\\nagainst nursing mothers in the workplace, and racial dis-\\ncrimination in prenatal and postpartum care. We came to see\\nthe shortcomings of the breast pump as symptomatic of a\\nsystemic disregard for the lives and experiences of mothers,\\nparents, and babies. For example, Mother 2783 pointed out\\nthat \\\"Ultimately, no pumping technology can overcome the fact\\nthat our society pushes women back to work too early, with\\nloads of supply-dropping stress about how costly childcare is,\\nand until we fix that on the policy front, no pump is going to\\nmeaningfully change the landscape of what nursing mothers\\nare up against\\\" [27] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300291_pdf_shortened_page_3_figure_010.png\",\"bbox\":[419,605,748,859],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A diagram titled \\\"BREASTFEEDING IS IRREVERENT AND INTERSECTIONAL, WITH MAMAS, PARENTS & BABIES AT THE CENTER\\\" features a central black circle describing parents' needs. Surrounding this core, a wavy-lined circular flow chart connects eight external stakeholders including healthcare providers, employers, government, and industry, each with an icon.\"},{\"label\":\"figure_cap\",\"bbox\":[421,871,745,903],\"text\":\"Figure 1: Future of Breastfeeding diagram, demonstrating as\\nsystems thinking perspective on the topic of breastfeeding.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,955],\"text\":\"We participated in a CHI workshop about social justice\\n[31] where we reflected on how keeping the focus narrowly\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 61\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 4\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,300],\"text\":\"on the breast pump device was a way to let structural forces\\nof oppression off the hook. Instead of creating a well-designed\\nhand-aid for a broken social body, could we use participatory\\ndesign to challenge the system itself? We determined that the\\nsecond iteration needed to focus less on the technical chal-\\nlenges of a device and take a more systemic perspective on\\npostpartum health, encouraging innovations throughout the\\nsub-par US maternal health system. This meant hacking not\\nonly pumps, but also government policy, workplace policy,\\nlactation education, hospital birthing practices, and more\\n(See Figure 1 ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,310,197,328],\"text\":\"Equity in Innovation\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,332,395,587],\"text\":\"More than five new breast pumps have come to market since\\nour first hackathon, created by both established and emerg-\\ning players, most of whom were present at the event. These\\ninnovative products have price points of $400, $500, and\\n$1000. The typical insurance provider in the U.S. reimburies\\nbetween $75-$150 for a breast pump. What this means is that\\nthe best pumps are only accessible to those who can afford\\nthem out-of-pocket. These developments forced us to reckon\\nwith the crucial questions: Who are we innovating for? and\\nWhose voices are missing from this imagining of the future?\\nThe designs generated at the first event reflected the needs\\nand priorities of the hackers at the event: primarily white,\\nwell-educated knowledge workers with private offices, good\\nhealth insurance, and disposable income. We did not see this\\noversight earlier because the majority of us fall into that\\ngroup.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,586,395,762],\"text\":\"Incorporating the feminist HCI concept of the \\\"marginal\\nuser\\\" [8] , we resolved to shift whose voices were at the cen-\\nter for the second event. This meant intentionally centering\\nmothers and parents that face the most challenges to meet-\\ning their breastfeeding goals: mothers of color, low-wage\\nworkers, and/or LGBTQ+ parents. Given that the team under-\\ntaking the work was majority white (4 out of 6 co-organizers),\\ncollege-educated, cis-gender, and heterosexual, we needed\\nto undertake significant work in order to ensure a culturally\\ngrounded, respectful, and appropriate approach which we\\ndescribe below.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,772,372,822],\"text\":\"4 VERSION 2.0: THE MAKE THE BREAST PUMP\\nNOT SUCK HACKATON & MAKE FAMILY\\nLEAVE NOT SUCK POLICY SUMMIT\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,826,395,955],\"text\":\"We began our event design process by reflecting on the struc-\\ntures and norms of conventional hackathons, drawing on our\\nanalysis of the first Make the Breast Pump Not Suck hackathon,\\nour own experiences participating in other hackathons, and\\nthe hackathon literature described in previous sections. Ma-\\njor design goals included 1) centering equity, 2) focusing on\\nsystems in addition to technologies, 3) nurturing existing\\nprojects along with new ideas, 4) Focusing on learning and\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,747,205],\"text\":\"relationship-building, and 5) creating a playful and relaxing\\nenvironment instead of a high-pressure, competitive envi-\\nronment. We determined that these goals would help set\\nthe stage for the collective imagining of future utopias. The\\nfollowing sections describe how we realized these goals.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,235,529,252],\"text\":\"Equity By Design\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,255,747,398],\"text\":\"Demographics & Recruitment. Whereas the first hackathon\\nwas first-come, first-served, we decided to be more inten-\\ntional about the participant demographics of the second\\nevent, with priority given to racial diversity, gender and sex-\\nuality diversity, geographic diversity, domain diversity and\\npriority for young people and newcomers. We chose these\\nmetrics in order to prioritize voices that have been previ-\\nously marginalized at hackathons and conversations around\\ninnovation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,398,747,655],\"text\":\"An interesting team interaction occurred during this pro-\\ncess. When establishing goals for racial diversity and in-\\nclusion, the Executive Director said, “ How about 50 per-\\ncent people of color? ” The Equity and Inclusion Lead re-\\nminded the team that a space equally filled by white people\\nand people of color will still feel like a white-dominated\\nspace, thus we increased our goal to 70 percent. Participants\\nwere recruited using social media, personal outreach through\\nour partners, specific recruitment at Historically Black Col-\\nleges & Universities (HBCUs), and outreach to community\\norganizations. This recruiting strategy, which focused on\\nrelationship-building and inclusive messaging, ensured that\\nwe met this goal. Similarly, we made intentional efforts to\\nwelcome and prioritize LGBTQ+ individuals and families.\\nFinally, we provided funding for individuals who otherwise\\ncould not afford to attend.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,681,747,793],\"text\":\"Equity Workshop . To ensure that hackers participants took\\na design approach that centered the marginal user, we began\\nthe first day with an equity and design workshop. Many\\nparticipants had never participated in a hackathon before\\nand had limited familiarity with design terminology. In addi-\\ntion, most participants had not previously designed with an\\nintentional focus on equity and systemic bias.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,793,747,955],\"text\":\"The main purpose of the equity workshop was to intro-\\nduce the participants to the equityXdesign framework, which\\nretrofits the conventional human-centered design process\\nwith design principles that intentionally focus on equitable\\nsolutions for marginalized people and communities [34] . Par-\\nticipants were introduced to the framework's five principles.\\nFor example, \\\"Design at the margins\\\" urges participants to\\nintentionally design with marginalized groups in mind first,\\nwith the understanding that less marginalized communi-\\nties will still benefit from imagined solutions; \\\"Start with\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 61\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,173],\"text\":\"yourself\\\" reminded designers to investigate their own bi-\\nases. Participants gathered in small groups to examine the\\nprinciples and consider how to apply them in the hackathon.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,181,395,486],\"text\":\"Our Core Values & Community Agreements. It was important\\nto the core organizing team to be explicit about our values\\nearly in the planning process to ensure we remained aligned\\nto our goals. We published a values statement [55] that high-\\nlights these commitments. Building on anti-oppression work\\nthat seeks to create a safe and brave space to build rela-\\ntionships, particularly facilitation resources offered by Anti-\\nOppression Resource & Training Alliance (AORTA) [3] , we\\nshared a set of Community Agreements with participants\\nand asked them to uphold them in the space. Agreements\\nincluded statements such as \\\"Everyone matters. Everyone\\nis welcome to contribute\\\" and \\\"We can't be articulate all\\nthe time.\\\" Recognizing that in an academic space many peo-\\nple may feel intimidated, the agreements were one way to\\nshow participants that the space belonged to them, that they\\nshould feel comfortable to bring their fully authentic selves\\nto their work and expect to be respected for that. Both the\\nCore Values and Community Agreements were hung on the\\nwalls in the main spaces as reminders.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,500,216,518],\"text\":\"The Role of Storytelling\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,521,394,615],\"text\":\"While many hackathons include domain experts, it has been\\nour observation that most do not include participants with\\ndirect, lived experience of the subject (with some exceptions,\\ne.g. [14] ). This can result in hackers, typically from domi-\\nnant groups, relying solely on their own experiences and\\nassumptions as a starting-point for problem solving.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,615,394,792],\"text\":\"As described previously, we counted this by directly\\nwelcoming participants with diverse lived experiences. Ad-\\nditionally, in advance of the event, we collected reproduc-\\ntive journeys from 33 parents and interviews with 15 care\\nproviders living in New England, the Southwest, California\\nand Mississippi. All identified as parents of color, parents on\\nlimited budgets, and/or LGBTQ+ parents. Out of this effort\\nwe developed a printed book “Speaking our Truths: 27 Sto-\\nries of What It’s Really Like to Breastfeed and Pump in the\\nUnited States” [56] , which was distributed to each hadkathon\\nparticipant.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,394,872],\"text\":\"Our interviewees also participated in the event. We launche\\nthe event with a panel discussion comprised of seven parents\\nfrom the book, each of whom shared her personal breast-\\nfeeding journey. Quotes from parent narratives were also\\nhung up on the walls around the space.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,885,271,903],\"text\":\"Community Innovation Program\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,394,954],\"text\":\"Early in the event planning process, our leadership team\\nwas challenged by the executive director of a community-\\nbased organization that serves Black mothers to not only\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,235],\"text\":\"collect stories from underserved communities, but to uplift\\nand elevate innovations from the community. Because of this\\nhelpful provocation, we created a nine-month “Community\\nInnovation Program” which provided money and time for\\nfour teams (from Boston, Detroit, New Mexico, and Tupelo,\\nMS) to research a problem space and idea to bring to the\\nhackathon.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,747,395],\"text\":\"The program kicked off with a 2-day training at the MIT\\nMedia Lab where we learned about each other's work, seeded\\nmentorship opportunities, practiced human-centered design\\nactivities, and set expectations for the hackathon. After-\\nwards, we hosted monthly meetings online for teams to share\\nlessons and successes from their work. Teams took a variety\\nof approaches to this preparation time. Some created high\\nfidelity prototypes and conducted usability testing, while\\nothers used the time for deep identity reflection in service\\nof their missions and values.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,747,603],\"text\":\"While these teams were grantees within the project, our\\nrelationships with them directly informed and shaped the\\nevent. Throughout the months leading up to the hackathon,\\nthey gave critical insight for how the work could be more\\ninclusive and accessible. For example, during the kick-off,\\nthey shared feedback that human-centered design can be\\nreinscribe oppression because it can frame marginalized com-\\nmunities as \\\"problems to be solved.\\\" In contrast, liberation\\nframeworks help communities map their assets. Similarly,\\nwe learned to focus less on content delivery and more on\\nbuilding relationships. These lessons helped our team rec-\\nognize the need for continuous feedback, and as a result we\\nshaped the event to be more fluid and welcoming.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,618,587,636],\"text\":\"Space & Experience Design\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,638,747,751],\"text\":\"The second hackathon was held again at the the MIT Media\\nLab. In general, the space has a modernist design, with trans-\\nparent walls and the trappings of a prototypical technology\\nstart-up (e.g. ping pong tables and ubiquitous screens). Dur-\\ning an early gathering of the Community Innovation Teams\\nin the building, it became clear that the space read as sterile\\nand uninviting to some newcomers.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,761,747,953],\"text\":\"Temporary Living Rooms, Art Exhibition, Zine Library & \\\"Baby\\nVillage\\\". To make the space more welcoming to a wider spec-\\ntrum of people, including nursing parents and their young\\nchildren, we used the stark, white walls as a canvas on which\\nto build a warm, creative space. We brought in living room\\nfurniture, large plants, and rugs to create several clusters\\nwhere participants could work, relax, and hang out. A sense\\nof humor and playfulness ran through the design of all ele-\\nments—from the t-shirt design that featured a dysfunctional\\nillustration of a breast pump, to hundreds of \\\"boob\\\" cupcakes,\\nto an array of 40 handcrafted, silly-shaped pillows for babies\\nto climb on.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 61\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,125,394,266],\"text\":\"In the middle of the convening space ran an art exhibition,\\nentitled \\\"Between the Magic and the Machine,\\\" curated by\\nLaura Zittrain, which featured 6 artists presenting a mixture\\nof photographs and sculptural works exploring the contra-\\ndictions of modern breastfeeding in Europe and America.\\nOne installation projected microscopic images of breast milk\\nonto the walls of a cozy space lined with pillows and blan-\\nkets, which also served as a nap room for parents and their\\nsleepy children.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,267,394,475],\"text\":\"The Zine Library, near the temporary living rooms, fea-\\ntured self-published works, hand-made and distributed by\\nthe creators. Marya Errin Jones, curator of the library, de-\\nscribed the collection as such: \\\"These Zines are from all\\nover the country and are made by Brown and Black people,\\nwomen, cis and trans. There are how-to, fat positive, liter-\\nary, and comic arts Zines.\\\" Although many of the walls were\\ndecorated with existing art, we encouraged the participants\\nto make the space their own over the weekend and \\\"take\\nover\\\" any unused walls. And they did, including in ways that\\nremedied critical needs we had overlooked—one participant\\ncreated an \\\"All Gender Bathroom\\\" sign and taped it over the\\nexisting sign for the Men's bathroom.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,476,394,603],\"text\":\"In addition to the temporary living rooms, participants\\nalso gathered in the \\\"baby village.\\\" This was a site for parents\\nand caregivers to relax with their children and included toys\\nand healthy snacks. A trained masseuse offered massages for\\ninfants and parents. All restrooms, both near \\\"baby village\\\"\\nand on other floors of the building, were outfitted with dia-\\npers, rash cream, lotion, and other amenities not typically\\navailable in technology spaces.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,618,394,792],\"text\":\"Spaces for Creation . The hackathon room was designed to\\nbe a teaching and learning space. Tables with materials were\\narranged in a semi-circle in the corner of the room around\\nan assortment of floor rugs (rugs which later served as com-\\nfortable places for teams using the sewing machines to sit\\nand assemble their pieces). Stations included: 3D-printing,\\nsewing, electronics, and paper and foam prototyping. At one\\npoint, the announcement of the availability of a \\\"2D printer\\\"\\nin this space generated a round of applause, which we take\\nas a sign of the willingness of our participants to embrace\\nboth high- and low-tech tools.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,793,394,954],\"text\":\"Providing opportunities for beginners to learn how to use\\nnew tools and materials was a key goal of the hackathon.\\nAll areas were staffed by volunteers versed in the various\\ntechnologies, and all tools were labeled so participants who\\nhad never previously encountered them would know what\\nthey were called. For many participants, this was the first\\ntime they had ever seen a 3D printer in action, and volunteers\\nfrom Formlabs demoed the technology the entire weekend.\\nAdditionally, to demystify the inner workings of the breast\\npump itself, a volunteer created a 3D \\\"exploded view\\\" of a\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,409,746,441],\"text\":\"pump that had been taken apart so people could see inside\\nwhat traditionally serves as a\\n\\\"black box\\n\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300291_pdf_shortened_page_6_figure_008.png\",\"bbox\":[419,119,746,339],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A diverse group of people, mostly women, are gathered in a brightly lit, spacious indoor area with large windows and potted plants. Many are seated on the floor or on beanbags, engaged in various activities including using laptops, crafting with paper and fabric, and conversing. Other individuals are standing and mingling in the background.\"},{\"label\":\"figure_cap\",\"bbox\":[421,352,745,381],\"text\":\"Figure 2: Participants of the hackathon gathering in tempo-\\nrary rooms, using them as sites for discussion and creation.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,442,747,586],\"text\":\"To encourage participants to leverage expertise in the\\nroom and provide a way for people to take ownership over\\nthe process, we introduced the norm of a \\\"hot mic.\\\" In prac-\\ntice, this meant participants could come up to the micro-\\nphone at the front of the room to make a request at any time.\\nSometimes this was related to seeking specific expertise (e.g.\\n\\\"We are looking for a mother willing to let us observe her breast-\\nfeeding\\\"), while other requests related to practical matters\\n(e.g. \\\"Raise your hand if you have that last roll of tape!\\\").\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,599,550,614],\"text\":\"Science Fair & Prizes\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,841],\"text\":\"In many hackathons, including our 2014 hackathon, the final\\ndemonstration of work is a pitch-style presentation, where\\nteams present a demo of their creation on stage. Not only\\ndoes this constrain the time available to each team, but it\\nalso precludes two-way communication and raises the stakes\\nfor \\\"performing.\\\" In contrast, we were inspired by the De-\\ntroit Digital Justice Coalition's concept of disconnects . These\\npeer-to-peer learning events, arranged in stations, create a\\nspace where people can discover technology together [20] .\\nInstead of pitches, the hackathon concluded with a science\\nfair, where each team stood next to their creation, often with\\nsupporting material like a poster, and spoke with partici-\\npants, judges, and the public about their work. This opened\\nup space for relationship-building and meaningful dialogue.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,747,954],\"text\":\"The second hackathon was also an opportunity to rethink\\nprizes. Because the first hackathon had a grand prize winner\\nand other rank-ordered prizes, we reflected on how the me-\\ndia had fixated on who \\\"won.\\\" There were numerous news\\nstories about the \\\"winning team\\\" and almost no stories about\\nother equally worthwhile competitors. This kind of attention\\nsupports a solutionist approach, in which it is imagined that\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 61\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300291", "source_image_path": "test_data/3290605-3300291/3290605-3300291_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300291/results/output_json/3290605-3300291_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,171],\"text\":\"a singular creation will \\\"solve the problem.\\\" when in fact\\nwe need to focus on nurturing an ecosystem of care and\\ninnovation.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,394,364],\"text\":\"While we considered eliminating prizes and competition\\naltogether, we heard from our advisory board that the com-\\npetitive element made the event especially exciting. Thus,\\nwe determined to avoid rank-order prizes in favor of themed\\nprizes ( “ The Healthy Communities Award ” , “ The Information\\nis Power Award ” , “ The Superhero Award ” ). We worked with\\nsponsors to create twelve prizes, so there would be many\\nwinning teams who might attract media coverage that could\\nsupport their ongoing work. Prizes were sponsored by cor-\\nporations, foundations, and nonprofit groups. Our sponsors\\nhad no input into the design and logistics of the event or\\ninto any team's process or output.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,394,538],\"text\":\"Instead of offering cash prizes or material goods, we urged\\nsponsors to develop experiential prizes that would put their\\norganization in deeper dialogue with each team. For exam-\\nple, the \\\"Impact Award\\\" included a two-day trip to consult\\nwith Medela's product designers and visit a NICU together.\\nThe \\\"And Still We Rise Award,\\\" sponsored by Reaching Our\\nSisters Everywhere (ROSE), consisted of free entrance to the\\nROSE breastfeeding conference [30] and inclusion in a poster\\nsession. In this way, prizes functioned to build relationships\\nand collaborations across stakeholders with differing levels\\nof power and access in the ecosystem.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,550,160,567],\"text\":\"Policy Summit\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,394,808],\"text\":\"As the team collected input from maternal and child health\\nexperts, we learned that paid family and medical leave is\\nthe single intervention with the most potential to support\\nbreastfeeding parents: Median breastfeeding rates in Cali-\\nfornia doubled after ten years of paid leave at the state level\\n[5] . The U.S. is the one of the only countries in the world\\nto have no paid maternity leave. While the hackathon fo-\\ncused on products and programs, the Make Family Leave\\nPolicy Not Suck Summit aimed to “hack policy” by conven-\\ning 60 advocates, academics, and community organizers to\\nstrategize about how center equity in the fight for paid leave.\\nWhile states are increasingly passing paid leave laws, they\\nare leaving out people who need it most, including agricul-\\ntural workers, freelancers, domestic workers, and part-time\\nworkers.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,955],\"text\":\"We worked with the legal support firm ChangeLabs Solu-\\ntions to shape the agenda, and the design firm Continuum to\\ncreate interactive activities. Participants spent several hours\\nenvisioning ideal futures for equitable paid family leave and\\nworked backwards to strategize pathways for success. This\\nsystems-based approach encouraged participants to think\\nabout multiple levers of change coming together: from within\\nthe workplace, to public policies, to grassroots advocacy\\ncampaigns and local elections strategies. Throughout the\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,237],\"text\":\"event, storytelling interludes helped ground the conversa-\\ntions in empathy toward the need for equitable approaches.\\nWe facilitated knowledge sharing between the hackathon\\nand the summit. For example, graphic recordings from the\\nsummit were displayed in shared common spaces, and Dr.\\nBinta Beard, our Policy Summit Lead, delivered a policy sum-\\nmit wrap-up at the end of the hackathon.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,264,541,279],\"text\":\"Innovator’s Gallery\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,747,459],\"text\":\"The Innovator's Gallery was a product expo that included\\n26 breastfeeding and baby product companies. These in-\\ncluded established breast pump manufacturers as well as\\nnew companies. Some exhibitors specialized in breastfeeding\\nservices and support—like Pacify which is a tele-health app,\\nor Boober, which connects new moms with breastfeeding\\nsupport (\\\"Ufer for boobs\\\"). Other participants were new en-\\ntrepreneurs, including three exhibitors who presented evolu-\\ntions of their ideas from the 2014 hackathon—a breast pump\\ncozy, a compression-based pump, and an infant feeding de-\\nvice for the car.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,747,634],\"text\":\"Because breastfeeding and pumping are stigmatized top-\\nics, they have not historically had a robust ecosystem of\\ninnovation. The purpose of the Innovator's Gallery was to\\nprovide a forum for companies to listen to and learn from\\nparticipants, for hackers to interact with companies and ask\\nthem questions about their products or innovation process,\\nand for large and small companies to learn from each other.\\nTo that end, we offered several networking events speci-\\nfically for the entrepreneurs in the Gallery to learn more from\\neach other, share information, and develop connections for\\nfuture collaboration.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,661,552,677],\"text\":\"5 IMPACT STORIES\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,682,747,809],\"text\":\"While it took years to fully understand the impact of the\\n2014 hackathon, previously reported on in [27] , in this sec-\\ntion we provide preliminary impact stories from the 2018\\niteration. Our methodological perspective combines feminist\\nHCI and Participatory Design, both of which emphasize iter-\\nation, relationship building, and reflexivity as methods for\\nworking across the power differences that can characterize\\nthe traditional researcher-research subject relationship.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,746,955],\"text\":\"As this is an ongoing participatory project that did not\\nend with the second hackathon, our research methods in-\\nvolve continued and close contact with our participants, from\\nwhom we were able to gather stories of the event's impact\\nthrough a combination of online surveys and follow-up inter-\\nviews. The stories that follow give us reason to believe that\\nthe event was a success for many of the people and organiza-\\ntions that participated, as well as for advancing breastfeeding\\ninnovation more broadly.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 61\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300291/results/markdown/3290605-3300291_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[79,117,736,182],\"text\":\"Project Sidewalk: A Web-based Crowdsourcing Tool\\nfor Collecting Sidewalk Accessibility Data at Scale\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[91,199,724,233],\"text\":\"'Manaswi Saha,\\n'Michael Saugstad,\\n'Hanuma Teja Maddali,\\n'Aileen Zeng,\\n'Ryan Holland,\\n'Steven Bower,\\n'Aditya Dash,\\n'Sage Chen,\\n'Anthony Li,\\n'Kotaro Hara, 'Jan Froehlich\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[133,232,681,250],\"text\":\"$^{1}$University of Washington; $^{2}$University of Maryland, College Park; $^{3}$Montgomery Blair High School,\",\"reading_order\":5,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[239,250,573,265],\"text\":\"$^{4}$University of Michigan; $^{5}$Singapore Management University\",\"reading_order\":6,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[262,265,548,280],\"text\":\"{manaswi,saugstad,aileenz,jonf}@cs.washington.edu\",\"reading_order\":7,\"tags\":[\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300292_pdf_shortened_page_0_figure_008.png\",\"bbox\":[65,298,751,413],\"reading_order\":8,\"tags\":[],\"alt_text\":\"Five side-by-side maps show the distribution of different sidewalk features and issues across a city. The maps display 142,835 curb ramps (green), 18,719 missing curb ramps (red), 21,376 obstacles (blue), 8,309 surface problems (brown), and 43,463 areas with no sidewalk (purple). Each map indicates the quantity of its respective feature.\"},{\"label\":\"figure_cap\",\"bbox\":[69,410,746,456],\"text\":\"Figure 1: In an 18-month deployment study of Project Sidewalk, we collected 205,385 sidewalk accessibility labels, including\\ncurb ramps, missing curb ramps, sidewalls obstacles, and surface problems. Each dot above represents a geo-located label\\nrendered at 50 % translucency. Try out the tool at http://projectsidewalk.io.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,462,141,479],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,483,395,722],\"text\":\"We introduce Project Sidewalk , a new web-based tool that\\nenables online crowdworkers to remotely label pedestrian-\\nrelated accessibility problems by virtually walking through\\ncity streets in Google Street View. To train, engage, and sus-\\ntain users, we apply basic game design principles such as\\ninteractive onboarding, mission-based tasks, and progress\\ndashboards. In an 18-month deployment study, 797 online\\nusers contributed 205,385 labels and audited 2,941 miles of\\nWashington DC streets. We compare behavioral and label-\\ning quality differences between paid crowdworkers and vol-\\nunteers, investigate the effects of label type, label severity,\\nand majority vote on accuracy, and analyze common label-\\ning errors. To complement these findings, we report on an\\ninterview study with three key stakeholder groups (N=14)\\nsoliciting reactions to our tool and methods. Our findings\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,463,746,510],\"text\":\"demonstrate the potential of virtually auditing urban accessi-\\nbility and highlight tradeoffs between scalability and quality\\ncompared to traditional approaches.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[422,521,525,537],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,541,746,591],\"text\":\"• Human-centered computing $\\\\rightarrow$ Accessibility systems\\nand tools; Interactive systems and tools; • Information\\nsystems $\\\\rightarrow$ Crowdsourcing.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,602,502,618],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,623,729,639],\"text\":\"Crowdsourcing, accessibility, mobility impairments, GIS\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,644,553,659],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,660,747,776],\"text\":\"Manaswi Saha, Michael Saugstad, Hanuma Teja Maddali, Aileen\\nZeng, Ryan Holland, Steven Bower, Aditya Dash, Sage Chen, An-\\nthony Li, Kotara Hara, Jon Froehlich. 2019. Project Sidewalk: A\\nWeb-based Crowdsourcing Tool for Collecting Sidewalk Accessibil-\\nity Data at Scale. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland\\nUK . ACM, New York, NY, USA. 14 pages. https://doi.org/10.1145/\\n3290605.3300292\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,788,549,804],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,955],\"text\":\"Geographic Information Systems (GIS) such as Google Maps ,\\nWaze , and Yelp have transformed the way people travel\\nand access information about the physical world. While\\nthese systems contain terabytes of data about road networks\\nand points of interest (POIs), their information about physi-\\ncal accessibility is commensurately poor. GIS websites like\\nAxsmap.com , Wheelmap.org , and AccessTogether.org aim to\\naddress this problem by collecting location-based accessil-\\nity information provided by volunteers ( i.e., crowdsourcing).\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,393,885],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,274,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[68,900,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,925,268,954],\"text\":\"ACM ISBN 978-1-4603-5970-2/19-03...$15.00\\nhttps://doi.org/10.1145/3290605.3300292\",\"reading_order\":24,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 62\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,124,394,299],\"text\":\"While these efforts are important and commendable, their\\nvalue propositions are intrinsically tied to the amount and\\nquality of data they collect. In a recent review of accessibility-\\noriented GIS sites, Ding et al. [15] found that most suffered\\nfrom serious data sparseness issues. For example, only 1.6 %\\nof the Wheelnap POIs had data entered on accessibility. One\\nkey limiting factor is the reliance on local populations with\\nphysical experience of a place for data collection. While local\\nusers who report data are likely to be reliable, the dependence\\non in situ reporting dramatically limits scalability — both who\\ncan supply data and how much data they can easily supply.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,394,571],\"text\":\"In contrast, we are exploring a different approach embod-\\nied in a new interactive tool called Project Sidewalk (Figure 2 ),\\nwhich enables online crowdworkers to contribute physical-\\nworld accessibility information by virtually walking through\\ncity streets in Google Street View (GSV) — similar to a first-\\nperson video game. Rather than pulling solely from local\\npopulations, our potential pool of users scales to anyone\\nwith an Internet connection and a web browser. Project Side-\\nwalk extends previous work in streetscape imagery auditing\\ntools like Canvas [4] , Spotlight [7] , BusStop CSI [23] , and\\nTohme [26] , all which demonstrate the feasibility of virtual\\nauditing and, crucially, that virtual audit data has high con-\\ncordance with traditional physical audits. However, this past\\nwork has focused on small spatial regions, relied on special-\\nized user populations such as public health researchers [4, 7]\\nand paid crowdworkers [23, 26] , and has not been publicly\\ndeployed.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,395,777],\"text\":\"In this paper, we present an 18-month deployment study\\nof Project Sidewalk in Washington DC. In total, 797 users\\ncontributed 205,385 geo-located accessibility labels and vir-\\ntually audited the entirety of Washington DC (1,075 miles of\\ncity streets; see Figure 2 ). As the first public deployment of a\\nvirtual auditing tool, our research questions are exploratory:\\nHow can we engage, train, and sustain crowd workers in\\nvirtual accessibility audits? Are there behavioral and/or la-\\nbeling quality differences between paid crowd workers and\\nvolunteers? What are some common labeling mistakes and\\nhow may we correct them in future tools? Finally, how do\\nkey stakeholder groups react to crowdsourcing accessibility\\nand what are their concerns?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,938],\"text\":\"To address these questions, we analyzed interaction logs\\nfrom our DC deployment, performed a semi-controlled data\\nvalidation study, and conducted semi-structured interviews\\nwith three stakeholder groups ( N =14) government officials,\\npeople with mobility impairments (MI), and caretakers. In\\nour deployment study, we found that registered volunteers\\ncompleted significantly more missions, on average, than\\nour anonymous volunteers ( M =5.8 vs. 1.5) and that our paid\\nworkers — who were compensated per mission — completed\\nmore than both ( M =35.4 missions). In the data validation\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,236],\"text\":\"study, paid workers also significantly outperformed regis-\\ntered and anonymous volunteers in finding accessibility prob-\\nlems (recall=68% vs. 61% and 49%, respectively) but precision\\nwas roughly equivalent for all groups (~70%). Our findings\\nalso show that the number of found issues significantly in-\\ncreases with the number of labelers per street—with five\\nlabelers, recall rose from 68% to 92%.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,747,410],\"text\":\"To complement these findings, our interview study asked\\nabout perceptions of and experiences with urban accessibil-\\nity and solicited reactions to Project Sidewalk and the idea of\\ncrowdsourcing accessibility in general. All three stakeholder\\ngroups were positive: while government officials emphasized\\ncost-savings and civic engagement, the MI and caregiver\\ngroups focused more on personal utility and enhanced inde-\\npendence. Key concerns also arose, including data reliability,\\nmaintenance, and, for the MI participants, whether labels\\nproperly reflected their accessibility challenges (the latter\\nechoes findings from [24] ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,410,747,682],\"text\":\"In summary, the contributions of this paper include: (i)\\nProject Sidewalk, a novel web-based virtual auditing tool\\nfor collecting urban accessibility data at scale; (ii) results\\nfrom an 18-month deployment and complementary data val-\\nidation study exploring key behavioral and labeling quality\\ndifferences between volunteer and paid crowdworkers; (iii)\\nfindings from semi-structured interviews with three stake-\\nholder groups soliciting reactions to Project Sidewalk and\\nidentifying key concerns and design suggestions; (iv) and our\\nlarge, open-source sidewalk accessibility dataset $^1$ , which we\\nbelieve is the largest of its kind. By scaling up data collection\\nmethods for sidewalk accessibility, our overarching aim is\\nto enable the development of new accessibility-aware map-\\nping tools ( e.g . , [24, 32] ), provide increased transparency and\\naccountability about city accessibility, and work with and\\ncomplement government efforts in monitoring pedestrian\\ninfrastructure.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,696,550,714],\"text\":\"2 RELATED WORK\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,717,746,767],\"text\":\"We present background on sidewalk accessibility, survey\\nexisting methods for collecting street-level accessibility data,\\nand review volunteer geographic information (VGI) systems.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,780,575,797],\"text\":\"Street-Level Accessibility\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,799,746,913],\"text\":\"Accessible infrastructure has a significant impact on the in-\\ndependence and mobility of citizens [1, 40] . In the U.S., the\\nAmericans with Disability Act (ADA) [53] and its revision,\\nthe 2010 ADA Standards for Accessible Design [52] , mandate\\nthat new constructions and renovations meet modern ac-\\ncessibility guidelines. Despite these regulations, pedestrian\\ninfrastructure remains inaccessible [18, 28] . The problem is\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,552,954],\"text\":\"1http://projectsidewalk.io/api/\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 62\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,348],\"text\":\"not just inaccessible public rights-of-way but a lack of re-\\nliable, comprehensive, and open information. Unlike road\\nnetworks, there are no widely accepted standards governing\\nsidewalk data (though some recent initiatives are emerging,\\nsuch as OpenSidewalks.com [41] ). While accessible infras-\\ntructure is intended to benefit broad user populations from\\nthose with unique sensory or physical needs to people with\\nsituational impairments [58] , our current focus is supporting\\nthose with ambulatory disabilities. In Project Sidewalk, we\\nfocus on five high-priority areas that impact MI pedestri-\\nans drawn from ADA standards [51, 52, 55] and prior work\\n[35, 37] : curb ramps, missing curb ramps, sidewalk obstacles,\\nsurface problems, and the lack of a sidewalk on a pedestrian\\npathway.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,358,322,377],\"text\":\"Collecting Street-Level Accessibility Data\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,395,746],\"text\":\"Traditionally, collecting data on street-level accessibility has\\nbeen the purview of local and state governments; however,\\nwith widespread access to the Internet and smartphones,\\nthree alternatives have emerged: in situ crowdsourcing where\\na user explicitly captures and reports data [11, 15, 36, 38] ,\\nautomatic or hybrid reporting using sensors [8, 29, 31, 44,\\n48] , and remote crowdsourcing using streetscape imagery\\n[19, 23, 25, 26] . Each approach has benefits and drawbacks –\\ne.g., in terms of data type, maintenance, and coverage – and\\nshould be considered complementary. While in situ crowd-\\nsourcing relies on local knowledge and is likely to produce\\nhigh-quality data, both academic and commercial tools have\\nstruggled with data sparsity [15] , perhaps because of high\\nuser burden and low adoption. Automatic reporting tools\\nlower user burden by implicitly capturing accessibility data\\nusing smartphone- or wheelchair-based sensors; however,\\naccurately converting these quantitative measurements (e.g.,\\naccelerometer data) to useful sidewalk assessments is still\\nan open research area. Moreover, these tools are limited to\\ncapturing where wheelchair users already go, not where they\\nare unable to go (though [30] is attempting to address this\\nlimitation, in part, by combining sensor data with continuous\\nvideo recording).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,954],\"text\":\"Most related to our work are virtual auditing tools of street-\\nlevel accessibility using streetscape imagery. While initial\\nresearch focused on establishing the reliability of GSV-based\\naudits compared with traditional, physical-based methods\\n[5, 9, 47, 57] , more recent work has introduced and evalu-\\nated web-based tools in controlled studies [19, 23, 25, 26] .\\nProject Sidewalk builds on these systems by gamifying the\\nuser experience and supporting open-world exploring via\\nmissions—similar to first-person video games. Additionally,\\nwe present the first public deployment study, which enables\\nus to uniquely compare user behavior and labeling perfor-\\nmance across user groups and contributes the largest open\\ndataset on sidewalk quality in existence.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,124,685,142],\"text\":\"Volunteered Geographic Information (VGI)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,747,384],\"text\":\"Project Sidewalk is a new type of volunteered geographic infor-\\nmation (VGI) system [21] . In VGI, non-experts contribute GIS-\\nrelated data through open mapping tools — e.g., Wikimapia,\\nMapillary, CycloPath [42] , and most notably, OpenStreetMap\\n(OSM). In comparison to more authoritative sources, VGI\\ndata quality and spatial coverage are key concerns [3] . While\\nsome studies have shown comparable quality between VGI\\nand government maps [20, 22, 34] , recent work has identi-\\nfied strong biases in contributions correlated with population\\ndensity [33, 45] . We address this limitation by combining\\nboth volunteer and paid crowd workers and by eliminating\\nthe need to have physical access to a place to contribute\\ndata. Our work contributes to VGI by analyzing contribution\\npatterns and labeling quality differences between these two\\nuser groups.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,422,574,440],\"text\":\"3 PROJECT SIDEWALK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,443,747,777],\"text\":\"To use Project Sidewalk, users visit http://projectsidedwalk.io\\non a laptop or desktop (touchscreens are not currently sup-\\nported). The landing page provides a brief description of the\\ntool—both its purpose and how to use it—along with basic\\nstatistics and visualizations to encourage participation. Upon\\nclicking the \\\"Start Mapping\\\" button, new users are greeted\\nby a multi-stage interactive tutorial to learn both about the\\nuser interface and basic accessibility concepts. Once the tu-\\ntorial is completed, users are auto-assigned a neighborhood\\nin DC and given their first mission. Missions guide users\\nthrough specific neighborhood streets: as the user walks vir-\\ntually along their route, they are asked to find, label and rate\\nstreet-level accessibility issues. After completing a mission, a\\n\\\"mission complete\\\" screen is displayed and a new mission is\\nassigned. Users can choose to contribute anonymously or to\\nregister and login. We prompt anonymous users to register\\nafter finishing their first street segment. Registered users\\ncan resume missions and check their contribution activity\\non an interactive dashboard. Currently, however, there is\\nno way to view or compare performance to others (e.g., a\\nleaderboard).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,778,747,955],\"text\":\"Training users. Training crowdworkers is difficult, espe-\\ncially for subjective judgment tasks like classifying entities\\n[2] . While a wide range of training approaches are possible —\\nfrom ground truth seeding with real-time performance feed-\\nback to qualification tasks that ensure proficiency [46]– our\\ncurrent training strategy is three-pronged. First, new users\\nare presented with an interactive tutorial, a technique com-\\nmon to modern video games called onboarding [43] . We on-\\nboard users through an initial guided mission that explains\\nthe UI and key game mechanics, provides information about\\nstreet-level accessibility concepts, and monitors and helps\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 62\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1013],\"text\":\"Page 3\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300292_pdf_shortened_page_3_figure_002.png\",\"bbox\":[67,122,745,537],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A web interface displays a street view of an urban neighborhood, with interactive elements for auditing accessibility attributes. A central pop-up allows users to rate sidewalk passability on a 1-5 scale and add a description, while surrounding menus offer options to label features such as curb ramps, obstacles, and surface problems, and track audit progress. A small map shows the current location and audited path.\"},{\"label\":\"figure_cap\",\"bbox\":[68,541,746,587],\"text\":\"Figure 2: In Project Sidewalk, users are given missions to explore city neighborhoods and find accessibility problems. The UI\\nis comprised of four parts: (center) GSV-based exploration and labeling pane; (top) button menu bar; (right) mission pane with\\nprogress tracking and navigation; (left) and settings menu. See the Supplementary Video for a demonstration.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,609,394,671],\"text\":\"the user correct mistakes. As users step through the onboard-\\ning experience, their mission status pane is updated just like\\na normal mission. In total, there are 37 onboarding parts,\\nwhich are designed to take less than four minutes.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,672,394,815],\"text\":\"Second, after completing onboarding, initial missions in-\\nclude pre-scripted help dialogs that are triggered based on\\nuser behavior. For example, after panning 360° around their\\nfirst street intersection, Project Sidewalk helps the user use\\nthe top-down mission map to take a step in the right direc-\\ntion. These help dialogs are complementary to onboarding:\\nthere is an inherent tradeoff between building skills and\\nknowledge through initial training time, and actually having\\nthe user begin using the tool in earnest.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,816,394,944],\"text\":\"Finally, throughout every mission, our tool continuously\\nobserves user behavior and provides brief, transient usage\\ntips to encourage proper labeling behavior and increase user\\nefficiency. For example, if we observe that a user is not pro-\\nviding severity ratings, we provide a friendly reminder. If we\\nobserve only mouse clicks, we encourage keyboard shortcuts.\\nThese one-line tips auto- disappear and can also be explicitly\\ndismissed. Importantly, we cannot provide corrective labeling\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,609,746,640],\"text\":\"feedback because we do not know about a label's correctness\\na priori .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,640,746,783],\"text\":\"Exploring and labeling. Similar to [23, 26] , Project Side-\\nwalk has two modes of interaction: explorer mode and labeling\\nmode . In explorer mode, users follow turn-by-turn directions\\nto explore their assigned mission routes using GSV's native\\nnavigation controls. If users get lost exploring, they receive\\nreminders to return to their mission routes, which can be\\nclicked to auto-jump back. At any location, the user can\\npan (360° horizontally and 35° vertically) and zoom to assess\\nsidewalks more closely. The user's FOV is 89.75°.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,784,747,944],\"text\":\"Users enter the labeling mode by clicking on a labeling\\nbutton. There are five primary label types: curb ramp , no curb\\nramp , obstacle , surface problem , and no sidewalk (Figure 3 ). In\\nthis mode, all interactions for controlling movement and the\\nfirst-person camera view ( e.g. , pan, pitch) are disabled and\\nthe mouse cursor changes to a circular icon representing the\\nselected label. To place a label, the user clicks directly on the\\naccessibility target in the GSV image. A context menu then\\nappears, which asks the user to rate problem severity on a\\n5-point scale where `5' represents an impassable barrier for\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 62\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300292_pdf_shortened_page_4_figure_002.png\",\"bbox\":[63,118,747,245],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A grid of ten photographs, arranged in five columns, illustrates various pedestrian infrastructure conditions and accessibility issues. Categories include \\\"Curb Ramps,\\\" \\\"Missing Curb Ramps,\\\" \\\"Obstacles,\\\" \\\"Surface Problems,\\\" and \\\"No Sidewalk,\\\" with each category featuring two example scenes. Each photo highlights the relevant condition with a colored circular marker and a small icon, depicting examples like proper curb cuts, absent ramps at crosswalks, overgrown vegetation or trash bins blocking paths, damaged pavement, and abrupt ends or complete absence of sidewalks.\"},{\"label\":\"figure_cap\",\"bbox\":[68,248,746,277],\"text\":\"Figure 3: Project Sidewalk has five primary color-coded label types: curb ramps, missing curb ramps, obstacles, surface prob-\\nlems, and no sidewalk. The images above are example accessibility issues found by users in our public deployment.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,299,394,378],\"text\":\"someone in a manual wheelchair. The user can also enter\\nadditional notes in a description text field or mark a prob-\\nlem as temporary (e.g., due to construction). After closing\\nthe context menu, Project Sidewalk automatically reverts to\\nexplorer mode.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,379,395,506],\"text\":\"Project Sidewalk seamlessly repositions applied labels in\\ntheir correct location as the user pans or zoms—thus, labels\\nappear to “stick” to their associated target. However, once\\na user takes a step, their labels are no longer visible in the\\nGSV interface (unless they return to their original labeling\\nlocation). This is due to GSV API limitations. Instead, previ-\\nously placed labels can be viewed on the top-down mission\\nmap.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,395,826],\"text\":\"Missions. Missions serve a two-fold purpose: first, as a\\ngame mechanic, they provide an easy-to-understand and en-\\ngaging narrative for directing data collection tasks. Second,\\nfrom a system design perspective, missions provide a flexible\\napproach to discretize, assign, and distribute work. Though\\nwe envision a variety of future mission types – e.g., data vali-\\ndation missions, labeling user supplied imagery – our current\\nsystem focuses on encouraging exploration and labeling in\\nthe GSV interface. Users are assigned a high-level goal of\\nauditing a neighborhood and then routed on missions of\\nincreasing length and complexity within that neighborhood.\\nMission lengths increase from 500ft to a maximum of 0.5mi\\n(2.640ft). Mission feedback is provided via a mission status\\npane, completion screens, and, for registered users, an inter-\\nactive dashboard. If a user gets stuck during a mission, they\\ncan choose to \\\"jump\\\" to a different part of their assigned\\nneighborhood or manually choose a new neighborhood. For\\nfinishing a mission or completing a neighborhood, users\\nare rewarded with mission completion screens and sound\\neffects.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,837,314,854],\"text\":\"4 IMPLEMENTATION, DATA, AND API\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,923],\"text\":\"Creating a robust, usable, and publicly deployable system re-\\nquired a significant human-centered design and engineering\\neffort. Our open-source GitHub repository 2 has 2,747 com-\\nmits from 20 team members and 43,898 lines of developed\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,490,747,586],\"text\":\"code (excluding comments). Project Sidewalk's backend is\\nbuilt in Scala and PostgreSQL with the PostGIS spatial exten-\\nsion, and the frontend is in JavaScript and HTML/CSS. Below,\\nwe describe four key implementation areas: preparing a city\\nfor deployment, work allocation algorithms, triangulating\\nand clustering labels, and our API.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300292_pdf_shortened_page_4_figure_010.png\",\"bbox\":[421,293,748,435],\"reading_order\":10,\"tags\":[],\"alt_text\":\"Two maps illustrate geographical data for an urban area. The left map outlines 179 distinct neighborhoods, while the right map displays 14,037 street segments as a dense network of lines within the same geographical area.\"},{\"label\":\"figure_cap\",\"bbox\":[421,436,746,467],\"text\":\"Figure 4: DC's 179 neighborhoods and 14,037 street segments\\n(1,075 mi), which we used in the Deployment Study.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,598,524,616],\"text\":\"Preparing a City\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,619,747,842],\"text\":\"Project Sidewalk has two data prerequisites for deployment:\\nGSV and OSM availability. To construct a street network\\ntopology, we extract OSM elements marked with street-\\nrelated tags within a city's geographic boundary. We also\\nextract and elements for metadata (e.g., lat-long\\ncoordinates) and links between nodes and edges. Because\\n polylines can extend multiple city blocks, we create\\nsmaller units, called street segments , by partitioning streets\\nat each intersection. For DC, this resulted in 15,014 street\\nsegments with a total length of 1.164 miles. We filtered 892\\nsegments that contained highways and/or where GSV im-\\nagery was unavailable due to government security precau-\\ntions. In total, we were left with 14,037 segments over 1,075\\nmiles (Figure 4 ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,853,706,871],\"text\":\"Allocating and Distributing Work via Missions\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,874,747,953],\"text\":\"Allocating and distributing work is a two-step process con-\\nsisting of assigning neighborhoods then street segments. We\\nuse the mission construct to do both. We iterated on these\\ntask allocation algorithms throughout our deployment as we\\ndiscovered inefficiencies or mistakes. Below, we present our\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,312,953],\"text\":\"2 https://github.com/ProjectSidewalk/SidewalkWebpage\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 62\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,746,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"current approach, which was used for the last three months\\nof our deployment, and briefly mention old approaches.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,394,284],\"text\":\"Our current version is based on a \\\"work quality\\\" threshold\\ndetermined by analyzing labeling behavior from our research\\ngroup and informal manual reviews of end-user contribu-\\ntions. We define a \\\"good\\\" user as someone who contributes\\na minimum of 3.75 labels per 100 meters on average. While\\nlabeling frequency is an imperfect proxy for worker quality,\\nit is easy to implement and fast to compute. We integrate\\nthis quality metric to prioritize street segments:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[102,300,361,344],\"text\":\"$$p _ { r i o r d y _ { s t r e e t } } = \\\\begin{cases} 1 , & { ~ i f ~ c n t ( ' g o o d ~ u s e r ) = 0 } \\\\\\\\ { \\\\frac { 1 } { l ( 1 + x ) } , } & { ~ o t h e r w i s e } \\\\end{cases}$$\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,363,394,427],\"text\":\"where, $x = cnt \\\\text{ \\\"good\\\" users}) + 0.25 * cnt(\\\\text{bad\\\" users})$ . This\\nalgorithm prioritizes street segments inversely proportional\\nto the number of previous audits with a weight penalty as-\\nsigned for \\\"bad\\\" users.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,427,394,651],\"text\":\"Allocating neighborhoods. Users are given missions to\\nexplore and label assigned neighborhoods. Neighborhoods\\nare allocated at two points: after a user completes onboarding\\nand after they complete a previously assigned neighborhood.\\nIn earlier versions of Project Sidewalk, we randomly assigned\\nusers to neighborhoods within the top ten lowest comple-\\ntion rates. This approach, however, treated all previous work\\nequivalently. In the current version, we incorporate street\\nsegment priority by first calculating the mean priority of all\\nstreet segments for each neighborhood and then randomly\\nassigning neighborhoods from a list with the top five highest\\nmeans. Users can also choose their own neighborhoods; how-\\never, this feature was somewhat hidden and not prominently\\nused in our deployment.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,650,395,955],\"text\":\"Calculating mission routes. Mission routes are com-\\nposed of street segments, which are dynamically selected\\nwhen a user reaches an intersection ( i.e., the end of a seg-\\nment). To enhance immersion and limit user confusion, the\\nrouting algorithm attempts to select contiguous segments\\nwhenever possible. In older versions of Project Sidewalk,\\nthe segment selection algorithm simply chose a randomly\\nconnected segment that the current user had not already au-\\ndited. However, this failed to incorporate work completed by\\nother users, which was inefficient. In our current implemen-\\ntation, for each neighborhood, we maintain a discretized list\\nof unaudited street segment priorities ( bin size =0.25). When\\na user reaches an intersection, we randomly select any unau-\\ndited connected street segment with the same discretized\\npriority as the highest one in the neighborhood list. If none\\nexist, we inform the user that they have completed this part\\nof the neighborhood and automatically transport them to\\nthe highest priority remaining neighborhood street. We use\\na similar process for positioning users when they first begin\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"a new neighborhood—we place them at the beginning of the\\nhighest priority street segment.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,169,558,186],\"text\":\"Project Sidewalk Data\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,190,746,253],\"text\":\"In Project Sidewalk, users label streetscape panoramas pro-\\njected into 3D space [17]. We need to convert these 3D-point\\nlabels to 2D lat-lng coordinates and then aggregate multiple\\nlabels for the same target into a single cluster.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,253,746,334],\"text\":\"3D to 2D. To obtain geo-located labels from the 3D projec-\\ntion, we use: (i) the panorama's 3D-point cloud data, which\\nis obtained by LiDAR on the GSV cars; (ii) the $lng$ , $lat$ coor-\\ndinate of the GSV car; and (iii) the $x_{img}$ , $y_{img}$ position of the\\nlabel on the panorama. More specifically:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[462,337,701,374],\"text\":\"$$\\\\begin{array} { r } { \\\\left( \\\\begin{array} { l } { l n _ { t a r g e t } } \\\\\\\\ { l a t _ { t a r g e t } } \\\\end{array} \\\\right) = \\\\left( \\\\begin{array} { l } { l n _ { G S V \\\\_ c a r } } \\\\\\\\ { l a t _ { G S V \\\\_ c a r } } \\\\end{array} \\\\right) + \\\\left( \\\\begin{array} { l } { \\\\Delta l n } \\\\\\\\ { \\\\Delta l a t } \\\\end{array} \\\\right) } \\\\end{array}$$\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,379,746,475],\"text\":\"where, we compute $\\\\Delta l_{img}$ , $ \\\\Delta l_{at}$ by using the $x_{img,y_{img}}$ label\\nposition on the panorama and the 3D-point cloud data to\\nobtain the offset $dx, dy, dz$ at $x_{img,y_{img}}$ . The offset is in meters,\\nwhich we convert to $\\\\Delta l_{img}$ , $\\\\Delta l_{at}$ and plug into the equation.\\nSee the function imageCoordinateToLat(img _ imagej, imagej,\\n1at, 1ng) in MapService.js (Line 1275) in the GitHub repo .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,475,746,571],\"text\":\"Raw label data. For each label, we record three sets of\\ninformation: who provided the label and when, how the\\ndata was collected in GSV (the user's POV, heading, source\\npanorama id), and information about the label itself, such as\\nlabel type, lat-long position, x,y position on panorama, severity\\nrating, textual description, and a temporary flag.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,570,747,808],\"text\":\"Clustering Because users can find and label the same\\naccessibility problem from different panoramas, we needed\\nto develop an algorithm to aggregate labels for the same\\ntarget together. We do this by clustering. Each cluster refers\\nto a single found problem (and may contain one or more raw\\nlabels). We use a two-stage clustering approach: single-user\\nclustering followed by multi-user clustering. First, we con-\\nsolidate raw labels for each individual user into intermediate\\nclusters – this is necessary because some users choose to la-\\nbel a single problem from multiple viewpoints. Second, we\\ncombine these individual user clusters together to create our\\nfinal cluster dataset. Both stages use the same hierarchical\\nagglomerative clustering approach: the Vorhees clustering\\nalgorithm with the haversine formula to compute distances\\nbetween labels and clusters.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,747,955],\"text\":\"For stage one, we cluster raw labels of the same type that\\nare within a certain distance threshold. Because some label\\ntypes are often legitimately close together — e.g., two curb\\nramps on a corner — we use two different thresholds: 2 meters\\nfor curb and missing curb ramps and 7.5 meters for other\\nlabel types. These thresholds were determined empirically by\\niteratively computing clusters at different threshold levels\\nfrom 0 to 50 meters ( step size =1 meter) and qualitatively\\nanalyzing the results. Stage two clustering is similar but\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 62\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[70,124,388,250],\"text\":\"
Volunteers (N=38)Assisted轮椅 (N=215)Turkers (N=179)Researchers (N=28)Total LabelsTotal Clusters
Curb Ramp.9,01727,61688,46618,336142,85351,098
M. Curl Ramp.1,0853,23913,2571,13818,7197,944
House Park.1,6273,87513,5321,18821,57612,993
Surf. Perf.6201,8855,6122,5919,5964,516
No Sidewalk.1,1856,91228,1677,91943,46322,468
Private Walk.321,0471,0721,1341,527484
Other.621471,137341,580928
Total Labels12,95041,588150,84731,954237,339103,028
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A table presents the number of labels submitted by different user groups (Anon Volunteers, Registered Volunteers, Turkers, Researchers) for various categories such as Curb Ramp, Obstacle, and No Sidewalk. It also includes the total labels and total clusters for each category and overall totals.\",\"figure_path\":\"tables/3290605-3300292_pdf_shortened_page_6_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,255,393,299],\"text\":\"Table 1: The total amount of data collected during our de-\\nployment. \\\"Total clusters refers to filtered data only. All\\nother columns are the full dataset.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,313,393,346],\"text\":\"uses the centroids of stage one clusters with slightly looser\\nthresholds (7.5 and 10 meters, respectively).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,358,136,375],\"text\":\"Public API\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,378,394,570],\"text\":\"To enable the use and broader study of our collected data,\\nwe developed and released an initial public REST API\\n(http://projectsidewalk.io/api). The API has three endpoint\\ntypes: labels for obtaining raw label data, clusters for obtain-\\ning label clusters, and scores, which provide computed scores\\nfor street and neighborhood accessibility. Each API requires\\na lat-long bounding box to specify an area of interest for\\ninput and returns data in the GeoJSON format. For the score\\nAPIs, we developed a simple scoring model that incorporates\\nthe number of problem labels and returns an accessibility\\nscore between 0 and 1. Providing a robust, personalizable,\\nand verifiable scoring algorithm is ongoing work.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,581,231,598],\"text\":\"5 DEPLOYMENT STUDY\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,394,730],\"text\":\"In August of 2016, we launched an 18-month deployment\\nstudy of Project Sidewalk. Washington DC was selected as\\nthe study site because of its large size (158 km 2 ), diverse\\neconomic and geographic characteristics, and substantial\\ncommuter population — many of whom take public transit\\nand use pedestrian infrastructure [54] . Additionally, as the\\nnation's capital, which draws ~ 20m visitors/yr [56] , there is\\nincreased pressure to follow and model ADA guidelines.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,731,394,955],\"text\":\"We recruited two types of users: volunteers through so-\\ncial media, blog posts, and email campaigns, and paid crowd\\nworkers from Amazon Mechanical Turk (turkers). We further\\ndivide volunteers into anonymous and registered groups; the\\nformer was tracked by IP address. For comparison, we also\\nshow data from 28 members of our research lab, who volun-\\ntarily contributed to help test the tool and received in-person\\ntraining on how and what to label. We paid turkers a base\\namount for completing the tutorial and first mission ($0.82)\\nand a bonus amount for each mission completed thereafter\\n($4.17/mile). These rates were based on US federal minimum\\nwage ($7.25/hr), assuming an expected labeling rate of 1.74\\nmiles/hr, which was drawn empirically from our data. In\\npractice, our turkers earned $8.21/hr on average ($D=$5.99).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,364,746,427],\"text\":\"which increased to $12.76 ($D=$6.60) for those 69 turkers\\nwho audited at least one mile. Turkers could see their earn-\\nings in real-time via the mission panel. We posted a total of\\n298 assignments over a 6-month period.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[421,124,748,286],\"text\":\"
AnonymousRegisteredTukersResearchers
AllFilteredAllFilteredAllFilteredAllFiltered
Num. users3842932431881701222821
% Filtered25.623.725.622.622.622.625.622.6
Total, mts155.597.5326.5391.62348.910,144238.5211.7
Avg.(SD)0.4 (1.2)0.3 (1.1)2.2 (9.2)2.1 (9.1)3.2 (13.7)8.3 (32)8.5 (79)10.1 (22)
Total, mts5763161,8061,0046,0372,953690604
Avg.(SD)1.5 (1)1.3 (2.3)5.8 (20)5.6 (22)35.4 (95)24.2 (87)24.6 (33)28.8 (62)
Total, mts12,55010,76041,58835,923150,847103,82031,95430,488
Avg.(SD)4.44.010.68.848.885.117.617.6
Ubs/50m8.010.53.86.87.19.96.07.1
Avg speed1.220.741.931.581.681.142.762.57
Avg time18.2917.5955.8357.88260.20225.22195.81233.84
Avg. desc1.61.910.012.147.258.128.137.0
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"This is a detailed data table presenting comparative statistics across four user groups: Anonymous, Registered, Turkers, and Researchers. For each group, data is provided for 'All' and 'Filtered' participants, covering metrics such as number of users, total miles, total missions, total labels, average speed, average time, and average descriptions.\",\"figure_path\":\"tables/3290605-3300292_pdf_shortened_page_6_tab_11.png\"},{\"label\":\"table_cap\",\"bbox\":[420,292,746,354],\"text\":\"Table 2: The total amount of data collected during our de-\\nployment. Averages are per user. Avg. speed is in mi/hr, time\\nis in mins, lbls/100m is median labels per 100m, and 'avg\\ndesc' is the average number of open-ended descriptions.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,439,469,456],\"text\":\"Results\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,459,747,586],\"text\":\"Overall, Project Sidewalk had 11,891 visitors to the landing\\npage, of which 797 (627 volunteers; 170 turkers) completed\\nthe tutorial and audited at least one street segment in the\\nfirst mission. In total, these users contributed 205,385 labels\\nand audited 2,941 miles of DC streets (Table 1 ). Below, we\\nanalyze user behavior, contribution patterns, and responses\\nfrom a pop-up survey given to turkers. We examine worker\\nand data quality in a separate section.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,586,747,857],\"text\":\"User behavior. On average, registered users completed\\nmore missions (5.8 vs. 1.5), contributed more labels (171.1\\nvs. 33.7), audited faster (1.93 mi/hr vs. 1.22), and spent more\\ntime on Project Sidewalk (55.8 mins vs. 18.3) than anonymous\\nusers (Table 2 ). Registered users also took longer on onboard-\\ning (6.9 mins vs. 3.8) and left more open-ended descriptions\\n(10.0 vs. 1.6). Paid workers, however, did significantly more\\nwork on average than either volunteer group: 35.4 missions,\\n887.3 labels, and spent 4.4 hrs using the tool. If we exam-\\nine only those users who passed our “ good ” user heuristic,\\nwe filter 28.2 % paid, 23.7 % anonymous, and 22.6 % registered\\nworkers; however, relative user behaviors stay the same. Sim-\\nilar to [30] , user contribution patterns resemble a power law\\ndistribution: the top 10 % anonymous, registered, and paid\\nworkers contributed 56.7 % , 86.6 % , and 80.2 % of the labels\\nin their group, respectively. By the top 25 % , contribution\\npercentages rise to 77.4 % , 93.6 % , and 94.8 % .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,747,954],\"text\":\"User dropoff. To examine user dropoff, we analyzed in-\\nteraction logs for the last eight months of our deployment\\n(after we added comprehensive logging to the tutorial). User\\ndropoff was steep. While 1,110 users started the tutorial, only\\n568 finished it (51 % ), 479 (43.2 % ) took one step in their first\\nmission, and 328 (29.5 % ) completed at least one mission. Of\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 62\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300292", "source_image_path": "test_data/3290605-3300292/3290605-3300292_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300292/results/output_json/3290605-3300292_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,267],\"text\":\"those 328, a majority, went on to finish their second mission\\n(59.8%, 196 users) and then dropout dampened substantially.\\nFor example, 74.0% of the users who completed Mission 2\\nalso completed Mission 3. When splitting the 1,110 users by\\ngroup—846 volunteers and 264 turkers—we found different\\npatterns of behavior. While only 43.9% of volunteers finished\\nthe tutorial and only 19.1% finished the first mission, turk-\\ners were far more persistent: 74.6% finished the tutorial and\\n62.9% completed the first mission.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,394,427],\"text\":\"Pop-up survey. To begin exploring why users contribute\\nto Project Sidewalk, we developed a 5-question survey shown\\nto users after their second mission. The first three questions\\nasked about task enjoyment, difficulty, and self-perceptions\\nof performance via 5-point Likert scales while the last two\\nquestions were open-ended asking about user motivation\\nand soliciting feedback. A single researcher analyzed the two\\nwrite-in questions via inductive coding. Though the survey is\\nnow given to all user groups, it was only available to turkers\\nduring our deployment study — which we analyze here.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,427,395,731],\"text\":\"In all, 123 turkers completed the survey. Of those, 110\\n(89.4%) stated that they enjoyed using Project Sidewalk (M=4,\\nSD=0.7). For task difficulty, the responses were slightly more\\nmixed: 83 turkers (67.5%) selected easy or very easy and 5\\nselected difficult (M=3.9, SD=0.9). When asked to self-rate\\ntheir performance, 81 turkers (65.9%) felt that they did at\\nleast a very good job and none reported poor (M=4.0, SD=0.9).\\nFor the first open-ended question (required) about user mo-\\ntivation, 74 (60.2%) mentioned that the task was interesting\\nor fun—“ It was an interesting and unique change to my day ”\\n(U11); 48 (39.0%) felt that the task was important/helpful—\\n“ I think it is important for those who are using wheelchairs\\nto be able to safely navigate streets. ” (U223); and 20 (16.3%)\\nmentioned money—“ It was interesting work and good pay ”\\n(U61). The last question was optional and asked for feedback:\\n68 turkers chose to answer, mostly to thank us for the task\\n(55 of 68): “ Good & interesting task. Thank you ” (U96). Six\\nsuggested features, five asked questions about labeling, and\\ntwo reported bugs.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,742,258,759],\"text\":\"6 DATA VALIDATION STUDY\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,394,954],\"text\":\"To investigate data quality and compare performance across\\nuser groups, we performed a data validation study using\\na subset of DC streets. This study occurred approximately\\nhalfway into our public deployment. Because pedestrian\\ninfrastructure can differ based on neighborhood type ( e.g . ,\\ncommercial vs . residential), age, and density, we first divided\\nDC into four quadrants based on official geographic segmen-\\ntation data [12] . We then sub-divided each quadrant into\\nland-use zones using DC's open zoning regulation dataset\\n[14] . Finally, we randomly selected the first two or three mis-\\nsion routes completed by individual volunteer users. This\\nresulted in a test dataset of 44 miles (625 street segments)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,188],\"text\":\"from 50 registered and 16 anonymous users across 62 of the\\n179 DC neighborhoods. We then verified that the selected\\nroutes had similar geographic and land-use distributions\\ncompared to all streets in DC.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,746,444],\"text\":\"To compare volunteer vs. paid worker performance, we\\nposted the selected missions in our test dataset to Amazon\\nMechanical Turk. Other than payment, we attempted to care-\\nfully mimic the volunteer work experience: individual turk-\\ners completed onboarding and then were implicitly assigned\\neither an anonymous user's mission set (two) or a registered\\nuser's mission set (three). To control for experience and\\nlearning effects, we did not allow deployment turkers to\\nparticipate. We paid workers based on US federal minimum\\nwage drawn from median volunteer completion times: $2.00\\nfor the tutorial + two missions (-2,000ft) and $3.58 for the\\ntutorial + three missions (-4,000ft). Unlike the deployment\\nstudy, turkers could not choose to complete additional mis-\\nsions for bonus payment. To examine the effect of multiple\\nlabelers on performance, we hired five turkers per mission\\nset for a total of 330 turkers.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,444,746,730],\"text\":\"To create ground truth, we first developed a labeling code-\\nbook based on ADA guidelines [51, 52, 55] , which was then\\nvetted and refined by a person who has used a wheelchair for\\n20 years. Following iterative coding [27] , three researchers\\nbegan labeling the same subset of data: one randomly se-\\nlected mission set for an anonymous user and one for a reg-\\nistered user. For each round, the researchers met, resolved\\ndisagreements, and updated the codebook accordingly. After\\nseven rounds, the average Krippendorff alpha score was 0.6\\n(range=0.5-0.8) and raw agreement: 85.4 % (SD=4.1 % ).\\nThe three researchers then split the remaining 52 mission sets\\nequally and a final review was performed. In total, ground\\ntruth consists of: 4,617 clusters, including 3,212 curb ramps,\\n1,023 surface problems, 295 obstacles, and 87 missing curb\\nramps. Though laborious, we note that this ground truth\\napproach allows us to more deeply examine labeling perfor-\\nmance compared with verifying placed labels—as the latter\\ndoes not allow us to calculate false negatives.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,730,746,954],\"text\":\"Analysis. We examine accuracy at the street-segment\\nlevel. We first cluster all labels from anonymous, registered,\\nand paid workers using single-user clustering. We then use\\nhaversine distance to associate label clusters to their closest\\nstreet segment. To compute our accuracy measures, we sum\\nthe number and type of label clusters for each segment and\\ncompare the result to ground truth. This produces counts\\nof true/false positives and true/false negatives at each seg-\\nment, which we binarize for final analysis. In total, 89.6 %\\n(560/625) of the street segments contained accessibility la-\\nbels in ground truth. Unlike the four other label types, the no\\nsidewalk label is not used for single-point targets but rather\\ntargets that extend multiple panoramas. Thus, we exclude\\nthis label from our analysis.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 62\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 8\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300292/results/markdown/3290605-3300292_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[86,119,728,180],\"text\":\"HistoryTracker: Minimizing Human Interactions in\\nBaseball Game Annotation\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[159,193,657,243],\"text\":\"Jorge Piazentin Ono, Arvi Gjoka, Justin Salamon, Carlos Dietrich, Claudio T. Silva\\n\\nNew York University\\nBrooklyn, New York\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,254,140,269],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,274,395,529],\"text\":\"The sport data tracking systems available today are based on\\nspecialized hardware (high-definition cameras, speed radars,\\nRFID) to detect and track targets on the field. While effec-\\ntive, implementing and maintaining these systems pose a\\nnumber of challenges, including high cost and need for close\\nhuman monitoring. On the other hand, the sports analyt-\\nics community has been exploring human computation and\\ncrowdsourcing in order to produce tracking data that is trust-\\nworthy, cheaper and more accessible. However, state-of-the-\\nart methods require a large number of users to perform the\\nannotation, or put too much burden into a single user. We\\npropose HistoryTracker, a methodology that facilitates the\\ncreation of tracking data for baseball games by warm-starting\\nthe annotation process using a vast collection of historical\\ndata. We show that HistoryTracker helps users to produce\\ntracking data in a fast and reliable way.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,539,173,556],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,561,395,625],\"text\":\"• Human-centered computing → Human computer in-\\nteraction (HCI); HCI design and evaluation methods; Empir-\\nical studies in HCI; Interaction design; Empirical studies in\\ninteraction design;\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,636,149,653],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,657,394,688],\"text\":\"Sports Analytics, Sports Tracking, Baseball, Hand Annota-\\ntion\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_2\",\"bbox\":[69,696,200,711],\"text\":\"ACM Reference Format\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,711,394,769],\"text\":\"Jorge Puzanenko, Arvi Gjoka, Justin Salamon, Carlos Dietrich,\\nClaudio T. Silva. 2019. HistoryTracker: Minimizing Human Inter-\\nactions in Baseball Game Annotation. In CHI Conference on Hu-\\nman Factors in Computing Systems Proceedings (CHI 2019). May 4–9,\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,308,549,326],\"text\":\"1 INTRODUCTION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,330,747,568],\"text\":\"Sports analytics changed the way sports are played, planned\\nand watched. Furthermore, the demand for precise, accurate\\nand consistent data is higher than it ever was. While teams\\nand sport organizations rely on multiple sources of data,\\nsuch as smart watches, heart rate monitors and sensing tex-\\ntiles [24, 26] , tracking data produced by specialized tracking\\nsystems may be considered the primary source of data in\\nprofessional sports. Modern tracking systems make use of\\nspecialized sensors, such as high-definition cameras, speed\\nradars or RFID technology, in order to collect movement\\ndata with precise measurements and high sampling rates\\n[12, 32] . Some examples of commercial tracking technolo-\\ngies are Pitch FX and ChyonHego for baseball [10, 36] , and\\nSTATS Sport VU for soccer, basketball and American football\\n[37] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,568,747,840],\"text\":\"Tracking systems produce a valuable stream of data for\\nanalysis by sports teams. However, implementing and main-\\ntaining these systems pose three major difficulties. 1) They\\nare expensive: Major League Baseball's Statcast, for example,\\nwas an investment of tens of millions of dollars [42] . Such\\ncost may not be a problem for professional sports teams and\\nleagues, but they are likely unattainable for smaller organiza-\\ntions or amateurs. 2) The quality of the tracking data is often\\naffected by multiple hard-to-control factors [2, 12, 17, 27] ,\\nincluding changes in lighting, camera position in relation to\\nthe field, occlusion and small objects, all of which can result\\nin missing or noisy data, and 3) these systems cannot be used\\nto produce tracking data for historical plays. At the same\\ntime, commentators and analysts often reference older games\\nduring their analysis. However, if the game happened before\\nthe tracking system was implemented, it is not possible to\\nquantitatively compare the plays.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,840,747,952],\"text\":\"Adding manual annotation is a promising direction to\\naddress these issues, and a number of studies have explored\\nhow human annotators can be used to create reliable sports\\ndata from scratch. Manual annotation can be done by a single\\nannotator [6, 33, 35] or by a collection of annotators through\\ncrowdsourcing [27, 44] . While individual manual annotation\\ncan be a reliable source of tracking data, it puts a major\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,898],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nalso be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCIP 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,899,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,953],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-05...$15.00\\nhttps://doi.org/10.1145/3209065.3300293\",\"reading_order\":19,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[422,255,747,283],\"text\":\"2019, Glasgow, Scotland UK: ACM, New York, NY, USA. 12 pages.\\nhttps://doi.org/10.1145/3290605.3300293\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 63\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"burden into a single person. Meanwhile, crowdsourcing\\nsystems can split the annotation process into many tasks\\nthat can be completed quickly. The downside of this approach\\nis that a large number of volunteers might be necessary to\\nproduce reliable data.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,395,538],\"text\":\"In this paper, we propose a novel methodology for man-\\nual tracking of baseball plays that reduces the annotation\\nburden and is more enjoyable to users, in comparison to man-\\nual annotation from scratch. Our approach reduces the time\\nneeded to produce reliable tracking data by warm-starting\\nthe annotation process: instead of annotating trajectories on\\nan empty canvas, users modify existing trajectories to reflect\\nthe play they want to annotate. The term “ warm-start ” is\\nborrowed from machine learning, where it means that the\\nmodel training started from a better initial point [22] . More\\nspecifically, we quickly collect a summary of the play by ask-\\ning a few easy-to-answer questions, and use this information\\nto recommend a set of similar plays that have already been\\ntracked and can be used as an initial approximation. Our\\nmethod produces reliable annotations at a lower cost and\\ncan be used to annotate historical plays that would be other-\\nwise lost for quantitative analysis. Our user studies show that\\nwarm-starting the annotation of baseball plays reduces the\\ntime needed to generate the hand-annotated tracking data\\nand has an equivalent performance to manually annotating\\nplays from scratch.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,682],\"text\":\"Contributions: Our contributions are three-fold: 1) we\\npresent a novel methodology for acquiring tracking data\\nthat is more reliable and faster than manual annotation from\\nscratch. 2) we describe HistoryTracker, a system that imple-\\nments our warm-starting methodology for baseball tracking.\\n3) we present our quantitative and qualitative results, show-\\ning that our method is able to produce reliable annotations in\\na shorter amount of time, and make the annotation process\\nmore enjoyable to the users.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,394,792],\"text\":\"The rest of the paper is organized as follows. Section 2\\npresents the related work on sports tracking and crowdsourc-\\ning for sports. Section 3 presents a brief overview of baseball.\\nSection 4 presents our tracking methodology and the design\\nchoices we made to implement it in HistoryTracker. We eval-\\nuate our methodology in Section 5 and discuss our results in\\nSection 6 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,803,197,821],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,394,954],\"text\":\"Tracking data is commonly used in a wide array of appli-\\ncations in sports, both for entertainment purposes and for\\nexpert analysis. In the United States, some of the major ex-\\namples are Major League Baseball (MLB), National Football\\nLeague (NFL) and National Basketball Association (NBA).\\nSince 2015, MLB has been using its tracking infrastructure,\\nMLB StatCast, to augment its broadcasting videos and gen-\\nerate new content to the public [17, 42] . NFL and NBA also\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,189],\"text\":\"deploy tracking technologies to augment their broadcast-\\nings and compute statistics for fans [13, 23] . Sports teams\\nand leagues use tracking data to analyze and improve player\\nperformance and game strategies.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,747,380],\"text\":\"A vast collection of works in the literature show how\\ntracking data can be used to inspect games in more detail: in-\\nformation visualization techniques enable the visual spatial\\nanalysis of games, while machine learning and statistics al-\\nlow for predictions and inferences to be computed on games.\\nMuch of the recent work in sports visualization is based on\\ntrajectory data. Some examples in the include tennis [31] ,\\nbaseball [12, 17, 25] , basketball [15, 34, 41] , soccer [28, 38, 39] ,\\nhockey [30] and rugby [8, 9] . While each of those works are\\nadapted to better illustrate their respective sports, their main\\nfocus is on clearly conveying the trajectories, or metrics\\ncomputed from trajectories, to the user.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,586],\"text\":\"Meanwhile, statistics and machine learning are used to\\nmake predictions and inferences on top of the sports track-\\ning data. Ghosting, a technique that uses machine learning\\nto compute optimal player trajectories and predict play out-\\ncomes, has been applied to basketball [33] and soccer [18]\\ntracking data. Statistical analysis has been applied to bas-\\nketball to evaluate players shooting ability, and compare\\ndefensive strategies [7, 20] . Cross et al. [11] studied base-\\nball tracking data to evaluate batter's hot and cold zones.\\nBialkowski et al. [4] used expectation maximization on soc-\\ncer tracking data to detect play formations across time, and\\ndiscovered that teams play differently at home and away,\\nbeing more forward at home.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,587,747,746],\"text\":\"Currently, most of the sports tracking data produced by\\nmainstream media are generated by automated methods.\\nCommercial systems, such as Pitch F/X [36] , ChyronHego\\nTRACAB [10] , and STATS Sport VU [37] are used as ev-\\nery game from major league sports teams, producing huge\\namounts of data for analysis. For a review on automatic track-\\ning methodologies, please refer to the surveys by Santiago\\net al. [32] and Kamble et al. [16] . In the rest of this section,\\nwe focus on works related to manual annotation of sports\\ngames.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,747,938],\"text\":\"Before the development of automatic tracking systems,\\nexperts had to perform the annotation of players and ball\\nposition manually [32] . While professional sports leagues\\nhave shifted towards automated methods, they are very pro-\\ntective of their data, only sharing small aggregated statistics\\nwith the public. Therefore, manual tracking is still used when\\nthe data is not readily available, e.g., academic research and\\namateur teams [27, 29] . Spencer et al. [35] hand annotated\\nhockey players movement and speed throughout multiple\\ngames in order to analyze how player performance changes\\nduring a tournament. Bogdanis et al. [6] hand annotated bas-\\nketball games in order to compare the effects of training\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 63\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,189],\"text\":\"programs on players. The annotation was made offline, us-\\ning video footage of the game and training sessions, and the\\nexperts had to collect and annotate both player trajectories\\nand actions: e.g., dribbles, and offensive/defensive moves.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,395,491],\"text\":\"Crowdsourcing has also been used to generate sports data\\n[27, 40, 43, 44] . Crawling twitter streams enable the extrac-\\ntion of game highlights, where hashtag peaks might indicate\\nthe most exciting moments in the game [40, 43] . While this\\ntechnique does not produce tracking data, highlights are a\\nvaluable data source that can be gathered from a publicly\\navailable platform. Vondrick et al. [44] investigated the use of\\ncrowdsourcing interfaces to annotate basketball videos. The\\nauthors divided the work of labeling video data into micro-\\ntasks that could be completed by a large number of human\\nannotators, and showed that combining the output of the\\nmultiple users resulted in more accurate tracking data. Perin\\net al. [27] followed the same principles, but extended this ap-\\nproach to enable the real-time annotation of games. In their\\nsystem, each person is asked to annotate either one player\\nor one event, and high accuracy was obtained by averaging\\nannotations. While micro-tasks made the annotation process\\neasier, it has the downside of requiring a large number of\\nusers to produce a single play annotation.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,395,874],\"text\":\"Another research area closely related to play annotation\\nis called sports information retrieval. With massive amounts\\nof sports tracking data being generated every year by auto-\\nmated systems, designing ways to organize and search sports\\ndata became a challenging task. Many methods have been\\ndeveloped to retrieve particular games based different types\\nof queries, or constraints. Most of the sports information re-\\ntrieval literature focus on retrieving games based on textual\\nqueries. Fleischman et al. [14] developed a language model\\nfor baseball game retrieval built on top of closed captions.\\nTheir system enabled users to query specific game events,\\nas long as they were described by the commentator. The\\nautomatic classification of video footage can also be used to\\nenable quick retrieval of games. Zhou et al. [45] proposed\\na basketball video classification system based on decision\\ntrees, and used this system to retrieve games based on a\\nset of constraints, such as player position (right field, left\\nfield), scores, and types of offense/defense. One of the most\\nadvanced methods of retrieval is based on sketches: Sha et al.\\n[34] designed a system for querying basketball games using\\nsketches that use the top view of the field. While this method\\nwas very successful in retrieving similar trajectories, it has\\nthe downside of essentially asking a user to draw the entire\\ntrajectory of the play by hand.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,895,236,913],\"text\":\"3 BASEBALL OVERVIEW\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,917,394,949],\"text\":\"While our annotation methodology is general and can be ap-\\nplied to other team sports, in this paper we focus on baseball.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,424,745,458],\"text\":\"Here, we briefly describe the sport and its basic rules. For\\nmore details, please see [3] and [21] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300293_pdf_shortened_page_2_figure_008.png\",\"bbox\":[448,123,717,361],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A diagram illustrates a baseball field, highlighting the infield and outfield areas. Key elements like Home Plate, 1st, 2nd, and 3rd Base, and the Pitcher's Mound are labeled, along with common player positions such as Catcher (C), Pitcher (P), First Baseman (1B), Second Baseman (2B), Third Baseman (3B), Shortstop (SS), Left Fielder (LF), Center Fielder (CF), and Right Fielder (RF).\"},{\"label\":\"figure_cap\",\"bbox\":[496,374,670,391],\"text\":\"Figure 1: Baseball field schema.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,458,746,663],\"text\":\"Base is a bat-and-ball game that is played on a field\\nshaped like a circular quadrant, also called diamond. Four\\nbases are placed at the corners of a ninety-foot square at the\\nbottom of the diamond. The bases are labeled in counter-\\nclockwise order starting at the bottom as home plate, first,\\nsecond, and third base. The area right above the square is\\ncalled infield , while the area above the dirt is called outfield .\\nDuring the game, the teams alternate between the nine de-\\nfensive and the four offensive roles. The defensive roles are\\nthe pitcher (P), the catcher (C), the bamer (IB, 2B and 3B),\\nthe short stop (SS) and the outfielders to the left (LF), center\\n(CF) and right (RF). As the offensive roles, there are the batter\\n(B) and zero to three runners on bases (R@1, R@2 and R@3).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,664,746,728],\"text\":\"Figure 1 shows a diagram of the field with the players\\nlocated at their average positions. The runners are not shown\\nin the picture for conciseness, but their starting positions\\nare next to the first, second and third bases.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,729,746,903],\"text\":\"The game is divided in nine innings, each of which are\\nsplit into two halves with teams taking turns on attack and\\ndefense. In general, a play starts when the pitcher makes\\nthe first movement and finishes when the ball returns to\\nthe pitcher's glove or goes out of play. Every player has a\\nfixed initial position, and the set of actions they perform is\\nrelatively limited. Players in the offensive role try to touch\\nall four bases in anti-clockwise order (1st, 2nd, 3rd and home\\nplate). Meanwhile, players in the defensive role try to catch\\nthe ball and eliminate the attackers, before they are able to\\nsave bases and score runs.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,903,746,952],\"text\":\"Every offensive player starts at the batting position. A\\npitcher throws the ball at the batter, who then decides if he\\nwill swing and attempt to hit the ball, or take the pitch and let\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 63\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,283],\"text\":\"the catcher catch it. If he swings and hits, the batter becomes\\na runner and will try to save bases, touching each one them\\nin counterclockwise order. Otherwise, if he misses, it counts\\nas a strike. If he takes the pitch, the umpire can decide if\\nthe ball was valid (went through a strike zone). If it was,\\nthe batter receives a strike. Otherwise, the batter receives a\\nball. If a batter receives three strikes, he is out. If the batter\\nreceives four balls, he can walk to the first base safely. If the\\nball is hit and caught in the air by a defensive player, the\\nbatter is also out.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,294,384,327],\"text\":\"4 HISTORYTRACKER: TPACKING SYSTEM WITH\\nWARM-START\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,331,395,507],\"text\":\"Hand annotating sports from scratch is a difficult and time-\\nconsuming task commonly done offline by experts, who\\nhave to repeatedly watch recordings of the games in order\\nto produce a good approximation of the players movement\\n[32] . While more recent work has focused in transforming\\nthe annotation effort into micro-tasks distributed across a\\nlarge number of crowdsourced annotators, this approach\\nrelies on a massive number of workers to produce reliable\\ntracking data. We propose a methodology to enable quick\\nsingle-user manual tracking of baseball plays, by introducing\\na warm-starting step to the annotation process.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,507,395,731],\"text\":\"Our approach consists of three steps: 1) Fast play retrieval :\\nwe present a video of the play of interest to the user, and\\nask them questions that they can quickly answer based on\\nthe footage (Figure 4 A). This information is used to retrieve\\na collection of similar trajectories from the game corpus\\ndataset (Figure 4 C). 2) Automatic tuning : the user can refine\\nthe search by aligning the event icons with the events in\\nthe video and performing a temporal query in the data, i.e.\\na query indexed by the event times. We use the aligned\\nevents to automatically tune the retrieved trajectory and\\nmake it more similar to the video (Figure 4 D). 3) Refinement\\non demand : the retrieved trajectory is used to warm-start\\nthe manual annotation and the user is asked to manually fix\\nthe trajectory where it does not match the video.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,730,394,747],\"text\":\"Below, we describe this methodology for play annotation.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,757,286,774],\"text\":\"Play Description and Fast Retrieval\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,395,954],\"text\":\"In order to warm-start the annotation process, we search our\\nhistorical trajectory dataset for plays with a similar structure\\nas the one being annotated. In this paper, we used a query\\nbased approach similar to [45] in order to retrieve the similar\\nplays. Our approach, however, is not based on video fea-\\ntures, but historical tracking data instead. The broadcasting\\nvideos we take as input are focused on actions, and show\\nonly the players that have an impact on the play outcome.\\nOn baseball broadcasting, specifically, these actions usually\\ninclude players contouring bases, throws, catches, tags, etc.\\nThe challenge is then to build a mapping from actions that\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,443,747,602],\"text\":\"may be identified on videos to a list of plays. These plays\\nshould be similar to the play from where the actions were\\nidentified, on both the actions performed and on the move-\\nments of the players. In order to implement such a mapping,\\nwe need a way to represent baseball plays by the actions\\nthat are performed by the players. In baseball, just like most\\nsports, the tracking data of a play is given as a collection of\\n2D time series data representing player movement, 3D time\\nseries of ball positioning, high-level game events and play\\nmetadata (see [12] for details).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300293_pdf_shortened_page_3_figure_010.png\",\"bbox\":[437,124,747,307],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A baseball field diagram illustrates player positions and ball movement paths during a play. To its right, a vertical flow of nine text boxes describes the sequence of events, including pitching, hitting, ground ball, player running, ball being caught and thrown between bases, and ending with \\\"On base (B)\\\", with some boxes highlighted in green.\"},{\"label\":\"figure_cap\",\"bbox\":[420,318,746,421],\"text\":\"Figure 2: An example of a play (left) and the resulting set of\\nevents (right). The original set of events, shown in gray, is fo-\\ncused on the representation of the interaction between the\\nplayers and the ball. We propose the representation of plays\\nby an augmented set of events, shown in green, which en-\\ncompass information about both the actions and the move-\\nments of the players.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,602,747,808],\"text\":\"The game events are pairs (action, player) that refer to\\nspecific actions that give context to the tracking data, like\\nthe moment the ball was pitched, hit, caught or thrown by\\na player, etc. By themselves, the game events offer a high\\nlevel representation of the play that is close to what is nec-\\nessary for building the query. This representation only lacks\\ninformation about the geometry of the play (trajectories of\\nthe targets), which would help to narrow the search down\\nto play where the targets movement resembles what is ob-\\nserved in the video. We then propose an augmented set of\\nevents to represent plays, with new events that represent\\nmore details of the way the players move on top of the the\\noriginal set of events as illustrated in Figure 2 .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,747,954],\"text\":\"Once the play representation is defined, the straightfor-\\nward approach would be to ask the user about the events that\\nmay be seen on the video (Figure 4A ). The query is then built\\non questions that guide the user in the process of looking for\\nthe events that would lead to similar plays on the database.\\nWe have worked with baseball experts in order to select a\\ngroup of questions that effectively summarize baseball plays:\\n1) Who ran? 2) Who are stealing bases? 3) What are the\\nrunners end bases? 5) Who caught the batted ball in flight?\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 63\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,394,267],\"text\":\"6) Who threw the ball? and 7) What is the hit type? The\\nquestions are ordered by the impact on the overall trajectory\\ndata, allowing for a trajectory approximation to be generated\\nas early as possible in the process. We accomplish this by\\nfirst asking questions directly related to the play outcome\\n(i.e. number of runs), and leaving play detail questions to\\nthe end. The set of events is then converted to a play index\\nwhere each pair (event, target) is associated to a bit sequence,\\nas illustrated in Figure 3 .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,394,491],\"text\":\"This approach leads to the clustering of plays by similarity,\\ngiven by the way the augmented set of events was designed.\\nSince the augmented set of events contain information about\\nboth the actions and the geometry of the play, each cluster\\ncontains plays that are similar in both actions and geometry.\\nThe events and the clusters of plays were designed to accom-\\nmodate small differences in the play geometry, in a trade-off\\nbetween the amount of information that will be requested\\nfrom the user for the query and the usefulness of the plays\\nreturned by the query. Empirically, the first play returned\\nby the system is a good approximation of the actions and\\nmovements observed in the video. If the user chooses to in-\\nspect other plays in searching for a better one, the variability\\namong them reduces the number of plays to be inspected.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,394,683],\"text\":\"The user query might result in an index for which there\\nare no exact cluster matches in the database. In order to\\nretrieve the most similar cluster to the user query, we select\\nthe cluster with the largest number of hits in common with\\nthe query. We also allow the users to increase the importance\\nof some of the questions. For example, if the user wants to\\nmake sure only the selected players ran during the play, he\\ncan increase the weight of the question \\\"Who ran?\\\". Let $n$\\nbe the number of questions, $Q$ be the query bits, $W$ be the\\nbits' weights, $X$ be a cluster in the database, and $\\\\mathbbm{1}$ be the\\nindicator function, the similarity between $Q$ and $X$ is given\\nby:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[163,699,297,738],\"text\":\"$$S = \\\\sum _ { i = 1 } ^ { M } W _ { i } \\\\times \\\\mathbb { I } ( Q _ { i } = X _ { i } )$$\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,755,379,774],\"text\":\"Automatic Trajectory Tuning Based on Play Events\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,776,394,953],\"text\":\"After a description of the play is collected using our query\\ninterface (Figure 4 A), our system recommends a cluster of\\ntrajectories that respects the specified event constraints. A\\nrandom trajectory within this cluster is displayed to the user,\\nas shown in Figure 4 C. If this trajectory does not represent\\ncorrectly the play, the user has three options: 1) change\\nthe weight of the questions in Play Description, in order\\nto retrieve a better cluster for the play. 2) Click the switch\\nbutton (top left corner of Figure 4 c) to select another random\\nplay from the cluster. 3) Use the Events Chart (Figure 4 D) to\\nquery this cluster based on event times.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300293_pdf_shortened_page_4_figure_008.png\",\"bbox\":[432,119,737,313],\"reading_order\":8,\"tags\":[],\"alt_text\":\"This image displays a baseball field diagram with player paths and positions, accompanied by two data tables below it. The left table lists \\\"GAME EVENTS\\\" like Pop up and Grounder, while the right table details player actions and positions such as \\\"Lead Off\\\" and \\\"Player running\\\" for various field locations. Arrows connect the \\\"PLAY INDEX\\\" row of both tables to the baseball field, suggesting a correlation between the play data and the visual representation.\"},{\"label\":\"figure_cap\",\"bbox\":[420,329,746,402],\"text\":\"Figure 3: The events of a play are converted to a index, where\\neach bit is associated to a pair (event, player). The index\\nis the key to retrieve similar plays, where the similarity is\\ngiven by how much information about the play is captured\\nby this group of events.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,425,747,842],\"text\":\"In the Events Chart view, the main game events are dis-\\nplayed. In order to align the events of the trajectory data with\\nthe video, we use the sound of the baseball hit in the video .\\nIf the video contains a batting event (bat hits ball), we can\\ndetect the precise moment of the batting event in the audio\\nsignal and we can use this information to align the event\\ndata with the video content. To achieve this, we treat the\\nproblem as an audio onset detection problem under the as-\\nsumption that the batting event corresponds to the strongest\\nonset (impulsive sound) in the audio signal. We use the su-\\nperflix algorithm for onset detection [5] as implemented\\nin the librosa audio processing library [19] to compute an\\nonset strength envelope representing the strength of onsets\\nin the signal at every moment in time. For the analysis we\\nuse a window size of 512 samples and a hop size of 256 sam-\\nples, where the sampling rate of the audio signal is 44.100\\nHz, leaving all other parameters at their default values. To\\nevaluate the approach, we manually annotated a validation\\nset of 311 audio recordings with the timestamp of the batting\\nevent, and compared the output of our detection method to\\nthe annotations, where we consider the output to be correct\\nif it is within 100 ms of the annotated value. Applying the\\napproach the audio recordings achieved an accuracy of 94.5 % ,\\nwhich we deem appropriate for our application. If the video\\ndoes not have a batting event, we let the user perform the\\nevent alignment manually.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,842,747,953],\"text\":\"The user can drag and drop game events across the time\\naxis and query for a play that respects the time at which these\\nevents happened. Once the user starts dragging an event, an\\nimage with the current video frame will be positioned over\\nthe user's mouse, enabling him to identify exactly when this\\nevent happened in the play. For example, if the user wants\\nto specify the time at which the ball was caught and search\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 63\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300293_pdf_shortened_page_5_figure_002.png\",\"bbox\":[88,118,727,540],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image presents a baseball play analysis interface, featuring a \\\"Play Description\\\" form for detailing game events, a video player displaying a baseball game clip, and a baseball diamond diagram illustrating player and ball trajectories. Below these, an \\\"Events Chart\\\" timeline shows thumbnail images and labeled markers indicating different stages of the play.\"},{\"label\":\"figure_cap\",\"bbox\":[68,550,746,597],\"text\":\"Figure 4: HistoryTracker system. A: Users can create a description of the play based on simple questions. B) A video of the\\nplay to be annotated. C) Trajectories are recommended based on the play description provided by the user. D) Events can be\\nused to create a more fine grained query of the play.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,617,394,664],\"text\":\"for this event in the cluster, he should drag the event \\\"Ball\\nwas Caught\\\" in the Events Chart so that it aligns with the\\nplayer action in the video (Figure 4D).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,664,394,776],\"text\":\"Our system adapts the retrieved trajectory so that it re-\\nspects the event \\\"Ball was pitched\\\" in the Events Chart. In\\norder to do so, we shift the retrieved trajectory so that the\\npitched event matches the one specified in the trajectory\\nview. This action is a simple trajectory preprocessing step,\\nbut it allows us to quickly align the begin-of-play on the\\nretrieved trajectory with the begin-of-play in the video.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,777,395,920],\"text\":\"By querying the data with the Events Chart, the user can\\nobtain a better initial trajectory to warm-start their annota-\\ntions. After this step is completed, the user has two options:\\nIf they are satisfied with the retrieved trajectory and think it\\nperfectly matches the play in the video, they can click the\\nsubmit button to save the new trajectory to the disk. Oth-\\nerwise, the user can click the \\\"Edit Trajectory\\\" button and\\nmanually change the positions of players or ball that do not\\nreflect the elements in the video.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,616,693,634],\"text\":\"Refinement on Demand: Manual Annotation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,637,747,732],\"text\":\"We implemented a hand annotation system that allows users\\nto edit and refine the previously recommended trajectories\\n(Figure 5 ). The system is comprised of four parts: A) the\\nvideo playback screen; B) the play diagram in which the user\\nannotates the current player position; C) the video playback\\nslider; and D) the tracking element selector.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,733,747,876],\"text\":\"The trajectory annotation process is straightforward. The\\nuser positions the video at a frame of interest (keyframe)\\nusing the playback slider (Figure 5 C) and marks the player\\nposition in the field by selecting the same position in the\\nplay diagram (Figure 5 B). Consecutive keyframes are linearly\\ninterpolated, generating the tracking data. After the annota-\\ntion of a player / ball is completed, the user can annotate the\\nnext player by selecting it in the Tracking element selector\\n(Figure 5 D).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,877,747,940],\"text\":\"If the user determines that the warm-start trajectory for\\nan element is wrong, they can click on the button \\\"Clear\\nTrajectory\\\" to delete the keyframes from the current element\\ntrajectory and start the annotation again.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 63\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300293_pdf_shortened_page_6_figure_002.png\",\"bbox\":[71,121,405,336],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A digital interface displays a main video of a baseball game in progress, accompanied by a top-down diagram of a baseball field showing a ball's trajectory. Below the video and diagram is a horizontal timeline with multiple video thumbnails and a slider. A \\\"Tracking Element\\\" dropdown is at the top left, and \\\"Submit\\\" and \\\"Clear Trajectory\\\" buttons are at the bottom left.\"},{\"label\":\"figure_cap\",\"bbox\":[68,347,395,393],\"text\":\"Figure 5: Manual tracking system. A: video playback screen.\\nB) Play diagram for position input. C) Video playback slider.\\nD) Tracking element selector.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,421,395,454],\"text\":\"A demonstration video of the HistoryTracker system is\\navailable in the supplementary material.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,467,175,483],\"text\":\"5 EVALUATION\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,488,396,805],\"text\":\"In order to evaluate our annotation methodology, we com-\\npared it to manual tracking with no warm-start, hereby called\\nBaseline. Ten plays were selected to be used in our evalua-\\ntion: we attempted to maximize the variability of the play\\nconfigurations in our sample, regarding the number of play-\\ners, events, and outcomes. Our system was evaluated with\\n8 users: half of them (type A) annotated the odd plays us-\\ning HistoryTracker and the even plays using Baseline, while\\nthe other half (type B) did the inverse (even plays using\\nHistoryTracker, odd plays using Baseline). In total, 80 play\\nannotations were produced, 40 with HistoryTracker and 40\\nwith the Baseline. Users were recruited through email lists;\\nthe only condition for participation was having followed\\nbaseball for a minimum of one year. The age of the users\\nvaried from 19 to 39, with the majority being in their 20's.\\nAlthough most were not involved with baseball profession-\\nally (most of our users were students and researchers) they\\nall professed to having a deep understanding of baseball.\\nIn the screening questionnaire, the users reported having a\\nknowledge of baseball of 8.12 +/- 1.35, on a scale of 1 to 10.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,806,396,887],\"text\":\"In this section, we analyze the tracking results with re-\\nspect to the tracking error and the annotation time. We also\\nperform a qualitative analysis of the system and present the\\nresults of a likert scale questionnaire we applied to the users\\nafter they performed the plays annotation.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,900,173,917],\"text\":\"Analysis of Plays\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,396,953],\"text\":\"In this section, we present the ten plays that were used for\\nthe generation of tracking data using HistoryTracker and\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,251],\"text\":\"Baseline. All plays were used for both annotation methods,\\nwith each user annotating the same play only once. Figure 8\\nshows the ten plays using Baseball Timeline [25] , a spatio-\\ntemporal visualization that represents the position of the\\nplayers with respect to how close they are to the bases, as\\nwell as ball possessions, throws and hits. In this visualization,\\nplayer position is represented in the Y axis and time, in the\\nX axis.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,256,746,337],\"text\":\"[Play 1] The first play is from the fourth inning of the\\nPhiladelphia Phillies versus the Atlanta Braves, June 6, 2017.\\nBatter Maikel Franco grounds the ball softly towards first\\nbase. First baseman Matt Adams catches the ball, runs to first\\nbase and the batter is out. This is a relatively simple play.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,341,746,420],\"text\":\"[Play 2] This play is from the third inning of the Chicago \\nWhite Sox vs Detroit Tigers game, June 27, 2015. Alexei \\nRamirez hits a ground ball, second baseman Ian Kinsler \\ncatches it, throws to first baseman Miguel Cabrera and the \\nbatter is out.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,424,746,522],\"text\":\"[Play 3] Ninth inning of the Texas Rangers versus the\\nColorado Rockies, August 9, 2016. There are runners on first\\nand second base. Batter Gerardo Parra grounds the ball out,\\nwhere it is caught by second baseman Rougned Odor who\\nthrows it to first baseman Mitch Moreland to get the batter\\nout. Runners at first and second advance one base.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,526,746,590],\"text\":\"[Play 4] Third inning of New York Yankees versus the\\nMinnesota Twins, July 26, 2015. Baseman Mark Teixeira flies\\nthe ball out to right fielder Torii Hunter and reaches first\\nbase. The runner on second base reaches third base.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,594,746,674],\"text\":\"[Play 5] Sixth inning of New York Yankees versus Bal-\\nmore Orioles, June 13, 2015. Batter Didi Gregorius hits a\\nground ball. Second baseman Ryan Flaherty catches the ball,\\nthrows it to shortstop J. Hardy. The Runner at first is out at\\n2nd base. Butter saves first base.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,678,746,758],\"text\":\"[Play 6] is from the fourth inning of Chicago Cubs versus\\nthe Houston Astros, September 10, 2016. This is a very unique\\nplay. With Jose Altive batting, runner at first Alex Bregman\\nsteals second base. Catcher throws the ball the the second\\nbaseman.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,746,843],\"text\":\"[Play 7] Houston Astros versus New York Yankees, third\\ninning, October 17, 2017. Batter Austin Romine grounds the\\nball, which is caught by third baseman Alex Bregman who\\nthrows it to first baseman Yuli Gurriel. Runner at first Todd\\nFrazier reaches second base.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,848,746,927],\"text\":\"[Play 8] is from the Seattle Mariners versus the New York \\nYankees, sixth inning, August 27, 2017. Batter Starlin Castro \\nhits a line drive towards the center of the outfield, where it \\nis caught by center fielder Guillermo Heredia. Batter reaches \\nfirst base.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 63\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 7\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300293", "source_image_path": "test_data/3290605-3300293/3290605-3300293_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300293/results/output_json/3290605-3300293_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300293_pdf_shortened_page_7_figure_002.png\",\"bbox\":[116,124,350,299],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This box plot compares the \\\"Average Error (ft)\\\" for two categories: \\\"Baseline\\\" and \\\"HistoryTracker.\\\" The \\\"HistoryTracker\\\" box plot is positioned lower on the y-axis, indicating generally lower average error values, with a lower median, interquartile range, and maximum error compared to the \\\"Baseline\\\" box plot.\"},{\"label\":\"figure_cap\",\"bbox\":[68,310,393,341],\"text\":\"Figure 6: Error comparison between HistoryTracker and\\nmanual tracking from scratch (Baseline).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300293_pdf_shortened_page_7_figure_004.png\",\"bbox\":[116,357,349,531],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This image displays two box plots comparing \\\"Baseline\\\" and \\\"HistoryTracker\\\" data, with the y-axis labeled \\\"Time (min)\\\". The \\\"Baseline\\\" box plot shows a higher median and interquartile range compared to the \\\"HistoryTracker\\\" box plot. Both distributions include several data points marked as outliers beyond their respective whiskers.\"},{\"label\":\"figure_cap\",\"bbox\":[68,544,393,575],\"text\":\"Figure 7: Time comparison between HistoryTracker and\\nmanual tracking from scratch (Baseline).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,597,394,693],\"text\":\"[Play 9] First inning of the Pittsburgh Pirates versus the\\nColorado Rockies, September 24, 2015. Batter Starling Marte\\ngrounds the ball towards left fielder Rafael Ynoa. Runner\\nat second Jeff Decker reaches home plate. Runner at first\\nAndrew McCutchen reaches second base while the batter\\nreaches first base.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,697,394,792],\"text\":\"[Play 10] The final play is from the seventh inning of the\\nSan Diego Padres versus the Baltimore Orioles, June 22, 2016.\\nBatter Yangevisi Solarte hits a soft line drive towards right\\nfielder Matt Trumbo, whose fielding error allows second\\nbaseman Matt Kemp to reach home plate. The batter reaches\\n1st base.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,804,202,823],\"text\":\"Quantitative Analysis\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,394,954],\"text\":\"In this section, we compare the quality and annotation time\\nof the tracking data produced by HistoryTracker and the\\ntracking data acquired with the Baseline manual annotation\\ntool. In order to compare the quality of the annotations, we\\ncomputed the average Euclidean distance of the annotations\\nto the ground truth produced by MLB Statcast, by averaging\\nthe distances between the annotated position and the ground\\ntruth position at every sampled time step. Denoting the set\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,188],\"text\":\"of play elements (players and ball) as E and the set of times\\nover which the positions are sampled as T, we have the error\\nof the annotated trajectory $\\\\hat{x}$ with respect to ground truth $x$\\nas:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[511,220,628,263],\"text\":\"$$E r r o r = \\\\sum _ { i \\\\in E } \\\\sum _ { t \\\\in T } \\\\| x _ { i } ^ { t } \\\\| _ { E } / \\\\| x _ { i } ^ { t } \\\\| _ { T }$$\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,283,746,396],\"text\":\"The comparison between error results of HistoryTracker\\nand Baseline are shown in Figure 6 . HistoryTracker performs\\nsignificantly better than the Baseline, exhibiting about 20 %\\nlower median error, with the same amount of spread. Further-\\nmore, about 40 % of the tracking data generated by History\\nTracker has a lower error than the lowest error generated\\nby the Baseline.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,747,508],\"text\":\"We also compared the play annotation time of History-\\nTracker and Baseline. Figure 7 shows the time taken to com-\\nplete the annotations of every play with both tools. The\\nmedian time taken to annotate using the HistoryTracker was\\nabout 1.5 minutes less than with the Baseline. Overall, our\\nuser study indicates that warm-starting play annotations\\nmake users more efficient and accurate.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,528,513,545],\"text\":\"User Feedback\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,549,746,660],\"text\":\"After the users performed the play annotations with the Base-\\nline and HistoryTracker, they were asked to fill a likert scale\\nquestionnaire, which contained statements regarding their\\nperception of both systems. The users could rank the state-\\nments from 1 (strongly disagree) to 5 (strongly agree). The\\nstatements and the answers from all the users are presented\\nin Table 1 .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,661,747,852],\"text\":\"Our first two statements evaluated how confident users\\nwere about their annotations, regarding both HistoryTracker\\nand Baseline. We can see that the users are equally confi-\\ndent on using both systems. However, the third statement\\nshows that all users perceived HistoryTracker to produce the\\nannotations in a shorter amount of time, compared to Base-\\nline. Regarding ease of use, the fourth and fifth statements\\nshow that the users thought both systems were equally easy\\nto understand and use. Therefore, from a perceptual stand-\\npoint, using HistoryTracker makes the annotation process\\nfaster, with no loss in the perception of difficulty or quality\\nof annotations.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,853,746,949],\"text\":\"Overall, the HistoryTracker was well received by our users.\\nTwo annotators noted that HistoryTracker offered a good\\ninitial approximation of the plays. Another user mentioned\\nthat they spent less time annotating common movements,\\nsuch as pitching and the batter running to first base, because\\na lot of the work was filled in already.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 63\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 8\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300293/results/markdown/3290605-3300293_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[104,117,710,183],\"text\":\"Increasing the Transparency of Research Papers\\nwith Explorable Multiverse Analyses\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[111,200,261,264],\"text\":\"Pierre Dragicevic\\n\\nInria\\n\\nOrsay, France\\n\\npierre.dragicevic@inria.fr\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[299,199,516,264],\"text\":\"Yvonne Jansen\\n\\nC NRS - Sorbonne Université\\nParis, France\\n\\nyvonne.jansen@sorbonne-universite.fr\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[559,200,690,264],\"text\":\"Abhramel Sarma\\nUniversity of Michigan\\nAnn Arbor, MI, USA\\nabhsarma@umich.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[233,277,362,342],\"text\":\"Matthew Kay\\nUniversity of Michigan\\nAnn Arbor, MI, USA\\nmkjay@umich.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[451,275,579,342],\"text\":\"Fanny Chevalier\\nUniversity of Toronto\\nToronto, Canada\\nfanny@cs.toronto.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,351,140,368],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,372,394,598],\"text\":\"We present explorable multiverse analysis reports , a new ap-\\nproach to statistical reporting where readers of research\\npapers can explore alternative analysis options by interact-\\ning with the paper itself. This approach draws from two\\nrecent ideas: i) multiverse analysis , a philosophy of statistical\\nreporting where paper authors report the outcomes of many\\ndifferent statistical analyses in order to show how fragile\\nor robust their findings are; and ii) explorable explanations ,\\nnarratives that can be read as normal explanations but where\\nthe reader can also become active by dynamically changing\\nsome elements of the explanation. Based on five examples\\nand a design space analysis, we show how combining those\\ntwo ideas can complement existing reporting approaches and\\nconstitute a step towards more transparent research papers.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,612,172,630],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,633,393,666],\"text\":\"• Human-centered computing → Human computer in-\\nteraction (HCI)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,682,149,699],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[68,703,393,737],\"text\":\"Multiverse analysis, explorable explanation, statistics, trans-\\nparent reporting, interactive documents.\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,353,555,368],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,368,747,458],\"text\":\"Pierre Dragicevic, Youssen Janssen, Abhranee Sarma, Matthew Kay,\\nand Fanny Chevalier. 2019. Increasing the Transparency of Research\\nPapers with Explorable Multiverse Analyses. In CHI Conference on\\nHuman Factors in Computing Systems Proceedings (CHI 2019), May 4–\\n9, 2019, Glasgow, Scotland UK . ACM, New York, NY, USA, 15 pages.\\nhttps://doi.org/10.1145/3290605.3300295\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,485,549,503],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,506,746,665],\"text\":\"The recent replication crisis in psychology and other disci-\\nplines has dealt a blow to the credibility of human-subject re-\\nsearch and prompted a movement of methodological reform\\n[70] . Much of this movement calls for more transparency\\nin the way statistics are reported, so that findings become\\nmore trustworthy, more likely to be interpreted correctly,\\nand easier to verify and replicate [29, 69, 72] . Concern for\\ntransparency in statistical reporting has spread to the HCI\\ncommunity, which has published several articles [24, 31, 58]\\nand hosted several workshops [56, 57, 96] on the topic.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,666,746,826],\"text\":\"While much of the current discussions around transparent\\nstatistics in HCI focus on how the community can improve\\nits practice, it has been suggested that HCI can do more than\\nendorse and promote the transparent statistics movement –\\nit can actively contribute to it by proposing novel user in-\\nterfaces for better doing and better communicating statis-\\ntics [31, 97] . In this article, we consider the research paper as\\na user interface, and seek to understand how we can enrich\\nthis user interface to better support and promote transparent\\nstatistics reporting.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,746,954],\"text\":\"While there are many ways a statistical report can lack\\ntransparency, a common and damaging form of opacity is\\nundisclosed flexibility (see Figure 1 a), i.e., not reporting the\\ndifferent options that have been tried during the analysis [85,\\n98] , or the options that would have been chosen had the\\ndata been different [40] . Undisclosed flexibility is damaging\\nbecause it substantially increases the chances of reporting\\nerroneous findings, while being invisible to the reader.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,897],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior\\npermission and/or a fee. Request permissions from permissions@em.org.\\nCH 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,265,953],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-05...$150.00\\nhttps://doi.org/10.1145/3206905.3300295\",\"reading_order\":23,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 65\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300295_pdf_shortened_page_1_figure_002.png\",\"bbox\":[68,119,391,213],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays three comparative panels (a, b, c) illustrating different analysis approaches, each juxtaposing an \\\"Analyzed\\\" tree diagram within a window graphic and a \\\"Reported\\\" tree diagram on a folded paper graphic. In \\\"traditional analysis\\\" (a), a complex branching tree with some red highlighting is contrasted with a simplified, angular reported tree. For \\\"planned analysis\\\" (b) and \\\"multiverse analysis\\\" (c), the \\\"Analyzed\\\" and \\\"Reported\\\" tree diagrams are identical, with (b) showing a simple, angular tree and (c) showing a comprehensive, symmetrically branched tree.\"},{\"label\":\"figure_cap\",\"bbox\":[68,225,395,300],\"text\":\"Figure 1: Three reporting strategies, from the least trans-\\nparent to the most transparent: a) traditional analysis with\\nundisclosed flexibility; b) planned analysis; c) multiverse\\nanalysis. Each branching represents a choice between differ-\\nent analysis options [71] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,315,394,507],\"text\":\"One response to the issue of undisclosed flexibility has\\nbeen to encourage researchers to commit to a single sta-\\ntistical analysis that has been planned [17, 31] and ideally\\nregistered [24] ahead of time (Figure 1 b). Although plan-\\nning eliminates the problem of undisclosed flexibility, some\\nstatisticians and methodologists are starting to argue that\\nmore transparency can be achieved by letting researchers try\\nmany analyses and report all of them in their paper [86, 87]\\n(Figure 1 c). This is partly motivated by evidence that dif-\\nferent researchers who analyze the same data will make\\ndifferent choices and will thus get slightly — and sometimes\\nwidely — different results [84] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,508,394,634],\"text\":\"In a multiverse analysis , researchers identify sets of de-\\nfensible analysis choices (e.g. different ways of excluding\\noutliers, different data transformations), implement them all,\\nand then report the outcomes of all analyses resulting from\\nall possible choice combinations. This approach increases\\ntransparency because readers can appreciate the “ fragility\\nor robustness of a claimed effect ” [86] by checking whether\\nthe findings are dependent on arbitrary analysis choices.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,394,778],\"text\":\"Multiverse analysis promises an unprecedented level of\\ntransparency for research papers, but the idea is in its infancy.\\nWriting papers with a multiverse analysis are difficult and\\nthere is currently very little guidance. An important part of\\nthe difficulty lies in reporting the outcomes of potentially\\nhundreds or thousands of analyses in a single research paper\\n(past examples contain between 120 and 1728 analyses [86,\\n87] ), causing challenges for authors, reviewers, and readers.\\nThere are currently two ways to approach this problem.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,779,394,955],\"text\":\"A first option consists of sharing multiverse analyses as\\nsupplementary material, letting readers look under the hood\\nof a default analysis and try alternative analysis options\\nin a different environment. This approach has long been\\npromoted by the reproducible research movement, and has\\nbeen the subject of a vast body of work [21, 41, 73] . Although\\nsupplementary material is crucial for reproducibility and\\nreuse, casual readers are very unlikely to engage with it. Thus,\\nproponents of multiverse analysis argue for acknowledging,\\nreporting and discussing the multiverse in the research paper\\nitself [86, 87] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,298],\"text\":\"A second option consists of summarizing the multiverse\\nin the research paper itself using tables and custom plots.\\nThis is the approach put forward by the two papers intro-\\nducing multiverse analysis [86, 87] , which use as examples\\nhistograms of $p$ -values [87] , grids of $p$ -values [87] , and sorted\\ndot-plots of point estimates where color encodes statistical\\nsignificance [86] . Although such visualizations are very use-\\nful as overviews, they force the paper author to collapse the\\nresults of each analysis into a single point estimate, $p$ -value\\nor statistical significance verdict. In doing so, a lot of the\\nrichness and nuance of well-crafted statistical reports is lost.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,746,538],\"text\":\"A third approach, which we propose here, consists of\\nmaking the results section of the research paper interac-\\ntive. More specifically, we introduce and explore the concept\\nof explorable multiverse analysis report ( EMAR ). An EMAR is\\na multiverse analysis report that is presented in the form\\nof an explorable explanation in Bret Victor's sense [94] . Ex-\\nplorable explanations are explanations that \\\"enable and en-\\ncourage truly active reading\\\" and allow \\\"the reader to play\\nwith the author's assumptions and analyses, and see the\\nconsequences\\\" [94] . At the same time, they can be read like\\nnormal prose: \\\"the reader is not forced to interact in order to\\nlearn\\\" [94] . Consistent with this design philosophy, an EMAR\\nlooks like a regular results section, but readers are given\\nthe possibility to change some of the analysis options and\\nimmediately see the results within the research paper itself.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,538,746,715],\"text\":\"We posit that EMARS can be a useful and compelling com-\\nplement to existing multiverse reporting approaches. Our\\ngoal with the present paper is to provide a better under-\\nstanding of the design space of possible approaches. We will\\nexplore this design space through five examples of short\\ninteractive papers 1 we have written to demonstrate the con-\\ncept of explorable multiverse analysis report. We will discuss\\nthe trade-offs between different EMARS reporting strategies,\\nas well as the benefits and challenges raised by EMARS com-\\npared to alternative reporting strategies such as the use of\\nsupplemental material or static multiverse analysis reports.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,728,550,745],\"text\":\"2 RELATED WORK\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,750,746,830],\"text\":\"We regard the research paper as an interactive medium and\\nfocus on how this medium can support the communication of\\nmultiverse analyses. We review prior literature on interactive\\ndocuments and interactive statistical reports, and discuss the\\nstate of academic publication practices.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,844,561,860],\"text\":\"Interactive Documents\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,864,746,914],\"text\":\"We use \\\"document\\\" to refer to any information artifact that is\\nconstructed around a textual narrative. Since the invention\\nof hypertext [16] , the HCI community has never stopped\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,650,953],\"text\":\"1 available at https://explorablemultiverse.github.io/ .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 65\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,348],\"text\":\"to explore how interactivity can be used to enhance doc-\\numents, e.g., for supporting annotation tasks [81, 101] or\\nnon-linear navigation within document content. Fluid docu-\\nments [102, 103] , for example, allow for supplemental con-\\ntent such as definitions and details to be revealed in-place\\nand on demand. Document Cards [89] operate the opposite\\nway by summarizing content into a set of curated figures in\\norder to produce concise views that facilitate browsing of\\ndocument collections. Elastic documents explore linking of\\ntext and tables to generated contextual visualizations [10] .\\nFinally, explorable explanations are highly-interactive doc-\\numents for which there exists a proof-of-concept toolkit,\\nTangle [94] , and a comprehensive toolkit, Idyll [25] , that was\\njust recently released.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,395,492],\"text\":\"In parallel with this stream of research, rich interactive\\ndocuments have become prevalent on the web. News outlets\\nnow publish stories rich in animated figures and interactive\\ngraphs, providing the reader with a more engaging reading\\nexperience [44] . Greatly facilitated by the development of\\nspecialized web editorial tools (see [25] for a comprehensive\\nreview), this trend is spreading to the scientific sphere. For\\nexample, the Distill [1] platform specializes in the publication\\nof machine learning articles with interactive figures.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,492,395,572],\"text\":\"These prior efforts illustrate the many ways interactivity\\ncan be used to enhance the reading experience. Inspired by\\nthis movement, we propose to add interactivity to the results\\nsection of research articles in order to support more complete\\nand more transparent statistical reports.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,582,370,600],\"text\":\"Academic Publishing: A Long-Awaited Transition\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,395,826],\"text\":\"Even though academic journals and conferences still heavily\\nrely on static PDF documents, there has been efforts to move\\nbeyond them. The past decade has seen the introduction\\nof many interactive publication concepts such as semantic\\npublication [83] , rich interactive publication [20] or narrative\\ninteractive publication [90] . Interactive enrichments include,\\nfor example, semantic markup of textual terms and struc-\\ntured document summaries [83] , two-way linking between\\nthe article's narrative and underlying research data enabling\\ngeneration of interactive tables and visualizations [74] , ci-\\ntations in context where quotes from the original text are\\npresented in a tooltip along with the full reference [83] , and\\nmultimedia enhancements such as animated and interactive\\nfigures [11, 47, 95] , interactive maps and timelines [20] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,395,954],\"text\":\"Some of these new forms of publication have been im-\\nplemented by academic publishers. In particular, interactive\\nexploration of 2D/3D scientific imagery and virtual volume\\nrendering has been around for some time [6, 7, 68] . In order\\nto better support research reproducibility, academic publish-\\ners have also been experimenting with various variations\\nof Knuth's vision of literate programming [60] , such as the\\nconcept of executable paper where the reader can re-execute\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,220],\"text\":\"snippets of code to re-compute figures of a research article in\\na side panel [61] . To date, Distill [1] , mentioned previously,\\nmight be the scholarly journal that most fully embraced in-\\nteractivity. Distill papers allow readers to delve into how\\ncomputational models work by interactively manipulating\\ntheir parameters.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,220,747,316],\"text\":\"This stream of work reveals a clear intent from the re-\\nsearch community and publishers to push for more interac-\\ntive publication media. However, the vast majority of the\\nliterature on the topic remain at a technical level, with very\\nfew concrete examples of interactive papers and virtually no\\ndiscussion on how interactive papers should be designed.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,343,602,360],\"text\":\"Interactive Statistical Reports\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,363,747,603],\"text\":\"It has long been suggested that people can better learn statis-\\ntics if they are allowed to interact with parameters of statis-\\ntical analyses and observe the results in real time [19, 27, 67] .\\nSuch interactive applications can be used for, e.g., demon-\\nstrating the central limit theorem [71] or showing how statis-\\ntical analysis outcomes vary across replications [26] . Today,\\nthere is a proliferation of websites such as Seeing theory [63] ,\\nR Psychologist [64] or Seosa [75] , which employ interactive\\nanalyses to explain various statistical concepts. These ap-\\nplications differ from our work in two important respects.\\nFirst, they are not documents as we define them, but user\\ninterfaces that combine plots with controls. Second, their\\npurpose is to educate people about general statistical con-\\ncepts through simulations, not to communicate the findings\\nfrom a particular study.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,748,809],\"text\":\"Early on, Sawitski [80] advocated for statistical environ-\\nments that let users mix textual narratives with interactive\\nplots. In his example paper, all figures are linked to the same\\nunderlying statistical model and changes in one figure are\\nreflected in all other figures. Aschwanden's web essay [9] is\\na compelling example of how interactivity can help readers\\nappreciate the influence of analysis choices on outcomes. Em-\\nbedded in the text is an interactive figure where the reader\\ncan dynamically exclude data and manipulate analysis pa-\\nrameters, and observe whether different choices result in a\\nstatistically significant outcome or not. However, this work\\nstill focuses on general statistical education rather than on\\nhow to communicate findings from real empirical data.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,954],\"text\":\"There has recently been a surge of work on extending\\nstatistical computing and graphing languages to support the\\nauthoring of interactive documents. R Shiny [5] allows au-\\nthors to create statistical reports with dynamic plots and\\ninteractive controls. The R Markdown Gallery [3] features\\nmany compelling examples of such interactive statistical re-\\nports. Jupyter Notebook [2] is another popular environment,\\nwith a special focus on literate statistical reports [60, 77] that\\ninterleave code snippets with plots, tables and narratives.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 65\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,125,394,220],\"text\":\"All such environments could in principle be used to imple-\\nment emaras, with the proper API. In our work we chose\\nto use generic web technologies instead (HTML, CSS and\\nJavaScript), as our focus is on prototyping and exploring non-\\nstandard designs rather than developing a toolkit, which we\\nsee as the next step.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,394,363],\"text\":\"All these prior efforts demonstrate a real enthusiasm for\\napproaches that offer readers the possibility of interacting\\nwith statistical reports. However, we do not know of any\\nexample that focuses on how to report a multiverse study\\nanalysis. Furthermore, interaction is typically limited to fig-\\nures, while the text itself is static and non-interactive. We\\nshow how by building on Bret Victor's explorable explana-\\ntions [ 94 ] we can explore a richer design space of interactive\\nstatistical reports.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,375,161,391],\"text\":\"3 EXAMPLES\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,395,395,587],\"text\":\"We wrote five mini-papers (2 – 4 pages each) to explore the\\ndesign space of emacs . We refer to each of them by a code\\nname (e.g., F REQUENTIST , L INCENT ). All mini-papers are re-\\nanalyses of previously published studies for which data and\\nR scripts were publicly available. They are self-contained and\\ncan be read online at https://explorablemultiverse.github.io\\nor by clicking directly on a code name below. In addition\\nto the interactions described below, all mini-papers include\\na toolbar allowing readers to: i) switch between a single-\\ncolumn HTML layout and a two-column ACM layout; ii)\\nanimate the paper by randomly drawing analyses; and iii)\\nswitch back to the analysis that was shown by default.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,598,225,615],\"text\":\"Example 1 - FREQUENTIST\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,618,395,826],\"text\":\"The F REQUENTIST example [36] is a reanalysis of a CHT study\\nevaluating physical visualizations [51] . It is meant to illus-\\ntrate a few basic multiverse analysis ideas for a typical fre-\\nquentist analysis with confidence intervals (CIs). The results\\nof the analysis are initially identical to the original paper, in-\\ncluding the two figures reporting mean task completion time\\nper technique and pairwise comparisons, with 95 % CIs. Four\\naspects of the analysis can be changed by the reader, which\\nhas the effect of immediately updating the two plots and\\nsome text elements such as explanations and figure captions.\\nChanges are made by clicking or dragging the elements of\\nthe text in blue as in Bret Victor's explorable explanations\\n[94] (see Figure 2 ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,395,954],\"text\":\"First, horizontally dragging the \\\"95%\\\" text has the effect of\\nchanging the confidence level (7 levels are provided from 50%\\nto 99.9%) and updating the length of error bars in the two\\nfigures. This allows the reader to appreciate that the 95% level\\nis arbitrary [66] and thus that Cls should not be interpreted in\\na strictly dichotomous manner [29] . Meanwhile, readers who\\ninsist on interpreting effects as significant or non-significant\\nhave the option of changing the customary cutoff of $\\\\alpha$ =.05\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,459,746,491],\"text\":\"(95% CIs), for example to the $\\\\alpha = .005$ (99.5% CIs) criterion\\nnow advocated by some methodologists [15].\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300295_pdf_shortened_page_3_figure_010.png\",\"bbox\":[437,129,728,241],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This dot plot with error bars compares four interaction methods: physical touch, physical no touch, virtual prop, and virtual mouse, against a time axis from 0 to 70 seconds. Each method is represented by a black dot indicating a mean time and a horizontal line showing its range. The data visually suggests physical touch is fastest, followed by physical no touch, with virtual prop and virtual mouse being the slowest and having similar durations.\"},{\"label\":\"figure_cap\",\"bbox\":[447,241,720,267],\"text\":\"Figure 3. Average task completion time (geometric mean) for\\neach condition. Error bars are 95 % t-based CIs.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[442,280,724,361],\"text\":\"We focus our analysis on task completion times, reported in\\nFigures 3 and 4 . Dots indicate sample means, while error\\nbars are 95 % confidence intervals computed on log-\\ntransformed data [6] using the t-distribution method.\\nStrictly speaking, all we can assert about each interval is\\nthat it comes from a procedure designed to capture the\",\"reading_order\":12,\"tags\":[]},{\"label\":\"figure_cap\",\"bbox\":[420,375,746,434],\"text\":\"Figure 2: Excerpt from the mini-paper Frequentist , show-\\ning widgets embedded in the text in Bret Victor's [94] style.\\nOperating a widget changes one aspect of the analysis and\\nimmediately updates the figure.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,491,746,665],\"text\":\"Clicking the \\\"transformed data\\\" text toggles the text to\\n\\\"untransformed data\\\" and updates the two figures with results\\nfrom the corresponding analysis. Although some researchers\\nrecommend that completion times be log-transformed [79] ,\\nother researchers may be suspicious of, or unfamiliar with\\ndata transformations—this option reassures them that the\\nresults hold for untransformed data. Similarly, clicking on \\\"t-\\ndistribution\\\" switches the text to \\\"BCa bootstrap\\\" and shows\\nthe results of the analysis using non-parametric bootstrap\\nCIs, which tend to be liberal (i.e., too narrow) with small\\nsamples but do not require distributional assumptions [59] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,746,857],\"text\":\"Finally, the plot with the three planned pairwise compar-\\nisons (not shown in Figure 2 ) shows uncorrected CIs, but the\\nreader can apply a Bonferroni correction by clicking on the\\ntext “ not corrected for multiplicity ” . Correction for multiplic-\\nity is strongly recommended by many but it is not without\\ndrawbacks: there is a controversial and complex literature on\\nthe topic [31] . To help the reader interpret the CIs correctly,\\nthe mini-paper contains a paragraph that gives the individ-\\nual and the family-wise CI coverage and false positive rates,\\nwhich are updated whenever Bonferroni correction is turned\\non or off, or whenever the confidence level is changed. More\\ndetails can be found in the mini-paper itself [36] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,953],\"text\":\"The F REQUENTIST mini-paper covers a total of 7×2×2×2 =\\n56 unique analyses. The paper concludes that the findings\\nfrom the original study (i.e., good evidence of a difference\\nfor the first two comparisons, inconclusive results for the\\nthird one) are reasonably robust, as they hold across the\\nsub-multiverse where the confidence level is at 95 % or less.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 65\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300295_pdf_shortened_page_4_figure_002.png\",\"bbox\":[70,125,742,282],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This multi-panel forest plot displays 95% confidence intervals for seven statistical methods across four conditions (e1, e2, e3, e4). Each interval is marked by a triangle for the mean estimate or a circle for the Hodges-Lehmann estimate. The color of the interval indicates whether it contains zero (turquoise for TRUE, red for FALSE), with a dashed vertical line at zero in each panel.\"},{\"label\":\"figure_cap\",\"bbox\":[68,297,746,359],\"text\":\"Figure 3: Plot from the mini-paper LIKER , summarizing point estimates and 95 % CIs for an effect measured across 4 different\\nexperiments (columns) and analyzed using 9 different methods (rows). Clicking on a row label updates the method section.\\nHere no matter how the data are analyzed, no conclusive effect is found for the first three experiments (blue intervals), while\\nthere is convincing evidence for an effect in the fourth (red intervals).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,394,460],\"text\":\"As noted earlier, this and all other mini-papers below offer\\nthe option of animating the multiverse by repeatedly drawing\\nan analysis at random. This feature gives an overview of the\\nmultiverse and permits the reader to observe which parts of\\nthe article change substantially across the multiverse.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,471,188,488],\"text\":\"Example 2 ­ LIKERT\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,394,665],\"text\":\"The Likert example [34] is a reanalysis of a recent InfoVis\\nstudy on the effect of charts on comprehension and per-\\nsuasion [35] . It provides an example of multiple alternative\\nanalyses that differ substantially in their methodology. The\\ndependent variable of interest is the response to a single\\nLikert-type question, a type of data commonly collected in\\nHCI and for which different analysis approaches have been\\nproposed in the field [54, 99] . As there is currently no con-\\nsensus on how to best analyze such data, any single analysis\\nmethod is unlikely to convince all readers and reviewers.\\nThis issue is easily addressed with a multiverse analysis.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,394,921],\"text\":\"The LeGant mini-paper reanalyzes the four experiments\\nin the original InfoVis study [35] using nine different meth-\\nods covering a broad range of approaches, including para-\\nmetric vs. non-parametric and frequentist vs. Bayesian. In\\ncontrast with the previous mini-paper, all analysis outcomes\\nare summarized in a static overview figure to facilitate com-\\nparison. Seven of the nine methods yield simple effect sizes\\n(e.g., mean differences) which are summarized in the plot\\nshown in Figure 3 , while the remaining two methods yield\\nlog-odds ratios, reported in a different plot (not shown here).\\nBy default, the method section in the mini-paper only details\\nthe bootstrap method, which was used in the original study.\\nHowever, clicking on a row label in the figure changes the\\nmethod section to provide a description and justification of\\nthe selected method, an interpretation of its results, and the\\n$p$ -value for the fourth experiment (when available).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,953],\"text\":\"The LIERT mini-paper covers a total of 9 unique analyses.\\nIt concludes that the results are consistent across analyses:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,711,746,807],\"text\":\"no matter how the Likert data are analyzed, no conclusive\\neffect is found for the first three experiments (blue intervals\\nin Figure 3), while there is convincing evidence for an effect\\nin the fourth (red intervals). The results differ slightly never-\\ntheless, and the reader can observe which types of analysis\\nare more conservative and which ones are more liberal.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[442,388,481,400],\"text\":\"$$\\n Fertility \\n$$\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[442,400,720,428],\"text\":\"The classification \\\\S class of women into a high or low fertility\\ngroup based on cycle day can be done in several ways:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[461,438,719,600],\"text\":\"* Participants with cycle days ranging from 7 to 14\\nare assigned to the high fertility group, whereas\\nparticipants with cycle days ranging from 17 to 25 are\\nassigned to the low fertility group [2] .\\n□ days 6–14 are used for high fertility, whereas days\\n17–27 are used for low fertility [4] ,\\n□ days 9–17 for high fertility and 18–25 for low\\nfertility [5] ,\\n□ days 8–14 for high fertility and 1–7 and 15–28 for\\nlow fertility [6] , and\\n□ days 9–17 for high fertility and 1–8 and 18–28 for\\nlow fertility [7] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"figure_cap\",\"bbox\":[420,630,746,690],\"text\":\"Figure 4: Excerpt from the mini-paper DataVerse ATA V ERSE , listing\\nfive different ways of dichotomizing a dependent variable.\\nElsewhere in the mini-paper, an interaction plot gets up-\\ndated each time an option is chosen.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,820,566,837],\"text\":\"Example 3 ­ DATAVERSE\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,746,954],\"text\":\"The Dataverse example [55] reproduces part of the multi-\\nverse analysis reported in Steegen et al. [87] , which is itself a\\nre-analysis of a famous and controversial study on the effect\\nof ovulatory cycles on voting behavior [38] . The Dataverse\\nexample is meant to illustrate alternative ways of processing\\nexperimental data (e.g., dichotomizing responses, excluding\\nparticipants), and the use of interactive choice lists.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 65\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,394,331],\"text\":\"The \\\"Constructing the data multiverse\\\" section in Steegen\\net al. [87] goes through each data processing choice made\\nin the original study [38] and describes alternative choices\\nthat could have been reasonably made. The D ATAVERSE mini-\\npaper essentially reproduces this section with the difference\\nthat the reader can select particular choices. The mini-paper\\nfirst lists five ways of dichotomizing a particular dependent\\nvariable, and lets the reader choose one of them (Figure 4 ).\\nFour other data processing operations are described after-\\nwards, each with two to three options to choose from. The\\nmini-paper ends with a figure showing the result of the se-\\nlected analysis in the form of an interaction plot, which is\\nupdated each time a different option is chosen in the text.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,331,394,538],\"text\":\"The DAtaverse mini-paper covers 5x2x3x3x2 = 180 uni-\\nverse analyses. Steegen et al. [ 87 ] summarizes the multiverse\\nby plotting the 180 corresponding $p$ -values. While this sum-\\nmary provides an extremely useful overview clearly showing\\nthat the original findings are not robust, it does not allow\\nthe reader to examine detailed outcomes of specific analyses\\nof interest. By making it possible to select any particular\\nanalysis and see the resulting effect sizes, the DAtaverse\\nmini-paper conveys more complete results than a simple\\nsummary of $p$ -values. As in the Frequentist mini-paper the\\nmultiverse can be animated, giving a striking demonstration\\nof the variability of effect sizes across the multiverse that\\ncan usefully complement the $p$ -value summary.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,549,184,566],\"text\":\"Example 4 – PRIOR\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,394,682],\"text\":\"The Pion example [78] is a reanalysis of a CHI study [52]\\nthat used Bayesian analysis to examine the effect of incident-\\nal power poses on risk taking behavior, measured using the\\nnumber of pumps in a balloon pumping task. In our mini-\\npaper, we reanalyze the data for experiment 2 using a similar\\nBayesian model to show the effect of using different priors\\non the difference in number of pumps on the results.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,394,905],\"text\":\"A Bayesian analysis allows researchers to set priors on\\nparameters, enabling them to incorporate domain knowl-\\nedge into the analysis. However, several different priors\\nmight be reasonable for the same analysis. Researchers can\\nface the problem of choosing between different priors, each\\nof which may appear defensible. For example, a researcher\\nmight choose a 0-centered, skeptical, regularized [66] prior to\\ndown-weight unreasonably large effect sizes. Alternatively, a\\nresearcher may opt for an optimistic prior centered on a pre-\\nviously observed effect size in the same domain. A researcher\\nmay also be more or less confident in their prior knowledge,\\nwhich may manifest in narrower (more confident) or wider\\n(less confident) priors. These are just some of the myriad\\npossibilities.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,394,954],\"text\":\"Performing an analysis with just one prior might lead to\\na biased result; it also imposes the author's prior beliefs on\\nthe reader. By contrast, our PseuR mini-paper shows how\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,471,746,646],\"text\":\"an emar can let authors present the same analysis with a\\nrange of reasonable priors. The reader can change the default\\nprior on the mean difference in number of pumps, and the\\nposterior density plot is updated dynamically. The reader\\ncan manipulate the prior by chunging its location (from 0-\\ncentered up to a large effect) and its width (from narrow to\\nwide). Unlike other examples, these two axes are continuous.\\nThe reader can change their prior either by clicking and\\ndragging on a point in a 2-dimensional space (see Figure 5), or\\nby clicking and dragging on text sliders (like how confidence\\nlevel can be adjusted in the F REQUENTISR mini-paper).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300295_pdf_shortened_page_5_figure_009.png\",\"bbox\":[421,119,747,370],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A density plot illustrates a red \\\"Prior density\\\" curve over a \\\"Mean difference in the number of pumps\\\" x-axis, with a central shaded \\\"Region of Practical Equivalence\\\" and several overlaid dashed normal distributions. An inset shows a 2x2 grid with labeled points, and text at the top mentions \\\"Skeptical 50% - 50% Optimistic\\\" and \\\"Narrow 50% - 50% Wide.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[421,380,746,440],\"text\":\"Figure 5: Excerpt from the mini-paper Pict2Pix depicting the\\nprior and posterior densities. Readers can use the 2D selec-\\ntion widget (left inset gray box) or drag the highlighted per-\\ncentages to change the prior.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,647,747,854],\"text\":\"Readers of the Pictor mini-paper can see how the prior\\naffects the posterior probability of the mean difference of\\ninterest. Animating the multiverse depicts the results from\\na randomly chosen prior along these dimensions and high-\\nlights the extent to which the choice of prior can affect the\\nresults of the study. In this example, it highlights that large\\neffect sizes are likely only if one has a confident prior cen-\\ntered on the large effect size of the original power post study\\n[22] , ignoring any intervening studies (a meta-analysis of\\nwhich found an effect less than half the size [46] ). This shows\\nhow being able to shift the prior allows readers to answer\\nquestions like “ what would I have to have believed before\\nthis study in order to believe there is a large effect here? ” .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,869,542,886],\"text\":\"Example 5 - DANCE\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,746,954],\"text\":\"The DANCE example [33] is a reanalysis of a previous InfoVis\\nstudy on the perception of correlations [48]. It is meant to\\nillustrate the use of simulated datasets to convey inferential\\ninformation that can be missing from plots.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 65\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300295_pdf_shortened_page_6_figure_002.png\",\"bbox\":[65,118,746,264],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays two identical tables side-by-side, each structured with columns representing different 'r' values (0.1, 0.3, 0.5, 0.7, 0.9) and an \\\"Overall\\\" category. Each cell contains a colored rectangular block with a text label (e.g., \\\"pop-neg\\\", \\\"scatterplot-pos\\\", \\\"ordered line-pos\\\"), and colored arrows connect specific blocks across columns. The left vertical axis has the label \\\"better\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[68,273,746,335],\"text\":\"Figure 6: Left: plot showing a ranking of visualizations in their ability to convey correlation [48] . Right: an alternative plot that\\ncould have reasonably come up in an exact replication, created by bootstrapping the experimental dataset. Some results hold\\n(e.g., the bottom of the ranking) while some do not (e.g., the top and middle of the ranking). The mini-paper Dance ANCE allows to\\nanimate between 100 of those plots.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,354,395,561],\"text\":\"Here, the analysis procedure is the same across the mul-\\ntiverse but the raw dataset varies. More specifically, 100\\nalternative datasets were created from the original study's\\ndataset using bootstrapping [100] . A bootstrap dataset is cre-\\nated by sampling the original dataset with replacement. A\\nremarkable property of bootstrapping is that the distribution\\nof bootstrap samples tends to resemble the true sampling\\ndistribution, and thus bootstrap samples can be used to com-\\npute CIs [39] . In the DANCE example, we use bootstrapping\\nto derive a set of datasets that could have reasonably come\\nup if the study was replicated with different participants. We\\nthen subject all datasets to the same statistical analysis and\\nplotting procedure.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,561,395,689],\"text\":\"The mini-paper reproduces the analysis from the original\\nstudy, with its four plots. It also lets readers replace the\\noriginal dataset with any of the 100 bootstrap datasets. When\\nthe dataset changes, each of the 4 plots changes slightly. More\\ninterestingly, animating the multiverse yields a “dance of\\nplots” similar to Cumming’s dance of $p$ -values [28] and other\\nstatistical dates [32] , with the difference that the sampling\\ndistribution is estimated from data rather than simulated.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,689,395,882],\"text\":\"Animating the multiverse of bootstrap datasets allows the\\nreader to appreciate the reliability of the different quantities,\\ntrends and patterns depicted by each plot and to carry out\\n\\\"inference by eye\\\" [30] : a pattern that is stable across the\\nmultiverse is a good indication that it is reliable. This is an\\nexample of the use of hypothetical outcome plots (HOPs)\\nfor conveying uncertainty [50, 53] . Compared to static repre-\\nsentations of inferential information such as error bars, this\\ntechnique has the advantage of being applicable to any plot.\\nIt is especially useful for revealing statistical uncertainty that\\nis hidden in some plots, such as the ranking plot reproduced\\nin Figure 6 . More examples can be found in the mini-paper.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,353,522,371],\"text\":\"Implementation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,375,747,645],\"text\":\"We combined a set of existing web frameworks to render\\nacademic papers in the browser. We use distill.js 2 as a base\\nframework to provide support for transforming BtnT\\neX ref-\\nerences into hyperlinks and adding a list of numbered ref-\\nerences at the end of the document. The css styling for the\\nACM SIGCHI format is taken from the Pubcss project 3 which\\nenables writing of ACM style compliant articles using HTML\\nand CSS. Pubcss requires a compilation step to transform\\nthe HTML sources into a PDF which is not desirable for our\\npurposes. We thus developed our own conversion scripts\\nin JavaScript which takes an HTML document written to be\\ncompliant with the distill format as well as the css file from\\nPubcss and transforms the layout of the distill format such\\nthat it appears in the browser window like a paginated PDF\\nin the SIGCHI format. This custom script also takes care of\\nhandling differences between the distill.js format and the\\nACM format to enable restyling for the two template styles.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,645,746,789],\"text\":\"For handling interaction, we use a customized version\\nof the Tangle JavaScript library developed by Bret Victor\\nfor his essay on explorable explanations [94] . This library\\nenables in-text widgets, as illustrated in our examples. In\\naddition to updating text, we use Tangle callbacks that update\\nfigures by changing their source url. We extended the Tangle\\nlibrary to support additional widgets, such as the choice\\nlists from the example DATATIVER . In the LIERT example,\\ninteraction with figures is enabled using HTML image-maps .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,789,746,901],\"text\":\"For LikeIt , which uses static figures, the plots were simply\\ngenerated in R and exported as bitmaps. In Frequentist ,\\nDataverse and Dance , all possible figures were generated\\nin R and exported as bitmaps with a naming scheme allowing\\nJavaScript to retrieve the figure corresponding to a specific\\ncombination of analysis options. In all three examples little\\nmodification to the existing R analysis was necessary, and\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[423,911,594,925],\"text\":\"2 https://github.com/distillpub/template\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,925,596,939],\"text\":\"3 https://github.com/thomaspark/pubcss\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,566,953],\"text\":\"4 http://worrydream.com/Tangle/\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 65\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300295", "source_image_path": "test_data/3290605-3300295/3290605-3300295_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300295/results/output_json/3290605-3300295_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"mostly involved wrapping the code inside a function that\\nwas called multiple times with different parameters.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,394,315],\"text\":\"For our Prior example, the naive approach might be to\\nre-fit the model interactively or to pre-fit several hundred\\nmodels to approximate continuous selection, both of which\\nare infeasible due to the time needed to fit Bayesian models.\\nInstead, we pre-fit a small number of versions of the same\\nmodel $M$ with $J=8$ slightly different priors. We define a\\nset of equally-spaced priors along two dimensions: location\\nand scale. This defines $J$ different priors; we fit $J$ variants of\\nmodel $M$ , one with each prior, using Markov chain Monte\\nCarlo (MCMC) in Stan [91] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,315,394,418],\"text\":\"Using a weighted mixture of the $J$ priors, we can derive\\nthe posterior distribution for any variant of model $M$ . Given\\nthe desired weights on each prior $(w_j^{(0)})$ and the marginal\\nlikelihoods of the models fit with each prior ( $C_j$ ), the poste-\\nrior distribution can be expressed as a weighted mixture of\\nthe posteriors of the models, with posterior weights $w_j^{(1)}$ ;\",\"reading_order\":4,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[189,433,391,480],\"text\":\"$$ w _ { j } ^ { ( 1 ) } = \\\\begin{array} { r } { w _ { j } ^ { ( 0 ) } C _ { j } } \\\\\\\\ { \\\\sum _ { i } w _ { i } ^ { ( 0 ) } C _ { j } } \\\\end{array} \\\\quad( 1 ) $$\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,499,394,595],\"text\":\"We use a kernel density estimator to obtain posterior den-\\nsities from each mcmc posterior, and we use bridge sampling\\n[45] to calculate marginal likelihoods. This approach admits\\na range of possible prior shapes and model types—essentially\\nany model and prior that can be fit using Stan . These steps\\nare pre-computed in R and written to a csv file.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,596,394,692],\"text\":\"In the browser, as users interact with Tangle widgets or\\nour 2D widget (Figure 5 ) to move along the two dimensions\\n(location and scale), we calculate the weights for the prior\\ndistributions and the corresponding weights for the posteri-\\nors using the above formula. We then calculate the mixture\\nposterior density and visualize it using D3.js in real time.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,709,286,726],\"text\":\"4 THE DESIGN SPACE OF EMARS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,394,842],\"text\":\"Based on the previous examples, we lay out a terminology\\nand a design space for explorable multiverse analysis reports\\n( EMARS ). These are meant to structure the discussions in this\\npaper, as well as provide a common framework and language\\nfor future research. Throughout this section, we also discuss\\nthe major trade-offs between different points in the design\\nspace and offer general tips for writing EMARS .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,394,954],\"text\":\"Designing an EMARS involves two steps: i) defining the mul-\\ntiverse, i.e., choosing what analyses to conduct and report,\\nand ii) designing the report, i.e., choosing how to report these\\nanalyses. Although step i) has been previously discussed by\\nSimonsohn et al. [86] and Steegen et al. [87] , here we extend\\ntheir discussion to cover a broader spectrum of analyses\\nrelevant to EMARS . We start with basic terminology.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,124,605,140],\"text\":\"Basic Multiverse Terminology\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,143,748,352],\"text\":\"Consider the \\\"tree of analysis\\\" metaphor of Figure 1 . Inspired\\nby Nolan and Temple Lang [71] , an analysis proceeds from\\ntop to bottom, and each branching represents a choice be-\\ntween different analysis options. We refer to an analysis\\nparameter as a node in the tree that has more than one\\nchild, and to an analysis option as one of those children.\\nAn analysis , meanwhile, is a complete path from the root\\nto a leaf. We are interested in what is reported. For example,\\nin Figures 1a -b, there is no analysis parameter exposed in\\nthe report, thus there is only one analysis reported. In Fig-\\nure 1c , several analysis parameters are exposed, each having\\n2 analysis options to choose from, for a total of 16 possible\\nanalyses, i.e., as many as leaves at the bottom of the tree.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,370,725,387],\"text\":\"Types of Analysis Parameters by Level of Analysis\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,390,747,439],\"text\":\"Analysis parameters can be classified in different ways. One\\nuseful way to classify them is according to their position in\\nthe statistical analysis pipeline:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,447,748,767],\"text\":\"● Data substitution parameters offer to switch between\\ndifferent raw datasets, either collected or simulated as in\\nour DANC example.\\n● Data processing parameters offer to process the same\\nraw data in different ways before it is analyzed. Our Data-\\nverse example has five data processing parameters. An-\\nother example is the decision to use or not a log transfor-\\nmation in our FREQENTIST example.\\n● Modeling parameters offer different ways of analyzing\\nthe same processed data. Our LIKER example has a single\\nmodeling parameter with nine options. Another example\\nof modeling parameter is the choice between $t$ -distribution\\nand bootstrap CIs, or between no multiplicity correction\\nand Bonferroni correction in our FREQENTIST example.\\nThe Perton example uses two parameters, each having a\\ntheoretically infinite number of options.\\n● Presentation parameters offer different ways of present-\\ning analysis outcomes. The choice of confidence level in\\nour FREQENTIST example can be considered a presenta-\\ntion parameter [66] . We discuss other examples below.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,777,748,955],\"text\":\"Of the two published multiverse articles, the one from\\nSteegen et al. [87] essentially focuses on data processing\\nparameters, while Simonsohn et al. [86] focus on both data\\nprocessing and modeling parameters. Although these are\\ncentral aspects of statistical analysis, when designing a mul-\\ntiverse for an EMAR it helps to consider all levels at which\\na parameter can be exposed. We provided concrete exam-\\nples for each of these levels, but many more examples can\\nbe thought of. For example, presentation parameters can\\ninvolve choosing between different types of graphical rep-\\nresentations, different plotting options (e.g., histogram bin\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 65\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300295/results/markdown/3290605-3300295_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[73,117,739,182],\"text\":\"A Player-Centric Approach to Designing Spatial Skill\\nTraining Games\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[129,200,249,281],\"text\":\"Helen Wauck\\nUniversity of Illinois\\nUrbana-Champaign\\nUrbana, Illinois\\nwauck2@illinois.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[339,200,475,266],\"text\":\"Elisa D. Mekler\\nUniversity of Basel\\nBasel, Switzerland\\nelisa.mekler@unibas.ch\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[562,200,685,281],\"text\":\"Wai-Tat Fu\\n\\nUniversity of Illinois\\nUrbana-Champaign\\n\\nUrbana, Illinois\\nwfu@illinois.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,290,141,306],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,311,395,582],\"text\":\"Certain video games show promise as tools for training spa-\\ntial skills, one of the strongest predictors of future success\\nin STEM. However, little is known about the gaming pref-\\nerences of those who would benefit the most from such\\ninterventions: low spatial skill students. To provide guidance\\non how to design training games for this population, we con-\\nducted a survey of 350 participants from three populations:\\nonline college-age, students from a low SES high school, and\\nstudents from a high SES high school. Participants took a\\ntimed test of spatial skills and then answered questions about\\ntheir demographics, gameplay habits, preferences, and mo-\\ntivations. The only predictors of spatial skill were gender\\nand population: female participants from online and low SES\\nhigh school populations had the lowest spatial skill. In light\\nof these findings, we provide design recommendations for\\ngame-based spatial skill interventions targeting low spatial\\nskill students.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,594,173,611],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,615,398,647],\"text\":\"• Human-centered computing → User studies; User mod-\\nels;\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,660,150,675],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,679,394,711],\"text\":\"spatial reasoning, cognitive training, gender, video games,\\nemotions, motivation\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,719,202,734],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,734,394,779],\"text\":\"Helen Wauack, Elisa D. Mekler, and Wai-Tat Fu. 2019. A Player-\\nCentric Approach to Designing Spatial Skill Training Games. In\\nCHI Conference on Human Factors in Computing Systems Proceedings .\",\"reading_order\":14,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[420,291,746,323],\"text\":\"(CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK. ACM, New York,\\nNY, USA, 13 pages. https://doi.org/10.1145%3F926065.3300296\",\"reading_order\":15,\"tags\":[\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[420,341,549,358],\"text\":\"1 Introduction\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,363,747,586],\"text\":\"In the last couple decades, there has been great interest in\\nharnessing the motivational power of video games for learn-\\ning. A variety of video games have shown promise as educa-\\ntional and cognitive training tools, from games designed to\\nteach math [41, 44, 51, 59] , programming [4, 16] , and history\\n[76] , to commercial games repurposed for academic learning\\n[46, 64] or cognitive skill training [6, 24, 28] . One particularly\\nstrong focus in the research literature is the potential video\\ngames have to train a subset of cognitive skills shown to be\\none of the strongest predictors of success in STEM majors\\nand careers; spatial skills [75] . Certain video games, such\\nas Medal of Honor, Super Mario 64, Crazy Taxi, Zaxxon, and\\nPortal 2 , have been shown to train spatial skills in controlled\\nlaboratory settings [18, 22, 23, 33, 62, 71] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,585,746,729],\"text\":\"However, it is not clear whether these games would be\\nequally effective outside of a laboratory experiment. In a\\nmore naturalistic gameplay setting, where players play just\\nfor fun and not for monetary compensation or course credit,\\nit is not enough for a game to be empirically effective at\\ntraining. It must also be enjoyable and entertaining enough\\nthat its intended audience will actually play it, and play it\\nlong enough to see training effects. But what should the\\nintended audience for a spatial skill training game be?\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,729,747,953],\"text\":\"We argue that students with the lowest levels of spatial\\nskill should be the target audience for spatial skill training\\ngames given that they stand the most to benefit from them.\\nStudents with low spatial skill tend to struggle in introduc-\\ntory courses and are more likely to drop out of STEM majors\\n- unless they can bring their spatial skills up to a certain\\n“ threshold ” of ability that gets them through early STEM\\ncoursework [70, 71] . This is especially a problem for female\\nstudents as research has shown that females consistently\\nperform worse males on spatial skill assessments, beginning\\nas early as elementary school [35, 40, 42] . This may be one\\nreason that the gender gap in many STEM fields remains\\na problem [39] . Bringing low spatial skill students' spatial\\nskills up to a certain threshold could be one way of reducing\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,273,910],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"fnote\",\"bbox\":[69,914,274,925],\"text\":\"© 2019 Association for Computing Machinery.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,265,939],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":23,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,940,245,951],\"text\":\"https://doi.org/10.1145/3290605.3300296\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 66\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"this gender gap in STEM, and in general allowing more stu-\\ndents who otherwise might drop out to continue in STEM\\nmajors and then on to STEM careers in the future.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,364],\"text\":\"Unfortunately, most of the games that have been success-\\nful at training players' spatial skills in the laboratory may\\nbe most appealing to the subset of the population that al-\\nready has higher levels of spatial skills: male action video\\ngame players. Most video games shown empirically to train\\nspatial skills are action games, and those who play action\\nvideo games more often generally have higher spatial skills\\n[6, 56, 60] . In addition, men and boys tend to enjoy action\\nvideo games more than women and girls [29, 56, 67, 83] , and\\neach of the previously studied games that train spatial skills\\nare commercial games, which for decades have been designed\\nwith men and boys as the target audience [14, 31, 55] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,395,570],\"text\":\"In essence, those with low spatial skill, especially women\\nand girls, are not being served by current approaches to\\nfinding game-based spatial skill training interventions. De-\\nsigning training games with low spatial skill students in\\nmind is therefore essential for addressing this problem and\\nhelping more underrepresented students pursue STEM ca-\\nreers. The current work takes a player-centered approach\\n[66, 72] to designing games for this target population by ask-\\ning directly for their input about what they like in a gaming\\nexperience. Combining this information with demographic\\ncharacteristics allows us to present a player persona [13] of\\nsorts to help game designers understand the preferences of\\nlow spatial skill populations.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,395,730],\"text\":\"We conducted an online and classroom survey across a\\ndiverse set of high school students and college age adults\\n(n=350). The survey asked participants to take a test of spa-\\ntial skills and then fill out a series of questionnaires about\\ntheir gameplay habits, preferences, and motivations, as well\\nas basic demographic information. In order to encourage par-\\nticipants to take the spatial skills test and survey questions\\nseriously, we gave participants feedback at the end about\\ntheir performance on the test and their gaming motivation\\nprofile based on their survey responses.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,955],\"text\":\"Contrary to existing literature, we found no evidence for a\\nrelationship between spatial skill and gameplay habits, genre\\npreferences, or motivations. The only strong predictors of\\nspatial skill were gender and school population; consistent\\nwith previous literature, females had lower pre-existing spa-\\ntial skill than males, and online college-age adults as well\\nas high school students from a low socioeconomic status\\nhigh school had lower spatial skill than students from an\\nacademically selective, higher socioeconomic status high\\nschool. Thus, we argue that designers of spatial skill training\\ngames should target the preferences of female students from\\nnon-selective schools, the segment of the population most\\nlikely to have low spatial skills. To help game designers tar-\\nget this specific population, we analyze the gaming habits,\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"preferences, and motivations of the low spatial skill subset\\nof our sample and then provide several concrete spatial skill\\ngame design recommendations based on our findings.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,184,550,201],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,204,746,284],\"text\":\"Our study investigating the relationship between spatial\\nskills and video game play draws on numerous past works\\nstudying the relationship between spatial skills and various\\nother factors. We review these past works here and explain\\nhow our study builds upon and extends them.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,294,621,311],\"text\":\"Spatial Skills and Demographics\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,315,747,523],\"text\":\"One of the most well-known and consistent findings in the\\nresearch literature on spatial skills is the gender gap. Multiple\\nmeta-analyses have found that women and girls score lower\\nthan men and boys on various standard tests of dynamic\\nspatial skills such as mental rotation and spatial perception,\\nwith effect sizes ranging from 0.44 to 0.90 [35, 40, 42, 74] .\\nThese differences have been found to be consistent across\\nage groups [40] and cultures [74] , and emerge as early as\\nelementary school (around age 9) [40] or even in some cases\\nas early as age 4 [37] . Gender differences have also been\\nfound to widen with age [74] . To isolate the effects of gaming\\nhabits, preferences, and motivations, we control for both\\ngender and age in our present study.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,809],\"text\":\"Socioeconomic status (SES) is also related to spatial skill.\\nFor instance, Levine et al. found that children ages 7-9 with\\nhigher SES performed better on a spatial skills test than those\\nwith lower SES. In addition, SES and gender interacted in\\ntheir study such that for low SES students, there was no\\ngender difference in scores [38] . Another study by Noble et\\nal. found that among first children ages 6-7, low SES popula-\\ntions had lower spatial skill than high SES populations [48] .\\nVerdine et al. found that this high SES advantage is present\\neven as early as age 3 [73] . However, there is not yet any\\nbody of research we are aware of studying the relationship\\nbetween SES and spatial skill in adults. We investigate the\\nrelationship between demographic characteristics related to\\nSES and spatial skills by analyzing how membership in each\\nof the three populations we recruit participants from (an\\nacademically selective high school with higher SES students,\\na non-selective high school with lower SES students, and\\ncollege-age adults recruited online) predicts spatial skill.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,820,636,837],\"text\":\"Spatial Skills and Video Game Play\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,747,954],\"text\":\"Prior work studying the relationship between spatial skills\\nand video game play has largely focused on the genre of\\naction video games, which are generally characterized by the\\nneed to attend and react to multiple moving objects in one's\\nfield of view and fast-paced motion [27] . Examples of action\\ngames include first-person shooters such as Medal of Honor\\nand Halo , but may also include other related genres such as\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 66\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,42,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,42,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,394,252],\"text\":\"Racing or Fighting. Prior work has consistently found that\\naction video game play is associated with higher spatial skill\\n[9, 15, 25, 26, 30] . Two recent meta-analyses have estimated\\nthe effect size at $\\\\bar{q} = 0.55$ [6] and $\\\\bar{r} = 0.18$ - 0.26 [60] . Other\\nstudies have focused more on the training effects of these\\ncommercial games [18, 23, 33, 50, 62, 63, 65, 68] or analyzed\\nnew games designed specifically for spatial skill training\\n[17, 45, 79, 82] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,554],\"text\":\"However, none of these studies has investigated the rela-\\ntionship between spatial skills and video game play in con-\\njunction with demographics. As far as we are aware, there ex-\\nists only a single study that has done this. Quaiser-Pohl et al.\\nlooked at the relationship between gender, game genre pref-\\nerences, and spatial skill among secondary school students in\\nGermany (ages 10-20). In addition to completing a paper test\\nof spatial skill, students rated how frequently they played\\neach of 8 different video game genres. Students were then\\ngrouped into three latent classes based on their stated genre\\nfrequencies: \\\"non-players\\\", \\\"action-and-simulation game play-\\ners\\\", and \\\"logic-and-skill-training players\\\". Quaiser-Pohl et\\nal. found that male action-and-simulation players had higher\\nspatial skill test scores than male non-players, but there was\\nno difference in spatial skill between different player classes\\nfor females [56] . More research of this kind, which examines\\nmultiple predictors of spatial skill, is needed in order to de-\\nvelop a more complete, up-to-date picture of low spatial skill\\npopulations.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,565,316,583],\"text\":\"Putting It All Together and Adding More\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,586,395,954],\"text\":\"The present study extends previous work on the relationship\\nbetween demographics, video game play, and spatial skill\\nin several ways. First, we combine predictors of spatial skill\\nfrom several different studies: video gameplay habits, genre\\npreferences, gender, age, and SES, in order to build a more\\ncomplex model of spatial skill predictors and provide a more\\nspecific picture of the low spatial skill population. Second,\\nwe include participants from three distinct populations: on-\\nline college-age adults, students from a non-selective, lower\\nSES status high school, and students from an academically\\nselective, higher SES status high school. This diversity of\\nsampling allows our findings to be more generalizable than\\nstudies utilizing only a single population. Third, we analyze\\na set of predictive variables that has not yet been studied:\\nmotivations and emotions in gaming. These are important\\naspects of player experience [7, 11, 36, 43, 61] that can help\\nus build a more in-depth model of low spatial skill popula-\\ntions and understand not just what, but why certain genres\\nor patterns of play might appeal to them. Understanding\\nthis specific population is important for designing spatial\\nskill training games because they stand the most to benefit\\nfrom them. Such games could offer low spatial skill students\\na fun way to increase their spatial skills to the \\\"threshold\\\"\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"of ability necessary to succeed in early STEM coursework,\\nprevent dropout in STEM majors, and reduce the gender gap\\nin STEM [70, 71] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,193,593,209],\"text\":\"3 RESEARCH QUESTIONS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,213,733,229],\"text\":\"Our analysis was guided by the following four questions:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[420,230,746,355],\"text\":\"RQ1: What video gameplay habits and preferences predict\\nspatial skill independent of gender, age, and population?\\nRQ2: What motivations for playing video games predict\\nspatial skill independent of gender, age, and population?\\nRQ3: What emotional gratifications in video games pre-\\ndict spatial skill independent of gender, age, and population?\\nRQ4: What are the specific gaming habits and preferences\\nof those with the lowest levels of spatial skill?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,377,511,394],\"text\":\"4 METHODS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,397,746,478],\"text\":\"We conducted an online and in-school study to assess the\\nrelationship between pre-existing spatial ability and gaming\\npreferences. The study consisted of a timed test of spatial\\nskill followed by a series of questionnaires asking about\\nparticipants' gaming habits and preferences.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,498,500,514],\"text\":\"Recruitment\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,518,747,789],\"text\":\"We recruited three different populations in the age range\\n12-22. The first population was a non-selective high school\\nserving primarily low SES students; about 63 % of students\\nare eligible to receive free or reduced lunch, or other low\\nincome family services. Our second population was an aca-\\ndemically selective high school serving primarily higher\\nincome families (only about 9 % of students are eligible for\\nfree or reduced lunch). Our third population consisted of\\ncollege-adults (ages 18-22) recruited from a large public\\nuniversity, a community college, and various online sources.\\nThese three populations were selected to obtain a sample\\nin our target age range that was as diverse as possible. We\\nchose to conduct our study with this age range to strike a\\nbalance between a younger population with more time to\\nbenefit from spatial skill training and our desire to build\\nupon previous findings in the spatial skill literature, which\\nfocuses almost exclusively on college-age adults.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,790,747,950],\"text\":\"For the college-age population, flyers were posted around\\ncampus at a large Midwestern university and a community\\ncollege, both in the same town, as well as at libraries and\\ncoffee shops around the town. Online advertisements were\\nposted on Facebook, Reddit's r/SampleSize subreddit, and in\\ncampus email newsletter, and participants could take the sur-\\nvey online at any time and anywhere that they had internet\\naccess. At the two high schools, the survey was incorporated\\ninto the school day as a class activity that students could\\nparticipate in with parental permission and consent forms.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 66\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,284],\"text\":\"There was no monetary compensation for completing the\\nsurvey. Instead, we offered a different kind of reward to par-\\nticipants designed to motivate them to take both the test of\\nspatial skill and the questions about their gaming preferences\\nseriously: an opportunity to find out what their primary mo-\\ntivations for gaming were and how well they performed\\non the spatial test compared to average U.S. adult perfor-\\nmance. This form of reward has been used successfully on\\nLabInTheWild.org to attract a large, diverse array of people\\nto participate in online psychology experiments [58] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,316,179,334],\"text\":\"Survey Procedure\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,337,394,481],\"text\":\"Upon beginning the survey, participants were asked to read\\nand electronically sign either an assent form (for high school-\\ners) or a consent form (for online participants). The form\\nexplained the purpose of the survey and that participants\\nwould receive a summary of their performance on the test\\nand their motivations for gaming at the end. Once partici-\\npants gave their assent or consent, they began a short timed\\ntest of spatial skill: an online version of the redrawn Vanden-\\nberg and Kuse Mental Rotations Test (MRT-A) [53] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,481,395,752],\"text\":\"The MRT is one of the most commonly used assessments\\nof spatial ability [23, 56, 57, 62] and has the advantage of\\nbeing short, making it feasible for an online study. It consists\\nof two blocks of 12 multiple choice questions. Three minutes\\nare given to complete each block, with a break of two minutes\\nin between (our online version also allowed participants to\\ncontinue to the next block before the two minutes were\\nup if they wanted). For each question, participants must\\nselect from the available answers which two represent the\\nexact same object as a given exemplar figure (see Figure 1 ).\\nThe MRT includes a set of written instructions and four\\npractice problems with correct answers provided to ensure\\nparticipants understand the task before they start, which\\nwe reproduced in the online version. In between survey\\nadministration at the high schools and online deployment,\\nwe implemented logging of time spent on the test as a way\\nof checking whether participants took the test seriously.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,752,395,943],\"text\":\"After finishing the test, participants were asked about their\\ngaming habits and preferences. The first survey question\\nasked if the participant had ever played video games. If they\\nhad, they were asked a series of follow-up questions related\\nto how recently and how often they played video games (for\\nhow many years, hours per week, length of play session),\\nthen asked to name their 3 favorite genres and their top\\n3 favorite games (digital or non-digital). If the participant\\nindicated they had never played video games, they were\\nasked the same questions about games in general, and the\\nquestions about recent play, years of play, and favorite video\\ngame genres were omitted.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300296_pdf_shortened_page_3_figure_007.png\",\"bbox\":[432,119,731,320],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A 3D block puzzle features a target shape at the top, which is a seven-cube structure resembling a slanted 'Z'. This target shape has a three-cube L-segment at one end and a three-cube inverted L-segment at the other, connected by a single central cube. Below it, four similar seven-cube structures, labeled A, B, C, and D, are displayed, each rotated differently, for identification of two matching the target.\"},{\"label\":\"figure_cap\",\"bbox\":[420,338,745,385],\"text\":\"Figure 1: A practice question from the online MRT test. An\\nexemplar figure is shown, and test takers must choose which\\n\\n2 of the 4 drawings below correspond to an identical figure.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,404,746,660],\"text\":\"Next, all participants completed the Digital Games Mo-\\ntivation Scale (DGMS), an internationally validated ques-\\ntionnaire used to assess different motivations for playing\\ngames [20, 21] , and an Emotional Gratifications question-\\nnaire to assess participants' most valued emotional experi-\\nences in games (see Table 1 ). Developed by Bartsch [5] , it\\nwas originally designed for movie and television experiences,\\nbut it has been adapted previously by other researchers for\\nvideo games [10] – we use an adapted version similar to\\ntheirs. We included these questionnaires to provide insight\\ninto the `why' behind participants' gaming habits and genre\\npreferences. We added an attention check question to both\\nquestionnaires, which asked the participant to select a spe-\\ncific answer choice. Those who failed to answer with the\\nrequested choice for either questionnaire would be marked\\nas failing the attention check.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,660,746,869],\"text\":\"Finally, participants completed an optional demographic\\nsurvey, which asked them to state their gender, age, and\\ncountry of residence. We also asked participants if they had\\ncompleted this survey already and provided a text box for\\nthem to mention any technical difficulties they had encoun-\\ntered on the spatial skill test or surveys. Once this section\\nwas complete, participants saw a summary page describing\\ntheir performance on the spatial skill test relative to the\\nUnited States adult average, as well as bar graphs showing\\ntheir strongest motivations for playing games and their most\\nvalued emotional experiences in games, which corresponded\\nto participants' scores on each construct in the DGMS and\\nEmotional Gratifications questionnaires, respectively.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,883,527,900],\"text\":\"Data Preparation\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,904,746,952],\"text\":\"In total, we gathered data from 506 participants (235 from the\\nselective high school, 63 from the non-selective high school,\\nand 208 from the online survey for adults).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 66\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 4\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,124,395,252],\"text\":\"For the public selective and non-selective high school sam-\\nples, we removed the data of participants who failed attention\\nchecks on the DGMS or Emotional Gratifications question-\\nnaire or did not complete the entire survey (selective: n=14,\\nnon-selective: n=22) as well as those who reported having\\ntechnical problems during the spatial skill test (selective: n=1,\\nnon-selective: 0). This left us with 220 and 41 participants for\\nthe selective and non-selective high schools, respectively.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,395,460],\"text\":\"For the online sample, we removed the data of partici-\\npants who were not between the ages of 18 and 22 (n=73),\\nfollowed by those who failed to input a valid age (n=23),\\nthose who indicated that this was not their first time taking\\nour survey (n=9), those who failed attention checks on the\\nquestionnaires or did not complete the entire survey (n=8),\\nand those who reported technical problems (n=7). Two ad-\\nditional participants took less than 30 seconds to complete\\neach section of the test (less than 3 seconds per question) and\\nscored 5 out of 24 possible points, below the level of chance.\\nThis indicated that these participants did not take the test\\nseriously, and thus we omitted their data as well, leaving us\\nwith a final count of 89 online participants.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,470,161,489],\"text\":\"Data Summary\",\"reading_order\":4,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[69,490,395,779],\"text\":\"Our cleaned sample consisted of 350 participants. In the selec-\\ntive high school sample, 48% (106) identified as female, 50%\\n(111) as male, and 2% (3) as a different gender, of whom one\\nspecified their gender as Genderfluid. In the non-selective\\nhigh school sample, 41% (17) students identified as female,\\n56% as male, and the remaining student as Transgender Male.\\nThe age range of selective high school students was 12-17,\\nwhile for the non-selective high school it was 14-22 (6 chose\\nnot to answer, only one student reported an age higher than\\n18). All but two participants in the online sample reported\\ntheir country of residence as the United States (98%). The\\nremaining two were from Singapore and South Korea, respec-\\ntively. In addition, 2% of the selective high school students (5)\\nand 7% of the online sample (6) reported never having played\\nvideo games. All of the non-selective high school students re-\\nported playing video games. Cronbach's $\\\\alpha$ for each construct\\non the DGMS and Emotional Gratifications questionnaire\\nranged from 0.73-0.91, indicating good reliability.\",\"reading_order\":5,\"tags\":[\"paper_conclusion\"]},{\"label\":\"sec_1\",\"bbox\":[69,789,273,806],\"text\":\"Grouping Games & Game Genres\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,808,395,954],\"text\":\"The 15 video game genre list used in our study is adapted\\nfrom Wauck et al's [78] and includes the following genres:\\nRole-Playing Game (RPG), Action, First Person Shooter (FPS),\\nStrategy, Adventure, Simulation, Music, Fighting, Family,\\nRacing, Fitness, Sports, Platformer, Puzzle, and Other. The\\nAction genre included in our 15 genre list is intended to be a\\ncatch-all category for games that people generally consider\\nto be action games but that do not fall into any of the other\\naction-related categories (e.g. arcade games).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,267],\"text\":\"However, prior work analyzing the relationship between\\nspatial skills and video game genre preferences generally\\ncategorizes games and game genres into a more manage-\\nable number of categories. Usually, there are two: “Action”\\nor “Non-Action” [6, 9, 15, 25, 26, 54, 60] . However, there is\\nsubstantial disagreement about what defines an action game\\n[49] . Therefore, we categorized our participants' favorite\\ngenres as “Action” or “Non-Action” first using a more broad\\nset of categories and then using a more restrictive set.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,267,747,507],\"text\":\"Looking at the academic research literature on spatial\\nskills and action gameplay, we found that some studies equate\\nfirst person shooters with action games [6, 23, 54] , while\\nothers named some exemplar action games [9, 15, 27] with\\ngenres corresponding to the following genres in our original\\n15 item list: Action, Platformer, First Person Shooter, Sports,\\nSimulation, Fighting, and Racing. In the industry sphere,\\nErnest Adams' Fundamentals of Game Design reference book\\nmentions a few subgenres of the Action game genre, two of\\nwhich correspond to genres in our original list: Fighting and\\nPlatformer [3] . A list from a recent LifeWire article includes\\nthe subgenres Shooter and Platformer [52] . TyTropes' action\\nsubgenres of Platformer, Fighting, and First-Person Shooter\\n[2] are found on our 15 genre list, as are BoardGameGeek's\\nsubgenres of Fighting and Platformer [1] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,506,747,746],\"text\":\"Taking the disjunction of all of these definitions as our\\nbroad definition of action games, we ended up with the\\nfollowing list of “Action” genres: Action, Platformer, First-\\nPerson Shooter, Sports, Simulation, Fighting, and Racing.\\nHowever, only a single game in Castel et al's list of “Action”\\ngames was tagged as Simulation: NHL 2002 . Since this game\\nwas also tagged as Sports, we decided to remove Simulation\\nfrom our list, leaving us with Action, Platformer, First-Person\\nShooter, Sports, Fighting, and Racing. If a participant's list of\\nfavorite genres included any genre from our action genre list,\\nwe set the variable Action Favorite Genre (Broad) to 1 (true),\\nand if not, 0 (false). For our strict definition of Action genre\\n(Action Favorite Genre (Restrictive)), we took the conjunc-\\ntion of all definitions from the literature, leaving us with the\\nFirst-Person Shooter (and the Action genre by definition).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,746,747,938],\"text\":\"Another approach to grouping video game genres is la-\\ntent class analysis, as in Quaiser-Pohl et al. [56] . Using this\\napproach, we clustered our video game-playing participants'\\nfavorite genres from our 15 item list with the R package\\npolCA using 2-7 class solutions. Each solution was run 100\\ntimes with a maximum number of 5000 iterations. Due to\\nthe large number of parameters (participants could select\\nup to 3 favorite genres), we used the Akaike Information\\nCriteria (AIC) (and interpretability) to evaluate each solu-\\ntion. The four class solution provided the best balance be-\\ntween low AIC and interpretability. We interpreted the four\\nclasses as \\\"Action Games\\\" (favoring Action, FPS, Fighting,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,122,1013],\"text\":\"Paper 66\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 5\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,205],\"text\":\"and Other), \\\"Cognitive Gamers\\\" (favoring Strategy and Puz-\\nzle), \\\"Role-Playing Gamers\\\" (favoring RPG and Simulation),\\nand \\\"Sports/Social Gamers\\\" (favoring Racing, Fitness, Sports,\\nand Family). We assigned each participant their predicted\\ngenre class as the variable Favorite Genre Class.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,395,477],\"text\":\"To categorize participants' favorite games as Action or\\nNon-Action, we simply used genre tags from the review-\\naggregation site Metacritic. If a game's tags included the\\nword \\\"Action\\\" (e.g., \\\"Action\\\", \\\"Action Adventure\\\", \\\"Action\\nRPG\\\"), we counted the game as Action; if not or if the listed\\ngame was not a video game, we counted it as Non-Action.\\nIf any of a participant's favorite games was an action game\\naccording to this definition, we assigned the participant a\\nvalue of 1 (true) for the Action Favorite Game variable, and\\n0 (false) if otherwise. If the game was a video game but not\\nlisted on Metacritic (e.g. \\\"Brawl Stars\\\"), or its description\\nwas too vague to uniquely identify it (e.g., \\\"Mario\\\", \\\"Telltale\\nGames\\\"), we marked it as \\\"neither\\\" and looked at the rest\\nof the games the participant listed. If no other games were\\ncategorized as Action (meaning that this game would be the\\ndeciding factor in whether Action Favorite Game was 1 or 0),\\nwe omitted the participant's data from our dataset (n=14).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,492,150,509],\"text\":\"5 RESULTS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,513,395,657],\"text\":\"The analysis of our data proceeded in two stages. First, to\\nunderstand what gaming preferences predicted spatial skill,\\nwe conducted hierarchical regressions analyzing the relation-\\nship between demographics, gaming habits and preferences,\\nand spatial skills. Next, we used the results of our regression\\nanalysis to identify the subset of our sample with the low-\\nest spatial skills and characterize their gaming habits and\\npreferences in order to develop a set of recommendations\\nfor designers of spatial skill training games.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,674,271,692],\"text\":\"Hierarchical Regression Analysis\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,694,395,951],\"text\":\"Our regression analysis consisted of 3 hierarchical regres-\\nsions with our entire sample of video game players ( $n=350$ ).\\nAccording to the criteria used by Wilson Van Voorhis et al.,\\nthis sample size provides sufficient statistical power for the\\nnumber of variables we are analyzing [81] . We chose a hi-\\nerarchical analysis because we were interested primarily in\\ngaming preferences as predictors of spatial skill after taking\\ninto consideration demographic variables' predictive power.\\nFor each regression, participants' score on the spatial skill\\ntest was the dependent variable. We entered the following de-\\nmographic variables in the first block: gender (only male and\\nfemale were used due to the small number of participants\\n(5) identifying as a different gender), age, and population\\n(selective high school, non-selective high school, online). We\\nentered the following gaming experience variables in the\\nsecond block (See Table 1 for details).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[421,122,747,170],\"text\":\"Table 1: Hierarchical Regression Measures. \\\"See\\nGrouping Games & Game Genres section. NSHS = non-\\nselective high school, SHS = selective high school.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[422,185,752,649],\"text\":\"
MeasureScale
GenderF/M*
AgeNumber
PopulationNSHS/SHS/Online
Played Videogames RecentlyY/N
How Long Played Videogames1-5 (< 6 mo.-10+ yrs)
Weekly HoursNumber
Session Duration1-5 (< 15 min.-4+ hrs)
Action Fav. GameY/N*
Action Fav. Genre (Broad)Y/N*
Action Fav. Genre (Restrictive)Y/N*
Fav. Genre ClassY/N*
Habit1-5 (Disagree-Agree)
Moral Self-Reaction1-5 (Disagree-Agree)
Agency1-5 (Disagree-Agree)
Narrative1-5 (Not-Very Important)
Escapism1-5 (Not-Very Important)
Pastime1-5 (Not-Very Important)
Performance1-5 (Not-Very Important)
Social1-5 (Not-Very Important)
Contemplative Experiences1-5 (Disagree-Agree)
Fun1-5 (Disagree-Agree)
Thrill1-5 (Disagree-Agree)
Character Engagement1-5 (Disagree-Agree)
Vicarious Release of Emotions1-5 (Disagree-Agree)
Empathic Sadness1-5 (Disagree-Agree)
Social Sharing of Emotions1-5 (Disagree-Agree)
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"A two-column table with headings \\\"Measure\\\" and \\\"Scale\\\" presents various data collection items. The measures include demographic details, videogame engagement patterns, game preferences, and several psychological constructs like habit, moral self-reaction, and contemplative experiences. Scales range from binary options (Y/N, F/M*), numerical inputs, to 1-5 point scales with descriptors like \\\"Disagree-Agree\\\" or \\\"Not-Very Important.\\\"\",\"figure_path\":\"tables/3290605-3300296_pdf_shortened_page_5_tab_9.png\"},{\"label\":\"list\",\"bbox\":[433,679,750,891],\"text\":\"(1) Habits Regression: Played Videogames Recently, How\\nLong Played Videogames, Weekly Houtre, Session Du-\\nration, Action Favorite Game, Action Favorite Genre\\n(Broad), Action Favorite Genre (Restrictive), and Fa-\\nvorite Genre Class.\\n(2) Motivations Regression: Habit, Moral Self-Reaction,\\nAgency, Narrative, Escapism, Pastime, Performance,\\nand Social constructs from the DGMS [20].\\n(3) Emotional Gratifications Regression: Contempla-\\ntive Experiences, Fun, Thrill, Character Engagement,\\nVicarious Release of Emotions, Empathic Sadness, and\\nSocial Sharing of Emotions constructs from the Emo-\\ntional Gratifications questionnaire [5].\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,901,748,950],\"text\":\"All regressions were performed using the statistical soft-\\nware package R. For each regression described below, diag-\\nnostic plots indicated that the assumptions of linearity of\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 66\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"the data, normality of residuals, homoscedasticity, and inde-\\npendence of observations were met, and no variables had\\nvariance inflation factors greater than 2.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,196,395,419],\"text\":\"Video Game Players Only. Our first regression model, Habits\\nlooked at predictors of spatial skill related to participants'\\ngameplay habits and genre preferences. Before running the\\nmodel, we noticed that two participants had given extremely\\nhigh answers for the Weekly Hours question: 90 and 100\\nhours, so we omitted these participants' data from our Habits\\nmodel. With only the first block added, the model was signifi-\\ncant ( $F(4, 259) = 12.51$ , $p < 0.0001$ ) and explained 15 % of the\\nvariance in the data (adjusted $R^2 = 0.15$ ). Only male gender\\n( $\\\\beta = 3.43$ , $t = 5.57$ , $p < 0.0001$ ) was a significant predictor of\\nspatial skill. In the second block of habits variables, Action\\nFavorite Game (Broad) was the only significant predictor\\n( $\\\\beta = 1.81$ , $t = 2.07$ , $p = 0.040$ ), but the second block did not\\nsignificantly improve the model ( $F(9, 250) = 1.24$ , $p = 0.27$ ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,419,394,610],\"text\":\"There were a significant number of missing Weekly Hours\\nresponses (n=52), especially from the non-selective high\\nschool, which caused a large amount of our data to be omit-\\nted from the Habits model. Therefore, we reran the Habits\\nmodel again but with the Weekly Hours variable omitted.\\nIn the new Habits model, the first block was significant\\n( $F(4,301)=16.46$ , $p<0.0001$ ) and explained 17 % of the\\ndata's variance. Male gender ( $\\\\beta=3.56$ , $t=6.25$ , $p<0.0001$ )\\nand being a selective high school student ( $\\\\beta=2.52$ , $t=2.03$ ,\\n$p=0.043$ ) were both predictors of spatial skill. Adding the\\nsecond block of habits variables did not significantly improve\\nthe model ( $F(8,293)=1.34$ , $p=0.22$ ).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,611,394,754],\"text\":\"Our second model, Motivations for Playing, also had a sig-\\nnificant first block ( $F(4,321) = 18.00$ , $p < 0.0001$ ) explaining\\n17 % of the variance, with male gender ( $\\\\beta = 3.52$ , $t = 6.58$ ,\\n$p < 0.0001$ ) and selective school population ( $\\\\beta = 2.45$ ,\\n$t = 2.075$ , $p = 0.039$ ) as the only predictors of spatial skill.\\nAdding the second block of motivation constructs from the\\nDGMS did not reveal any significant predictors, explained\\nonly 1 % of additional variance, and did not improve the model\\nsignificantly ( $F(8,313) = 1.41$ , $p = 0.19$ ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,754,395,898],\"text\":\"Our third and final model, Emotional Gratifications for\\nPlaying, revealed the same pattern of results: significant first\\nblock ( $F(4,321) = 18.00$ , $p < 0.0001$ ) explaining 17 % of the\\nvariance, with male gender ( $\\\\beta = 3.53$ , $t = 6.58$ , $p < 0.0001$ )\\nand membership in the public selective school population\\n( $\\\\beta = 2.45$ , $t = 2.08$ , $p = 0.039$ ) as the only predictors of\\nspatial skill. Adding the second block of emotion constructs\\nexplained only 2 % of additional variance and did not improve\\nthe model significantly ( $F(7,314) = 1.98$ , $p = 0.057$ ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,898,395,947],\"text\":\"In summary, our models showed consistently that among\\nparticipants who played video games, no gaming habits or\\npreferences ( RQ1 ), no motivations for gaming ( RQ2 ), and\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,364,746,429],\"text\":\"no emotional gratifications (RQ3) improved the model's pre-\\ndictive power over and above what the first block of demo-\\ngraphic factors provided. Only gender and population were\\npredictive of spatial skill.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300296_pdf_shortened_page_6_figure_009.png\",\"bbox\":[437,152,712,260],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This is a bar chart displaying the percentage distribution of LSS (red bars) and HSS (blue bars) across various game genres. The x-axis lists game genres such as FPS, Action, Sports, Racing, Fight, Plat, Advent, Puzzle, Strat, Family, Fit, Music, RPG, Sim, and Other, while the y-axis represents Percent from 0 to 50. Each genre has two bars, one red and one blue, indicating their respective percentages for LSS and HSS.\"},{\"label\":\"figure_cap\",\"bbox\":[420,280,746,343],\"text\":\"Figure 2: Video game genre preferences for the LSS group,\\nas compared to the HSS group. FPS = First Person Shooter,\\nRPG = Role-Playing Game. Percentages do not add up to 100\\nbecause participants could choose up to 3 favorite genres.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,439,747,664],\"text\":\"Adding in Non-Video Game Players. While participants\\nwho reported never playing video games constituted a rel-\\natively small portion of our sample (11 participants, 3 % ),\\nexcluding them might bias our data more in favor of action\\nvideo gamers, since non-video game players by definition do\\nnot play action video games. For this reason, we decided to\\nredo the above analyses to include non-video game players.\\nIn order to do this, we had to remove the variables Played\\nVideogames Recently and How Long Played Videogames\\nfrom the Habits model since they were questions about video\\ngameplay habits and thus not applicable to non-video game\\nplayers. In addition, we assigned a value of 0 (false) to the\\nAction Favorite Game and Action Favorite Genre variables\\nfor each non-video game player in the sample.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,664,747,952],\"text\":\"Returning the Habits, Motivations, and Emotions regres-\\nsion models, we found that the Habits model stayed mostly\\nthe same. However, the first block (gender, age, and popula-\\ntion) explained more of the variance (18 % ), and the second\\nblock of the Motivations for Playing model became a signif-\\nicant improvement over the first block ( $F(8,324) = 2.05$ ,\\n$p = 0.040$ ), explaining an additional 2 % of the variance.\\nWithin the second block, habit was the only DGMS construct\\nassociated with spatial skill ( $\\\\beta = 0.27$ , $t = 2.63$ , $p = 0.009$ ),\\nand the association had little practical importance given its\\nlow beta value; increasing average habit score from 1, the\\nminimum possible, to 5, the maximum possible, would only\\nadd about one point to the predicted spatial skills test score.\\nThe Emotional Gratifications model did not change signif-\\nicantly (gender and population were the only predictors,\\nand the second block did not improve the model). All in all,\\nadding non-video game players to our models did not change\\nthem in any significant way.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 66\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300296", "source_image_path": "test_data/3290605-3300296/3290605-3300296_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300296/results/output_json/3290605-3300296_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,125,318,141],\"text\":\"Low Spatial Skill Population Preferences\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,395,319],\"text\":\"Taken together, our regression models suggest that the only\\npredictors of spatial skill across our three study populations\\nwere gender and population, with male participants and\\nstudents at the selective high school scoring higher on the\\nspatial skills test than females and participants from the\\nother two populations. Male gender and being a student at\\nthe selective high school each add about 2.5-3.5 points to\\none's spatial skill test score, meaning that a male selective\\nhigh school student is predicted to score 6 points higher (out\\nof 24 possible points) than a female participant from the\\nonline population or the non-selective high school.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,320,394,463],\"text\":\"Thus, our data suggests that female participants from the\\nonline or non-selective high school populations constitute\\nthe lowest spatial skill group in our sample. To provide in-\\nsight into what this demographic looks for in a game, we\\nanalyzed their gaming habits, genre preferences, motiva-\\ntions, and emotional gratifications. Henceforth, for the sake\\nof brevity, we will refer to the subset of our participants who\\nare female and come from the online or non-selective high\\nschool as the low spatial skills (LSS) group (n=85).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,463,394,590],\"text\":\"The LSS group reported playing games most often in fairly\\nshort sessions; their most popular answer choice was \\\"15-\\n59 minutes\\\" (43%), and about equal numbers of them chose\\n\\\"Less than 15 minutes\\\" (22%) and \\\"1-2 hours\\\" (24%). Reported\\nweekly hours of gameplay tended to be somewhat low in\\nthe LSS group. Those in the LSS group who answered the\\nquestion about weekly gameplay hours (69%) reported a\\nmean of 2.95 hours a week (median = 2, min = 0, max = 20).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,591,395,861],\"text\":\"Figure 2 summarizes the LSS group's favorite video game\\ngenres compared to the preferences of the participant group\\nwith the highest spatial skill (male selective high school stu-\\ndents, HSS). Six LSS participants did not provide favorite\\nvideo game genres because they reported not playing video\\ngames. The two most popular genres in the LSS group were\\nAdventure and Puzzle, which were each chosen by 32 % of\\nthe group. While 67 % of the LSS group's video game players\\nchose favorite genres that fell into our broadly-defined “ Ac-\\ntion ” genre (Action, Platformer, First-Person Shooter, Sports,\\nFighting, and Racing), Figure 2 shows that most of this “ Ac-\\ntion ” preference is due to a preference for the Racing and\\nSports genres. Genres in our more restrictive “ Action ” game\\ngrouping (including only the First-Person Shooter and Action\\ncategories) were much more popular with the HSS group\\n(choosen by 42 % and 29 % , respectively) than with the LSS\\ngroup (choosen by 19 % and 16 % , respectively).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,861,395,926],\"text\":\"We looked up the Metacritic genre tags for each partici-\\npant’s favorite video games in order to understand partici-\\npants’ genre preferences in more detail. LSS group members\\nlisted 101 favorite video games in total, which generated 79\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,204],\"text\":\"unique tags. Each game had 2-6 tags. Although the Miscella-\\nneous and General tags occurred very frequently, we chose\\nto ignore them as they were not descriptive and always oc-\\ncurred in the presence of more descriptive genre tags. Eight\\nLSS participants (9 % ) did not list any favorite games.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,204,747,492],\"text\":\"Analysis of LSS participants' favorite games revealed a\\npattern not evident in the favorite genre data: while only a\\nlittle over half of the LSS group (59 % ) listed at least one video\\ngame, Action game preferences were strong among those\\nwho did. The four most popular video game genre tags were\\nall highly related to both our more broad and more restric-\\ntive definitions of \\\"Action\\\" genre: Action, Action-Adventure,\\nFirst-Person, and Shooter. Among those in the LSS group\\nwho listed at least one video game (n=45), 67 % named a\\ngame tagged as Action, and the tags Action-Adventure, First-\\nPerson, and Shooter were each named by 29 % of them. In\\ntotal, 80 % of those who listed at least one video game named\\nat least one favorite game with a tag including the word\\n\\\"Action\\\" (Action, Action-Adventure, and Action-RPC). In ad-\\ndition, only 16 % of the LSS group listed both video games\\nand non-video games as favorites, suggesting that there may\\nbe two distinct groups of game type preferences among the\\nLSS group: digital and non-digital.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,492,747,730],\"text\":\"Overall, the LSS group indicated that they were moder-\\nately motivated by most of the DGMS constructs. They gen-\\nerally felt somewhat positive about spending time playing\\ngames, scoring a median of 3.67 on the Moral Self-Reaction\\nconstruct. In addition, they were moderately motivated by\\nthe desire to perform and achieve (Performance, median =\\n3.33), a sense of agency (Agency, median = 3), the in-game\\nnarrative (Narrative, median = 3), playing just to pass the\\ntime (Pastime, median = 3), and the desire to escape from\\ndaily life (Escapism, median = 2.67). LSS participants were\\nless motivated by getting to interact with other players (So-\\ncial, median = 2.33), and playing out of habit (Habit, median =\\n2), each with a particularly low mode of 1. Thus, most LSS\\nparticipants have a diverse array of motivations for playing\\ngames, but may not be particularly regular or social gamers.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,730,747,954],\"text\":\"The Emotional Gratifications questionnaire revealed that\\nthe LSS group valued mainly pleasurable, hedonistic emo-\\ntional experiences in games; the only constructs on which\\nthey scored higher than 3 (Neither Agree Nor Disagree) were\\nFun (median=3.75) and Thrill (median=3.5). LSS group mem-\\nbers scored a median of 2-3 on the remaining constructs of\\nCharacter Engagement, Social Sharing of Emotions, Con-\\ntemplative Experiences, Vicarious Release of Emotions, and\\nEmpathic Sadness. While the distribution of Character En-\\ngagement scores seemed to be somewhat bimodal with peaks\\nat 1 and 4, suggesting two distinct camps of pro- and anti-\\ncharacter engagement, scores on the remaining constructs\\nwere consistently low, indicating that the LSS group did not\\nvalue these more neutral to negative emotional experiences\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 66\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300296/results/markdown/3290605-3300296_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[91,118,723,213],\"text\":\"Concept-Driven Visual Analytics: an Exploratory\\nStudy of Model- and Hypothesis-Based Reasoning\\nwith Visualizations\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[83,226,293,288],\"text\":\"In Kwon Choi\\n\\nIndiana University-Purdue University\\n\\nIndianapolis\\n\\ninkwchoi@iup.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[301,226,510,289],\"text\":\"Taylor Childers\\n\\nIndiana University-Purdue University\\nIndianapolis\\n\\ntayrchi@iiu.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[522,226,730,288],\"text\":\"Nirmal Kumar Raveendranath\\n\\nIndiana University-Purdue University\\nIndianapolis\\n\\nniraveen@iup.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[128,302,247,351],\"text\":\"Swati Mishra\\n\\nCornell University\\n\\nsm2728@cornell.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[301,302,511,366],\"text\":\"Kyle Harris\\n\\nIndiana University-Purdue University\\nIndianapolis\\n\\nkylwharg@iU.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[522,302,731,366],\"text\":\"Khairi Reda\\n\\nIndiana University-Purdue University\\nIndianapolis\\nredak@iul.edu\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,378,142,394],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,397,394,669],\"text\":\"Visualization tools facilitate exploratory data analysis, but\\nfall short at supporting hypothesis-based reasoning. We con-\\nducted an exploratory study to investigate how visualizations\\nmight support a concept-driven analysis style, where users\\ncan optionally share their hypotheses and conceptual models\\nin natural language, and receive customized plots depicting\\nthe fit of their models to the data. We report on how partici-\\npants leveraged these unique affordances for visual analysis.\\nWe found that a majority of participants articulated meaning-\\nful models and predictions, utilizing them as entry points to\\nsensemaking. We contribute an abstract typology represent-\\ning the types of models participants held and externalized as\\ndata expectations. Our findings suggest ways for rearchitect-\\ning visual analytics tools to better support hypothesis- and\\nmodel-based reasoning, in addition to their traditional role\\nin exploratory analysis. We discuss the design implications\\nand reflect on the potential benefits and challenges involved.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,683,172,701],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,705,392,739],\"text\":\"• Human-centered computing $\\\\rightarrow$ Visual analytics; In-\\nformation visualization;\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,378,502,394],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,397,746,430],\"text\":\"Visual analytics: sensemaking; hypothesis- and model-based\\nreasoning; mental models\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_2\",\"bbox\":[422,438,552,453],\"text\":\"ACM Reference format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[421,453,747,555],\"text\":\"In Kwon Choi, Taylor Childers, Nirmal Kumar Ravendranath,\\nSwati Mishra, Kyle Harris, and Khairi Reda. 2019. Concept-Driven\\nVisual Analytics: an Exploratory Study of Model- and Hypothesis-\\nBased Reasoning with Visualizations. In Proceedings of CHI Confer-\\nence on Human Factors in Computing Systems Proceedings, Glasgow,\\nScotland Uk, May 4-9, 2019 (CHI 2019) . 14 pages.\\nhttps://doi.org/10.1145/3290605.3300298\",\"reading_order\":17,\"tags\":[\"author\",\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[422,581,549,598],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,747,825],\"text\":\"Visualization transforms raw data into dynamic visual repre-\\nsentations that, through human interpretation, provide new\\ninsights [6] . Well-designed visualizations enable people to\\nexplore and make data-driven discoveries – a bottom-up\\nprocess. Yet, an equally important discovery pathway (in-\\ndeed, considered the hallmark of good science) involves a\\ntop-down method of conceptualizing models and hypothe-\\nses, and testing those against the data to validate the un-\\nderlying knowledge. Scientists are well-known for mixing\\nexploratory and hypothesis-driven activities when making\\nsense of data [25] . Statisticians also recognize the need for\\nboth exploratory and confirmatory analyses [54] , and have\\ndeveloped a range of statistical methods to support both\\nanalysis styles.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,747,953],\"text\":\"By contrast, current visualization tools, if inadvertently,\\ndiscourage users from explicitly testing their expectations,\\nnudging them instead to adopt exploratory analysis as the\\nprincipal discovery mode. Visualization designers focus pri-\\nmarily on supporting data-driven tasks (e.g., overviewing\\nthe data, browsing clusters) [2, 5, 46] , but often neglect fea-\\ntures that would aid users in testing their predictions and\\nhypotheses, making it less likely for users to engage in these\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,774,393,881],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,883,273,895],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,896,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto Association for Computing Machinery.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,924,265,936],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":24,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,938,244,948],\"text\":\"https://doi.org/10.1145/3290605.3300298\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 68\",\"reading_order\":26,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 1\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,220],\"text\":\"activities. It has been suggested that expectation-guided rea-\\nsoning is vital to conceptual change [11, 26] . The lack of\\nhypothesis-driven workflows in visual analytics could thus\\nbe a stumbling block to discovery. An opportunity exists\\nto re-architect visualization tools to capture some of the\\ncognitive advantages of hypothesis-centric science.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,395,427],\"text\":\"One way to counteract the imbalance in tools is to in-\\ntroduce visual model-testing affordances, thereby enabling\\nusers to externalize their conceptual models, and use them\\nas entry points to sensemaking. In such concept-driven ap-\\nproach, the user shares his/her hypotheses with the interface,\\nfor instance, by describing expected data relationships in\\nnatural language. The system analyses these specifications,\\nselects the pertinent data features, and generates concep-\\ntually relevant data plots. In addition to showing the data,\\nconcept-driven visualizations would incorporate a represen-\\ntation of the user's model and depict its fit. The visualization\\ncould also provide the user with targeted interactions for\\ndigging into model-data discrepancies.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,427,395,746],\"text\":\"Researchers and practitioners have started exploring de-\\nsigns that explicitly engage a viewer's conceptual model. For\\nexample, the New York Times featured a visualization that\\ninitially displayed a blank line chart, inviting the viewer to\\nfirst predict and sketch the likelihood of a person attending\\ncollege based on their parent's income level [ 1 ] . The em-\\npirical relationship is then visualized alongside the sketch,\\nallowing the viewer to compare their prediction against real\\ndata. Kim et al. experimentally studied the effects of this\\nkind of interaction, and found that it improved participants'\\nrecall of the data, even when they had little prior knowledge\\nabout the topic [ 23 ] . However, it is still unclear what effects\\nsuch model-testing affordances might have when introduced\\nbroadly in general-purpose visualization tools. Given the\\nopportunity, might users take the time to share their mod-\\nels and data expectations with the system? Or would they\\ncontinue to adopt a purely exploratory approach to anal-\\nysis, as is traditionally the case? What kind of conceptual\\nmodels would users express? How might the availability of\\nmodel-testing affordances impact users' analytic behaviors?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,955],\"text\":\"To investigate the above questions, we conducted a medi-\\nated experiment to explore how people might interact with a\\nconcept-driven visualization interface in a sensemaking con-\\ntext. Participants were asked to iteratively pose data queries\\nand, optionally, provide their data expectations in natural\\nlanguage. They were then presented with manually crafted\\nvisualizations that incorporated a representation of their ex-\\npectation alongside the data. We present a qualitative analy-\\nsis of participants' interactions with this model interface and\\ndescribe the emerging analytic behaviors. We then present\\nan abstract typology of data models encompassing the vari-\\nety of expectations we observed in the study. Our findings\\nsuggest design implications for incorporating model-testing\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"affordances into visualizations tools. We assess the potential\\nbenefits and difficulties involved in realizing such designs\\nand outline future research directions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,184,662,201],\"text\":\"2 BACKGROUND & RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,284],\"text\":\"Concept-driven analytics is inspired by research on sense-\\nmaking and scientific reasoning. We examine relevant works\\nfrom cognitive science and visual analytics. We then discuss\\nattempts at making adaptive visualizations that respond to\\nuser tasks or models, and to natural language queries.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,294,657,311],\"text\":\"Sensemaking and Scientific Reasoning\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,747,523],\"text\":\"Sensemaking refers to a \\\"class of activities and tasks in which\\nthere is a native seeking and processing of information to\\nachieve understanding about some state of affairs\\\" [29] . Sev-\\neral models have been proposed over the years to capture the\\nmain activities of sensemaking. Pirolli and Card observe the\\nfollowing sequence in sensemaking: analysts approach the\\nsource data by filtering for relevant information [37] , extract-\\ning nuggets of evidence, and re-expressing the evidence in a\\nSchema. In this model, data is progressively funneled into\\nincreasingly sparser and more structured representations,\\nculminating in the generation of hypotheses or decisions.\\nWhile the model allows for feedback, it is often conceived as\\nbottom-up and data-driven sensemaking.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,792],\"text\":\"An alternative model is Klein et al.'s data-frame theory,\\nwhich posits that, when people attempt to make sense of\\ninformation, \\\"they often begin with a perspective, view-\\npoint, or framework—however minimal\\\" [26, 27] . This ini-\\ntial \\\"frame\\\" can take the form of a story, map, timeline, hy-\\npothesis, and so on. The frame is, in essence, a meaning-\\nful conceptual model that encompasses the main relation-\\nships one expects to see. Here, sensemaking is primarily\\nan expectation-guided activity: the analyst iteratively ques-\\ntions his/her frame by testing its fit against the data. Poor\\nfit can lead one to elaborate the frame by adding new \\\"slots\\\"\\nto account for specific observations, or, alternatively, cause\\nthe analyst to adopt an entirely new frame. Klein et al. ar-\\ngue that a purely bottom-up approach to sensemaking is\\ncounter-productive, because it blocks analysts from deliber-\\nately testing their expectations, which is essential to refining\\none's knowledge [26] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,792,747,955],\"text\":\"Dunbar echoes the above perspective in his empirical find-\\nings on the cognitive basis of scientific discovery. In this\\nwork, subjects were placed in a scientific investigation mod-\\neled after a prominent discovery of a novel gene-regulation\\nmechanism [11] . Using simulated experimental tools sim-\\nilar to what scientists had used at the time, subjects were\\ntasked to identify genes responsible for activating enzyme\\nproduction in E. coli. Only a small fraction of participants\\ndiscovered the novel inhibitory mechanism. The researcher\\nobserved that participants who made the discovery generally\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 68\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,331],\"text\":\"followed a strategy of consistently comparing the data they\\ngathered to their expectations, and setting goals for them-\\nselves to explain discrepancies. Successful discovery was, in\\nessence, guided by frames and deliberate goals, rather than\\nspontaneously arising from the data. Conversely, subjects\\nwho neglected setting expectations and opted for bottom-up\\nexperimentation experienced a mental \\\"block\\\"—they often\\nfailed to make the discovery despite having seen the nec-\\nessary evidence [11] . In subsequent field research, Dunbar\\nnoted that successful scientists pay special attention to re-\\nsults that are inconsistent with their hypotheses, and, in what\\ncan be construed as a form of top-down reasoning, conduct\\nnew experiments in order to explain inconsistencies [13] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,331,395,524],\"text\":\"The above views of sensemaking emphasize model-based\\nanalysis and hypothesis-testing as critical components of\\ndiscovery, and show that this type of reasoning is quite per-\\nvasive in the scientific enterprise [12] . Frames and expecta-\\ntions aid the discovery process by providing `powerful cog-\\nnitive constraints' [11] . Even when having large amounts\\nof information at their disposal, analysts often rely on ex-\\nisting frames, testing data against provisional hypotheses,\\nmore readily than they can spontaneously create new frames\\nfrom data [28] . Unfortunately, though, current visualization\\ntools do not provide interactions to scaffold this kind of\\nexpectation-guided analysis.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,533,292,550],\"text\":\"Visualization Tools for Sensemaking\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,553,395,793],\"text\":\"Visualization plays an important role in data-driven sci-\\nence [22] , helping people quickly observe patterns [6] , which\\ncan raise new questions and lead to insights. Visualization re-\\nsearchers have developed design patterns to enable users to\\ninteractively navigate the information space and transition\\namong data plots [20] . For instance, Sheidnerman proposed\\n\\\"overview first, zoom and filter, then details on demand\\\" [46] .\\nThe overview display depicts the major data trends and clus-\\nters to orient the user, with subsequent interrogations occur-\\nring through a combination of zooming and filtering actions.\\nAlthough widely adopted, the layout, available interactions,\\nand information content of \\\"overview first\\\" visualizations\\nare often predetermined by the interface designer: they are\\nthus less responsive to users' mental models, and do not\\nexplicitly support visual hypothesis or model testing.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,793,395,954],\"text\":\"A few visualization tools provide built-in features for users\\nto externalize and record their hypotheses and insights from\\nwithin the interface [18, 47, 49] . On the surface, this ap-\\npears to provide an outlet for users to articulate their concep-\\ntual models and adopt concept-driven reasoning. However,\\na key limitation in these tools is that they treat hypothe-\\nses and knowledge artifacts as `products'. Externalizing hy-\\npotheses is thus merely intended to help people recall their\\ndiscoveries [17, 39] , but not as potential entry points into\\nthe sensemaking process. Interestingly, most of these tools\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,205],\"text\":\"were inspired by Prolioli and Card's bottom-up sensemaking\\nmodel [37] . To our knowledge, there are no visualization\\ntools that support top-down, expectation-guided analysis, as\\nespoused by the data-frame theory [28] . Our work explores\\nhow people might utilize such a tool.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,747,396],\"text\":\"Some effort has been made to design predictive visual-\\nizations that adapt to user goals and models. For instance,\\nSteichen et al. detect the viewer's current task from their\\neye gaze behavior [50] . Endert et al. introduced `semantic\\ninteraction', which deduces conceptual similarity between\\ndata items based on how users manipulate the visualization,\\nand accordingly adjust an underlying data model [14] . While\\nthese techniques provide a form of adaptation to user goals\\nand models in real-time, they are limited to inferring low-\\nlevel features of people's mental models. Furthermore, these\\ntechniques do not provide explicit hypothesis and model\\nvalidation affordances, which we seek to establish.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,416,700,433],\"text\":\"Natural Language Interfaces for Visualization\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,438,747,724],\"text\":\"Natural language has emerged as an intuitive method for\\ninteracting with visualizations [48] . There now exist tools\\nthat allow users to speak or type their queries in natural lan-\\nguage, and automatically receive appropriate data plots [52] .\\nGenerally, these tools work by identify data features ref-\\nerenced in the query [10, 45] , resolving ambiguities [15] ,\\nand then generating appropriate visualizations according to\\nperceptual principles and established designs [33] . Natural\\nlanguage processing (NLP) is primarily couched as a way\\nto lower the barrier for creating visualizations, especially\\namong novices [3, 19] . However, NLP also presents a com-\\npelling approach to tap into users' internal models and pre-\\ndictions about data; users could verbalize their hypotheses\\nto the interface and, in return, receive custom visualizations\\nthat either validate or question those hypotheses. That said,\\ncurrent NLP-based tools are merely capable of responding to\\ntargeted questions about the data, and do not make an effort\\nto infer users' implied models or data expectations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,724,747,949],\"text\":\"While there exist intelligent tutoring systems that are\\ncapable of inferring mental models via NLP [8, 36] , these sys-\\ntems are mainly intended for assessing a learner's mastery\\nof fundamental scientific facts [30] (e.g., whether a student\\ngrasps the human body's mechanism for regulating blood\\npressure [16] ). It is unclear if such techniques can be used\\nto infer users' mental models in visual analytics. Further-\\nmore, there is limited empirical knowledge about the nature\\nof conceptual models people express when interacting with\\nvisualizations. With few exceptions (e.g., [32, 42, 55] ), mental\\nmodels are often treated as products of the visual analytic\\nprocess — domain-embedded 'insights' gained after interact-\\ning with the visualization [21, 35, 44] . But do insights reflect\\nconceptual models that people retain for the long-term, and\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 68\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,744,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,155],\"text\":\"subsequently activate as frames when making sense of un-\\nseen data?\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,156,395,349],\"text\":\"Our work directly addresses the above gaps; we collect ex-\\nample models from participants specified in natural language,\\nand in the context of visual analysis sessions involving reali-\\ntic datasets. Rather than limiting our analysis to ‘insights’ [7] ,\\nwe give participants the opportunity to engage in hypothesis-\\nand model-based reasoning, by inviting them to articulate\\nexpectations to test against the data (before seeing the lat-\\nter). As such, the sample specifications we collect reflect\\ndeeper conceptual models likely encoded and recalled from\\nparticipants’ long-term memories. We inductively construct\\na typology from these examples to understand the types of\\ndata models people come to express in visual analytics.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,363,159,380],\"text\":\"3 METHODS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,384,395,575],\"text\":\"We conducted an exploratory study to investigate how peo-\\nple might interact with a visualization interface supporting\\na concept-driven analysis style. Such an interface would\\ngive users the option of sharing their conceptual models\\nand receiving relevant data plots in response. Because, to\\nour knowledge, no such interface exists, we opted for a me-\\ndiated study: subjects entered their queries and models in\\nnatural language through an interface, but the visualizations\\nwere generated manually by an experimenter (hereafter, the\\nmediator). This design was inspired by earlier InfoVis stud-\\nies [19, 57] and is particularly suited for this formative stage.\\nThe study addresses two research goals (RG 1, RG 2):\",\"reading_order\":5,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,581,396,790],\"text\":\"• RG 1 — We sought to determine whether participants\\nwould opt to share their models and expectations dur-\\ning visual analysis, as opposed to following an ex-\\nploratory approach. How often do people engage in\\nexpectation-guided analysis? Where do their expecta-\\ntions come from? How does the availability of model-\\ntesting affordances impact participants' sensemaking\\nactivities?\\n• RG 2 — Given the opportunity to engage in expectation-\\nguided analysis, what kind of models do people ex-\\npress? Can we classify these models according to the\\nfundamental data relationships implied, while abstract-\\ning natural language intricacies?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,802,144,820],\"text\":\"Participants\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,823,396,952],\"text\":\"We recruited 14 participants between the ages of 22 and 50\\nfrom a large, public university campus. Participants were\\nrequired to have had at least 1-year experience in using a\\ndata analysis tool (e.g., R, SPSS, Excel, Tableau). Selected par-\\nticipants represented a range of disciplines: eight majored in\\ninformatics, two in engineering, two in natural sciences, one\\nin social science, and one in music technology. Participants\\nwere compensated with a $20 gift card.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,125,459,141],\"text\":\"$$\\n Setup \\n$$\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,495],\"text\":\"The study comprised two 40-minute visual analysis sessions.\\nIn each session, participants were asked to analyze a given\\ndataset and verbally report their insights. We sought to\\nplace participants in an open-ended sensemaking context\\nto elicit realistic behaviors. We thus did not provide them\\nwith specific tasks or questions. Rather, they were instructed\\nto analyze the provided datasets by developing their own\\nquestions. This setup is thus similar to earlier insight-based\\nstudies [31, 40, 41, 43] but with one crucial difference: our\\ninterface is initially blank and contained only two empty\\ntext boxes: `query' and `expectation'. Participants typed their\\nquery and optionally provided an expectation in natural lan-\\nguage. The mediator interpreted the query-expectation pair\\nin real-time, and generated a response visualization using\\na combination of Tableau and R. If an expectation was pro-\\nvided, the mediator manually annotated the visualization to\\nsuperimpose the expected relationship onto the plot, while\\nhighlighting any discrepancy between the data and the ex-\\npectation. The result was then shown to the participant as a\\nstatic visualization (see Figure 1 ). To help maintain partici-\\npants’ chain of thought, the interface allowed them to see a\\na history of the last five visualizations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300298_pdf_shortened_page_3_figure_011.png\",\"bbox\":[420,502,743,722],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A line chart illustrates the percentage of the population aged 65 and above for Brazil, China, India, Russian Federation, and the United States from 2007 to 2016. Labeled data points for 2016 show values for each country, with orange arrows pointing to the India and Brazil lines indicating \\\"expected to be second lowest\\\" and \\\"expected to be third lowest.\\\" The chart is part of an interface with \\\"Question\\\" and \\\"Expectation\\\" sections.\"},{\"label\":\"figure_cap\",\"bbox\":[421,731,746,792],\"text\":\"Figure 1: The experimental interface. Participants entered a\\nquery and, optionally, an expectation (left). They received a\\ndata plot with their expectation annotated to highlight the\\ndifference between and their model and the data.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,804,492,822],\"text\":\"Procedures\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,747,953],\"text\":\"Participants analyzed two datasets over two separate ses-\\nsions. The datasets comprised socio-economic and health in-\\ndicators (e.g., labor force participation, poverty rate, disease\\nincidence), depicting the variation of these attributes over\\ngeography and time. The first dataset comprised 35 health\\nindicators for 20 major cities in the US in 2010-2015 [9] . The\\nsecond dataset is a subset of the World Development In-\\ndex with 28 socio-economic indicators for 228 countries in\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1013],\"text\":\"Paper 68\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,220],\"text\":\"2007-2016 [4] . We provided participants with a paper sheet\\ncontaining a summary of each dataset and a list of attributes\\ncontained within. The list also included a brief description\\nof each attribute along with its unit of measurement. Addi-\\ntionally, we provided printed world and US maps with major\\ncities indicated to facilitate geo-referencing.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,395,507],\"text\":\"At the beginning of the study, participants were given a\\nfew minutes to simply read the attribute list and scan the\\nmaps. In pilots, we found that this step is conducive to the\\nanalysis; it seemed participants were using this time to for-\\nmulate initial lines of inquiry and activate prior knowledge\\nform which they seem to derive concrete expectations. Next,\\nthe experimenter demonstrated the interface mechanics by\\ntyping two example query-expectation pairs and asking par-\\nticipants to try examples of their own, emphasizing that\\ninput is in free-form, natural language. Participants sat at a\\ndesk and viewed the interface through a wall-mounted 50-\\ninch monitor. They interacted using keyboard and mouse. In\\naddition to the mediator who sat behind and away from the\\nparticipant, another experimenter was present in the room\\nto proctor the study and answer questions. The study was\\nvideo and audio recorded. Participants were also instructed\\nto think aloud and verbalize their thoughts. Additionally,\\nscreen captures were recorded periodically.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,519,236,534],\"text\":\"Analysis and Segmentation\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,395,808],\"text\":\"In addition to textual entries that were manually entered\\nthrough the interface, we transcribed participants' verbal\\nutterances from the audio recordings. The combined ver-\\nbal and typed statements were then segmented into clauses\\nfollowing verbal protocol analysis techniques [53] . This re-\\nsulted in a total of 835 segments, after discarding technical\\nquestions about the interface and utterances not germane\\nto the study. We then classified segments into one of three\\ncategories: question , expectation , and reaction . Questions are\\nconcrete inquiries about data attributes (e.g., P3: “ Can I get\\nthe adult seasonal flu vaccine [rates] from 2010-2015 for all\\ncities? ” ). Expectations comprised statements that are indica-\\ntive of predicted data relationships participants expected to\\nobserve, before actually seeing the visualization (more on\\nthis in Section 5 ). Reactions include comments participants\\nmade after seeing the resulting visualization (e.g., P12: “ Ok\\nso it's much higher than expected. ” ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,395,954],\"text\":\"Because a single question was often followed by multi-\\nple verbalized expectations, our method resulted in more\\nexpectations than questions. However, we maintained a link\\nbetween each expectation and its origin question to ade-\\nquately capture the context. Hereafter, we refer to the cycle\\nof formulating a question, providing one or more data expec-\\ntation (optional), and receiving a visualization as a `query' . In\\ntotal, we collected 277 distinct queries and 550 expectations\\nfrom 14 participants (distribution illustrated in Figure 2 ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300298_pdf_shortened_page_4_figure_007.png\",\"bbox\":[425,121,741,276],\"reading_order\":7,\"tags\":[],\"alt_text\":\"This is a bar chart comparing \\\"Queries\\\" and \\\"Expectations\\\" across 14 categories, labeled P1 through P14 on the x-axis. The y-axis ranges from 0 to 90. For each category, \\\"Expectations\\\" (orange bars) are consistently higher than \\\"Queries\\\" (blue bars).\"},{\"label\":\"figure_cap\",\"bbox\":[420,289,747,320],\"text\":\"Figure 2: Distribution of queries and expectations across par-\\nticipants.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,357,628,374],\"text\":\"Selecting Visualization Templates\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,378,748,617],\"text\":\"In response to queries, the mediator sought to generate fa-\\nmiliar visualizations, such as line charts, bar charts, and scat-\\nterplots. The appropriate visualization was determined after\\nconsidering the query provided by the participant and the\\ntypes of attributes involved. For example, when the partici-\\npant used words like `correlation' or `relationship' between\\ntwo quantitative attributes (e.g., P3: “Is there a relationship\\nbetween country's population density and total unemploy-\\nment rate in 2016?”), the mediator used a scatterplot. On\\nthe other hand, when the participant referenced temporal\\ntrends (e.g., “across the years” or by providing a specific time\\nrange), the mediator employed a line chart and represented\\nthe referenced attributes with one or more trend lines (e.g.,\\nP14: “School enrollment of females vs males in Pakistan vs\\nAfghanistan over time”).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,629,653,646],\"text\":\"Visualizing Participants' Expectations\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,748,809],\"text\":\"The mediator employed a variety of strategies to superim-\\npose participants' expectations onto the visualization, aiming\\nto visually highlight any mismatch between data and expec-\\ntations. We outline some of these strategies but note that\\nthe resulting designs are not necessarily optimal. Rather, the\\nresulting visualizations reflected the mediator's best attempt\\nto respond in real-time and with minimal delay so as not to\\nfrustrate participants or disrupt their thought process. These\\nconstraints made it difficult to optimize the design, so in\\nmost cases the mediator opted for simplicity over optimality.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,748,953],\"text\":\"It was relatively straightforward for the mediator to su-\\nperimpose participants' expectation onto the visualization,\\nwhen the expectation can be directly mapped to specific\\nmarks in the visualization. For instance, in a query about\\nfemale unemployment in Iran vs. the US, P14 expected that\\nthe \\\"percentage in Iran is higher.\\\" The corresponding visu-\\nalization comprised two trend lines depicting how unem-\\nployment changed in the two countries over time. Here, the\\nmediator added an arrow pointing to Iran's along with a text\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 68\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300298_pdf_shortened_page_5_figure_002.png\",\"bbox\":[67,123,738,317],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays three data visualizations: a line chart comparing female unemployment in Iran and the USA over time, a line chart showing fertility rates for Japan and Australia, and a scatter plot illustrating the relationship between urban population and industrial employment. Each chart includes a query and an expectation, with some annotations on the charts themselves.\"},{\"label\":\"figure_cap\",\"bbox\":[68,327,745,358],\"text\":\"Figure 3: Three example query-expectation pairs from the study and the associated response visualizations as created by the\\nmediator in real-time.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,378,395,586],\"text\":\"annotation reading “expected to be higher” (see Figure 3 -\\nleft). During pilots, we found that adding textual annotations\\nimproved the readability and prompted more reflection. Gen-\\nerally, whenever the participant’s model implied inequality\\n(e.g., between two or more geographic locations), an arrow\\nwas added to the mark(s) referenced along with a text anno-\\ntation indicating the predicted ordering. Similarly, when the\\nparticipant predicted a specific quantity, a text annotation\\nrestating the expectation (e.g., “60 expected”) was added near\\nthe corresponding mark. Such annotations, while simplis-\\ntic, served to focus participants’ attention onto parts of the\\nplot most relevant to their expectation, enabling them to\\nefficiently compare their model and the data.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,587,395,778],\"text\":\"Expectations involving correlations and trends required\\nsome interpretation on the part of the mediator, as those\\noften lacked information about the predicted strength of the\\ncorrelation or the slope of the trend. The mediator attempted\\nto infer the implied strength from context, and visualized\\nsuch expectations as line marks overlaid onto the plot. For in-\\nstance, Figure 3 - right shows a regression line (yellow) for an\\nexpected “ positive relationship ” between urban population\\nand total employment in industry. When the strength of pre-\\ndicted trends could not be readily determined, the mediator\\nemployed text annotations and indicated whether, subjec-\\ntively, the data had met the expectation (Figure 3 - center).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,788,286,804],\"text\":\"4 FINDINGS - USAGE PATTERNS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,395,891],\"text\":\"We first discuss our observations on how participants ap-\\nproached the sensemaking task, and how they interacted\\nwith the model concept-driven interface (RG 1). In Section 5,\\nwe systematically examine the types of expectations exter-\\nnalized by participants (RG 2).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,901,187,918],\"text\":\"Analytic Behaviors\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,954],\"text\":\"We observed two distinct analytic behaviors: model valida-\\ntion and goal-driven querying.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,378,747,602],\"text\":\"Model Validation. The most frequent analytic behavior,\\noccurring in 218 queries (78.7 % of total), can be classified\\nas model validation ; the participant sought to explicitly test\\nhis/her expectation against the dataset. When seeking to\\nvalidate models, participants typically provided a query that\\ndirectly probed their model along with a clear expectation\\nto be tested. For instance, P4 asked about the relationship\\nbetween alcohol abuse and chronic disease, expecting to \\\"see\\na clear positive correlation.\\\" During the study, participants\\nwere asked to indicate whether their expectations had been\\nmet after receiving the visualization: 107 model-validation\\nqueries (53.5 % ) resulted in data that did not fit participants'\\nexpectations, 18 (9 % ) resulted in partial fit, and 75 (37.5 % )\\nwere described as having a `good fit'.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,603,747,729],\"text\":\"Reaction to the visualization varied depending on whether\\nthe participant's expectation had been met. When the visu-\\nalization showed data in agreement with the model, the par-\\nticipant typically verbally indicating that their expectation\\nhad been met, often repeating their prediction so as to seem-\\ningly emphasize the validated model. However, when data\\nis presented that contradicted the expectation, we observed\\nseveral types of reaction.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,730,747,935],\"text\":\"In 22 instances (17.3 % of queries resulting in unmet ex-\\npectations), participants formulated new hypotheses in an\\nattempt to explain the mismatch. For example, P2 asked a\\nquestion about the percentage of youth population in five\\nU.S. cities, expecting to see a higher percentage in Wash-\\nington D.C. compared to Denver. This expectation was not\\nborne out, and upon examining the graph, the participant\\nresponded with a possible explanation: maybe because D.C.\\nhas more government offices, or people there work in gov-\\nernmental offices mostly, so because of that there are more\\nold people than youth, comparatively.\\\" Occasionally, partici-\\npants drew on factors external to the dataset to justify the\\nmismatch.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 68\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[68,125,394,283],\"text\":\"In a second type of reaction, unmet expectations led a\\nfew participants to generate follow-up queries in order to\\nexplain the mismatch. For example, P7 predicted increasing\\nunemployment in Italian industry. When his expectation did\\nnot match the visualization, a subsequent line of exploration\\nwas developed to investigate other sectors “ so we are seeing\\nthat unemployment has increased in 2014 and then it went\\ndown twice, so can we see the employment in the services\\narea? ” However, this type of analysis directed at model-data\\ndiscrepancy was rare, occurring in 3 queries only (2.4 % ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,603],\"text\":\"On the other hand, some participants responded to unmet\\nexpectations by questioning the veracity of the data. This\\nbehavior was observed 14 times (in 11 % of queries resulting\\nin model-data mismatch). Here, both subjective impressions\\nand objective anecdotes were invoked to justify the rejec-\\ntion of the result. For example, P12 asked about the birth\\nrate per woman in his home country of Bangladesh. When\\nthe response came back as approximately half his expec-\\ntation (2.13 instead of 4 predicted births), the participant\\nresponded that “ he's unsure how they actually got this\\ndata... it really doesn't reflect the conditions. ” This type of\\nreaction was generally pronounced when the participant\\nhad personal knowledge about the subject. As another ex-\\nample, P1 expressed an expectation of a correlation between\\nrural population and agricultural employment but when the\\ndata contradicted his views he stated “ this displays the oppo-\\nsite of what I expected... is this the real data? ” Lastly, in the\\nmajority of cases (88 queries, or 69.3 % ), participants simply\\nmoved on to another query, without explicitly addressing\\nthe model-data discrepancy.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,613,394,727],\"text\":\"Goal-Driven Querying We classified 52 queries (18.8 % ) in\\nwhich participants sought to answer well-defined questions\\nas goal-driven . In contrast to model validations, goal-driven\\nqueries lacked expectations despite stemming from concrete\\nepistemological objectives. For instance, when querying lung\\ncancer mortality in Minneapolis, P7 simply noted: “ I don't\\nknow what to expect ” .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,727,394,791],\"text\":\"The remaining 7 queries (2.5%) comprised questions about\\nthe structure of the study, the nature of \\\"questions that can\\nbe asked\\\", or about the meta data (e.g., P5: \\\"How complete is\\nthe data available on access to electricity in 2007?\\\")\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,803,216,821],\"text\":\"Sources of Expectations\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,393,953],\"text\":\"To understand where participants' data expectations come\\nfrom, we analyzed verbal utterances looking for references\\nto the origin. In queries where the source could be identified,\\nparticipants drew upon two sources of information when\\nconceptualizing expectations: their prior knowledge and in-\\nformation gleaned from earlier visualizations seen in the\\nstudy. In 19 of 26 expectations (73.1 % ), participants relied on\\ntheir memory when formulating predictions. This included\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,396],\"text\":\"information remembered from the media as well as personal\\nperceptions and anecdotes. For example, when expecting a\\nhigher employment rate in Detroit compared to other major\\ncities, P2 noted that she had “heard that there are lots of jobs\\nin Detroit” because “lots of friends after graduating from\\nhere moved to either Texas or Detroit.” On the other hand, 7\\nexpectations (26.9 % ) were formed or derived based on infor-\\nmation uncovered through previous queries. An example of a\\nstudy-informed expectation is when a participant, after ask-\\ning about the time needed to start a business in Bangladesh,\\nfollowed up with a query requesting the same data for the US.\\nIn specifying his expectation, the participant predicted that\\n“if it is 19.5 days [in Bangladesh] then it should be around 3\\n[in the US]”. Most participants used a combination of the two\\nmethods, conceptualization hypotheses from their memory\\nand drawing upon insights they uncovered during the study,\\nalthough the former was more common, on average.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,406,668,422],\"text\":\"5 FINDINGS - MODELS ABOUT DATA\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,426,747,524],\"text\":\"To understand the mental models participants held and ex-\\nternalized during the study, we analyzed and coded their ex-\\npectations. We then synthesized a typology comprising the\\nmost frequently observed models. We formally account for\\neach model type with a set of abstract, language-independent\\ntemplates. We begin by describing the coding methodology.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,533,554,551],\"text\":\"Coding Methodology\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,553,747,714],\"text\":\"Two coders inductively coded participants' expectations\\n( n=550 ) using a grounded theory approach [51] . Because\\nexpectations were often incomplete on their own, the coders\\nalso considered the associated queries to resolve implicitly\\nreferenced attributes. Additionally, the coders considered\\nthe resulting visualizations, adopting the mediator's inter-\\npretation to resolve any remaining ambiguities. Long sen-\\ntences that had no interdependencies between the constitut-\\ning clauses were divided into multiple expectations during\\nthe segmentation phase (see 'Analysis and Segmentation').\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,715,747,890],\"text\":\"Throughout the coding process, the emerging themes were\\nregularly discussed with the rest of the research team and\\nrevised iteratively, leading up to a final coding scheme. The\\nentire expectation dataset was then recoded using the final-\\nized scheme. Coding reliability was measured by having the\\ntwo coders redundantly code 40 expectations (approximately\\n8 % of the dataset). Intercoder agreement was 90 % , with a Co-\\nhen's kappa of 0.874, indicating strong agreement [34] . The\\nscheme was organized as a two-level hierarchy: codes that\\nrepresent conceptually similar expectations were grouped\\nunder `types' and `subtypes'.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,747,953],\"text\":\"Building on the final coding scheme, we synthesized ab-\\nstract templates representing each type and subtype of expec-\\ntation observed. The templates capture fundamental data re-\\nlationships entailed, but omit the exact attributes and trends.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 68\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 7\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300298", "source_image_path": "test_data/3290605-3300298/3290605-3300298_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300298/results/output_json/3290605-3300298_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"figure_path\":\"figures/3290605-3300298_pdf_shortened_page_7_figure_002.png\",\"bbox\":[123,125,692,368],\"text\":\"
ModelSubtypeGoodness of fitIDTemplate
RelationshipsCause and effect114 / 114R1X causes Y (to increase) [decrease] [in locations C+]
Meditation10 / 10R2X [pos neg] affects Y, which in turn [pos neg] affects Z [in locations C+]
Causal sequence3 / 3R3A series of past events (E1, E2, E3, ... ) [pos neg] (to increase) [decrease] [in locations C+]
Correlation73 / 77R4[X] [pos neg] correlates with Y [in locations C+]
Partial OrderingDirect comparison119 / 120C1Locations C+], are (higher) [lower] similar [dissimilar] compared to locations C+], in X [between T1-T2]
Ranking5 / 6C2X is (higher than lower) than (similar to) [different from] Y [in locations C+]
2 / 2K1.Location(s C1, C2), ... ) are in (ascending) descending order with respect to X
13 / 14K2.Location(s) is ranked (high) [most] higher than [in a set of locations C+], all available locations] in X
Values102 / 102V1.Average of] X (equals greater than equal) less than [equal] V1. in locations C+
5 / 5V2.X is in the range of V1-V5 [in locations C+]
18 / 18V3.X is in [not] [high] [low] [in locations C+]
Trends31 / 33T1.X (increased) [decrease] [between] T1-T2 [in locations C+]
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This table outlines data visualization models, categorized as Relationships, Partial Ordering, and Trends & Values. Each category includes subtypes with a \\\"Goodness of fit\\\" score, a unique ID, and a sentence template illustrating how the model can be expressed. The templates use colored boxes to indicate variables, optional elements, and choices for constructing descriptive sentences.\"},{\"label\":\"figure_cap\",\"bbox\":[68,386,746,461],\"text\":\"Figure 4: A typology of data models held and externalized by participants. The three major model types (Relationships, Partial\\nOrdering, and Trends and Values) are further divided into subtypes. We formally describe each model subtype with language-\\nindependent templates. Color-coded slots in the templates represent data attributes (purple), geographies (cyan), time periods\\n(green), event sequences (yellow), quantitative data values and trends (blue), and other qualifiers (grey). Parameters not always\\nspecified in participants' expectations are considered 'optional' and enclosed in brackets.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,482,394,592],\"text\":\"Instead, the templates define 'slots' that serve as placehold-\\ners for attributes, trends, values, and other qualifiers. Taken\\ntogether, these templates constitute a typology of models par-\\nticipants externalized and tested against the data. Expressing\\nan expectation can accordingly be thought of as selecting an\\nappropriate template from the typology and `filling' its slots\\nto complete the specification.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,592,394,800],\"text\":\"Of the 550 expectations we recorded, 503 (91.4 % ) could be\\nclassified under the typology. The remainder could not be\\nfully classified either because they were observed rarely (no\\nmore than once) and thus did not warrant inclusion as unique\\ntemplates, or because, while they could be matched with\\na suitable template, they included additional information\\nthat could not be fully expressed by the matching template.\\nThe resulting typology is outlined in Figure 4 . We observed\\nthree major model types: Relationships, Partial Ordering, and\\npredicted Trends and Values. In the following, we discuss\\neach model type in detail and outline its variants (hereafter\\nreferred to as subtypes). Figure 5 illustrates the number of\\ntimes participants invoked the different models.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,811,154,830],\"text\":\"Relationships\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,833,394,896],\"text\":\"The most frequently observed model (204 expectations, or\\n39.8%) entailed an expected relationship or interaction be-\\ntween two or more attributes. We classified this model into\\nfour subtypes, based on the nature of the relationship:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,903,394,955],\"text\":\"Participants and Effect (R1). Participants frequently expected an\\nattribute to unidirectionally affect a second attribute. For ex-\\nample, P14 expected that “ Because there are a lot of rules\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,681,746,825],\"text\":\"and regulations [that are] kind of not in favor of women's \\nrights... I assume Iran should be lesser than USA' in regards \\nto the rate of female unemployment. This example can be \\nrephrased to fit template R1 (see Figure 4): Rules and reg- \\nulations that limit women's personal freedom [X] causes \\nfemale employment [Y] to decrease in Iran [C]. The sec- \\nond clause from the above example was separately classified \\nas a Direct Comparison between Iran and the US (more on \\nthis later).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300298_pdf_shortened_page_7_figure_010.png\",\"bbox\":[425,478,747,629],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A bar chart titled \\\"Frequency\\\" on the y-axis displays eight categories grouped under three main types on the x-axis. The \\\"Relationships\\\" section contains blue bars for Cause & effect, Mediation, Causal sequence, and Correlation; the \\\"Partial Ordering\\\" section has orange bars for Direct comparison and Ranking; and the \\\"Trends & Values\\\" section includes green bars for Values and Trends, each showing different frequencies.\"},{\"label\":\"figure_cap\",\"bbox\":[426,643,739,660],\"text\":\"Figure 5: Frequency of model occurrence in expectations.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,826,746,921],\"text\":\"Notably, participants frequently referenced causal factors,\\nthat were outside the dataset. For instance, in the above ex-\\nample, there were no attributes about 'rules limiting personal\\nfreedom' in our dataset. Additionally, participants occasion-\\nally qualified the expected cause-and-effect relationship to\\nspecific locations (e.g., 'Iran') or to a certain time window.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,921,746,955],\"text\":\"We determined a goodness of fit for each template (re-\\nported in Figure 4 ) by counting instances where expectations\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 68\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300298/results/markdown/3290605-3300298_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[137,117,676,184],\"text\":\"TORC: A Virtual Reality Controller for\\nIn-Hand High-Dexterity Finger Interaction\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[145,199,667,217],\"text\":\"Jaeyeon Lee$^{1,2}$, Mike Sinclair$^{2}$, Mar Gonzalez-Franco$^{2}$, Eyal Ofek$^{2}$, and Christian Holz$^{2}$\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[222,218,592,234],\"text\":\"$^{1}$HCI Lab, School of Computing, KAIST, Daejeon, Republic of Korea\",\"reading_order\":5,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[288,233,520,249],\"text\":\"$^{2}$Microsoft Research, Redmond, WA, USA\",\"reading_order\":6,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[210,251,603,267],\"text\":\"jaeyeonlee@kaist.ac.kr, { sinclair.margon,eyalofek,cholz } @microsoft.com\",\"reading_order\":7,\"tags\":[\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_0_figure_008.png\",\"bbox\":[67,282,726,446],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A multi-panel image demonstrates a haptic interaction system. The first two panels show a hand holding a device with finger rings and a visible circuit board, highlighted by a dashed outline. The subsequent panels depict a rendered hand interacting with a green 3D cube, illustrating scaling, translation, and rotation movements with yellow arrows and a dashed outline representing the original cube dimensions.\"},{\"label\":\"figure_cap\",\"bbox\":[239,457,574,474],\"text\":\"Figure 1: TORC interaction – real vs VR animation rendering.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,479,142,496],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,500,395,741],\"text\":\"Recent hand-held controllers have explored a variety of hap-\\ntic feedback sensations for users in virtual reality by produ-\\ncing both kinesthetic and cutaneous feedback from virtual ob-\\njects. These controllers are grounded to the user's hand and\\ncan only manipulate objects through arm and wrist motions,\\nnot using the dexterity of their fingers as they would in real\\nlife. In this paper, we present TORC, a rigid haptic controller\\nthat renders virtual object characteristics and behaviors such\\nas texture and compliance. Users hold and squeeze TORC\\nusing their thumb and two fingers and interact with virtual\\nobjects by sliding their thumb on TORC's trackpad. During\\nthe interaction, vibrotactile motors produce sensations to\\neach finger that represent the haptic feel of squeezing, shear-\\ning or turning an object. Our evaluation showed that using\\nTORC, participants could manipulate virtual objects more\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,480,746,512],\"text\":\"precisely (e.g., position and rotate objects in 3D) than when\\nusing a conventional VR controller.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,527,524,543],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,547,747,581],\"text\":\"• Human-centered computing → Virtual reality: Hap-\\ntic devices: Empirical studies in interaction design.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,594,501,611],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,615,748,647],\"text\":\"Haptics; VR object manipulation; Haptic texture; Haptic com-\\npliance\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,660,554,672],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[421,673,748,765],\"text\":\"Jaeyeon Lee$^{1,2}$, Mike Sinclair$^{3}$, Mar Gonzalez-Franco$^{4}$, Eyal Olek$^{5}$,\\nand Christian Holz$^{6}$. 2019. TORC: A Virtual Reality Controller for\\nIn-Hand High-Dexterity Finger Interaction. In CHI Conference on\\nHuman Factors in Computing Systems Proceedings (CHI 2019), May 4–\\n9, 2019, Glasgow, Scotland, UK . ACM, New York, NY, USA, 13 pages.\\nhttps://doi.org/10.1145/3290605.3300301\",\"reading_order\":18,\"tags\":[\"author\",\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"sec_1\",\"bbox\":[421,788,549,804],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,747,953],\"text\":\"Compared to the visual wonders elicited by recent advances\\nin consumer Head Mounted Displays (HMDs) for virtual\\nreality (VR), haptic sensations on commercial hand-held con-\\ntrollers overwhelm with vibrotactile buzzing [7] . Research\\nhas explored many compelling forms of haptic feedback –\\nranging from exoskeletons [18] to grasping sensations [12] ,\\ncompliance [13] , and tactile sensations [5] – but commer-\\ncial acceptance has proved elusive, in part because of the\\nmechanical complexity of the proposed systems.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute, requires prior special\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nC 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,899,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,266,954],\"text\":\"ACM ISBN 978-1-4603-5970-2/19/05...$150.00\\nhttps://doi.org/10.1145/3200605.330301\",\"reading_order\":23,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 71\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,124,395,267],\"text\":\"Complexity of course drives up cost, but it also reduces re-\\nliability – both formidable barriers to advancing rich haptic\\nfeedback in consumer products. Devising a less complex con-\\ntroller is no simple matter. To simulate properties of physical\\nobjects requires pushing back (or blocking) movement of the\\nhand, in multiple degrees-of-freedom (and hence multiple\\nmotors) at human-scale forces. This is a substantial prag-\\nmatic problem that calls for new strategies and solutions to\\ndeliver consumer-grade haptic feedback.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,395,347],\"text\":\"This type of haptic rigidity is the basis of the power grip\\nthat is needed in order to touch a virtual object and feel it is\\nactually present [2, 21, 38] . To better render different types\\nof objects the controller should also account for a level of\\ncompliance.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,394,443],\"text\":\"While a power grip happens at the muscular level, the\\nprecise control needed for a dexterous experience derives\\nfrom the cutaneous pressure-sensitive fingertips [3] . In fact,\\na precision grip is a necessary element for forceful tasks,\\nespecially if we need to achieve the optimal minimum force\\nto prevent an object from slipping.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,394,537],\"text\":\"From the motor-perceptual level, we conclude that a com-\\nplete haptic device must render the full gamut of compliance\\nup to a rigid object, to provide for the muscular, i.e. power,\\naspects of the experience. And, it must as well deliver cuta-\\nneous level stimulation (output) and input at the finger tips,\\nto render enough touch precision [16, 20] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,537,395,714],\"text\":\"To address this challenge, we contribute TORC (Figure 1 ),\\na novel hand-held haptic controller for VR that has a rigid\\nshape and no moving parts, making it a suitable candidate\\nfor reliable mass manufacturing. Despite its rigid design,\\nTORC can render a wide range of compelling haptic signals,\\nincluding compliance of virtual object materials, and the\\ntexture of virtual surfaces. Our controller supports a hybrid\\nof both power and precision grasps [42] that enable users\\nto grab virtual objects, hold them, dexterously manipulate\\nthem via a precision tripod-type grip with the thumb and\\ntwo fingers, and finally let go of the virtual object at will.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,715,394,809],\"text\":\"The design of TORC achieves this through a novel combi-\\nnation of force sensors and vibrotactile actuators that act as\\nmulti-sensory substitutions for cutaneous force and render-\\ning. Together these generate the haptic illusion of compli-\\nance, texture, grasping and releasing of virtual objects, and\\ndexterous manipulation, all grounded to the palm.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,395,935],\"text\":\"We built a first prototype of TORC to investigate the lo-\\ncation of force sensors and vibrotactile actuators for the\\nprecision grip, and then built a second prototype with a\\nmobile and rigid form factor to enable both dexterous and\\ncompliance applications inside VR. In a user study, we found\\nthat participants could rotate and position objects with in-\\ncreased accuracy when using the dexterity and grip of our\\ndevice.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,936,367,954],\"text\":\"Taken together, our work contributes the following-\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[433,124,749,365],\"text\":\"(1) TORC is a haptic VR controller that senses finger move-\\nments for manipulating virtual objects and provides\\nhaptic feedback to in-hand interaction with virtual\\nobjects.\\n(2) A new design strategy that relies on brain plasticity\\nand multi-sensory integration to produce the illusion\\nof multi-finger compliance, grasping, and manipula-\\ntion.\\n(3) TORC achieves all its capabilities in a robust rigid\\ndesign with no moving parts applying force against\\nthe user's muscles, and includes a strong illusion of\\nobject compliance.\\n(4) Through sensing only finger forces and producing\\nproper visual animations, we can provide a kinesthetic\\nperception, including both force and proprioception.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,381,757,510],\"text\":\"In sum, our work demonstrates that combinations of sens-\\ning, low-force actuation, and human perception insights for\\nsensory integration. It can produce reasonably compelling\\nhaptics without necessarily resorting to human-scale forces\\nactuated by multiple motors along multiple degrees-of-freedom.\\nThis suggests new directions and a pragmatic path forward to\\ndeliver rich haptic experiences in consumer-grade hand-held\\ncontrollers for virtual reality.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,533,550,550],\"text\":\"2 RELATED WORK\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,555,748,621],\"text\":\"We review haptic interfaces for presenting a realistic sensa-\\ntion of virtual objects. Previous work, as well as the current\\none, have achieved strong illusions through electromagnetic\\nstructures and visuo-haptic interactions.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,645,661,661],\"text\":\"Wearable and Mobile Haptic Interfaces\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,715],\"text\":\"We find that previous prototypes have generally tackled the\\nproblem from a particular angle, solving to a great extent\\neither need: precise touch or power grasp.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,715,747,841],\"text\":\"Using wearable and mobile haptic interfaces, researchers\\ncould render the various characteristics of precision touch\\nof virtual objects. Finger-worn cutaneous feedback displays\\nhave been proposed [10, 31, 43, 46, 55] ; in those solutions, a\\nmoving mechanical effector was used for force feedback. Re-\\ncently, Schorr and Okamura [49] presented finger-mounted\\ndevices of 3DOF cutaneous force feedback on the fingertip\\nthat render weight, friction, and stiffness of a virtual object.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,747,955],\"text\":\"Tactile arrays have been used for wearable and mobile\\ntexture presentation [5, 33, 34, 48] . Using thin piezoelectric\\nactuators, Kim et al. [33] presented small and lightweight\\ntexture display that has $4 \\\\times 8$ linear actuators on the finger\\ntip. Recently, Benko et al. [5] presented hand-held devices\\nthat render virtual object's shape and texture using a moving\\nplate and a height-changing actuator array.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 71\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,42,159,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,42,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,267],\"text\":\"Wearable and Mobile haptic interfaces have been used to\\nrender the shape of a virtual object in hand.To create kines-\\nthetic force feedback to fingers, those devices were often\\ngrounded to the other parts of hand [9, 36, 50] . Because tra-\\nditional hand-grounded haptic interfaces often had a heavy\\nand complex structure, researchers have been explored a\\nlight-weight and efficient structures [11, 12, 24, 27, 28, 58] .\\nRecently, Hinchet et al. [26] proposed a thin glove interface\\nthat renders various types of grasp using electrostatic brakes.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,395,380],\"text\":\"Though the finger-worn tactile interfaces and research de-\\nlivered very realistic cutaneous stimulation at the fingertips,\\nthey have limitations for forceful input because they have\\nno ground for pushing against to make force. On the other\\nhand, the grounding makes unwanted force to the body part\\nthe device is grounded. In the middle there is the hand-held\\nform factor, which allows for palm level grounding.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,394,252,411],\"text\":\"Hand-held Haptic Controllers\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,415,395,606],\"text\":\"Recent work on haptic VR feedback has often investigated\\nhand-held interfaces – haptic controllers that can present\\nthe haptic sensation of a virtual object and can give an input\\nfor manipulating the virtual object. Choi et al. [13] presented\\nCLAW – a haptic controller assembled with a robotic struc-\\nture that provides kinesthetic and cutaneous haptic feedback\\nof virtual object. Whitmire et al. [54] presented Haptic Re-\\nvolver that actuates the textured interfaces under the finger-\\ntip based on the virtual object under the user's finger in the\\nvirtual environment. They used a force input to differentiate\\nthe texture exploration mode and the sliding mode of the\\nsame movement.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,607,395,703],\"text\":\"These previous prototypes were very good to deliver tex-\\ntures if the objects were not being held between the fingers.\\nThe CLAW [13] supports a partial power grip using only the\\nthumb and index and additionally renders object textures\\nonto the fingertip, but operated either in touch mode or in\\ngrasp mode, but not at the same time.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,395,841],\"text\":\"Manipulation of Virtual Objects. In aforementioned devices,\\nthe grasping setup of the actual controller also plays an\\nimportant role as a grounding for force input and output. As\\na result, manipulation of a virtual object in hand is evoked\\nby the arm movement, not by the fingers in most of haptic\\ncontrollers. Haptic Links [50] take this to the extreme and\\nenable haptic feedback and manipulation of virtual objects\\nacross the user's hands.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,955],\"text\":\"These approaches miss an important part of human-object\\ninteraction: the dexterity of our fingers that we use every\\nday to manipulate objects in real life. Hence, we believe that\\nthe design of a haptic controller should be reconsidered in\\norder to make use of users' capabilities of fine-grained finger\\nmotions. We thus set out to devise a haptic interface that can\\nbe grasped stably with a power grip, but at the same time\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"allows users to handle and manipulate virtual objects with\\nhigh precision.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,180,585,199],\"text\":\"Visual and Haptic Illusions\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,202,748,266],\"text\":\"Here, we describe a series of previous work including pseudo-\\nhaptic feedback, haptic illusions and visuo-haptic illusions\\nthat have been described to be the basis for delivering strong\\nhaptic illusions in VR.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,286,748,416],\"text\":\"Pseudo-Haptic Feedback . Pseudo-haptic feedback [37, 38] is\\na method to simulate haptic sensations using vision or sound\\nrather than through a haptic interface. Though the term con-\\ntains `haptic', it is more about visual or auditory feedback.\\nSince vision has been considered as a dominant sensory chan-\\nnel [22] , various range of haptic sensations including texture\\n[39] , friction [40] , compliance [4] , and weight [19] have been\\nexplored using vision-based pseudo-haptic feedback.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,436,748,661],\"text\":\"Haptic illusions. Haptic stimulations also have been used to\\ncreate different types of haptic sensations [41] . Though there\\nare various haptic illusions, we only introduce some of the\\nillusions that might be closely related to in-hand applications.\\nKildal [30] presented a haptic illusion of compliance using a\\nrigid cube (Kooboh) with pressure sensor and vibrotactile ac-\\ntuator. When a user presses the Kooboh, one feels a series of\\nvibration bursts that simulates the sensation of deformation\\nof the object. This method has been used to present floor\\ncompliance [53] , virtual buttons [32] , and tangential com-\\npliance [25] . Rekimoto [47] presented the illusion of pulling\\nforce using asymmetric vibrations. This method has been\\nused to guide a finger in VR [31] and to present the sensation\\nof weight in VR [11] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,680,748,955],\"text\":\"Visuo-Haptic Illusions. While haptic interfaces in pseudo-\\nhaptic feedback are typically static rather than changing\\ndynamically or actively presenting haptic illusions. Recent\\nstudies have found that perceptual integration of visual feed-\\nback and dynamically changing or active haptic feedback\\ncreates another type of haptic illusions in VR [6] . Zenner\\nand Krüger [59] presented Shifty, a hand-held haptic device\\nwith a shifting mass for presenting visuo-haptic illusion of\\ndifferent size, length, and thickness of a virtual object in\\nhand. Abtahi and Föllmer [1] tackle the limitation of the\\nshape display by perceptual integration of visual and hap-\\ntic feedback. They showed that the visuo-haptic illusions\\ncould effectively improve the sparse resolution, small size,\\nand slow actuation speed of the shape display. Yem et al. [56]\\ndemonstrated the perception of softness and stickiness of a\\nvirtual object using an array of electrocattile displays on the\\nfingertip and pseudo-haptic feedback on a visual display.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 71\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_3_figure_002.png\",\"bbox\":[100,122,713,283],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image presents a prototype of a haptic feedback device and its technical diagrams. Panel (a) shows a physical device with wiring, mounted on a base, with a hand's shadow in the background. Panel (b) provides three detailed schematics: an \\\"End View from the Palm\\\" labeling components like \\\"Thumb\\\" and \\\"Finger Rest\\\", a \\\"Left Side View\\\" showing internal parts including a \\\"VCA\\\", and a \\\"Right Side View\\\" indicating a \\\"Force Sensor\\\" and \\\"VCA\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[78,293,736,310],\"text\":\"Figure 2: (a) Desk-fixed prototype used in Experiments 1 and 2 (b) diagram of end view, left side view, and right side view.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_3_figure_004.png\",\"bbox\":[78,328,379,439],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This block diagram illustrates an electronic system with three parallel channels, each comprising a force sensor and an instrument amplifier. The amplified signals are fed into a Teensy 3.6 microcontroller, which in turn outputs PWM signals to three motor drivers controlling Voice Coil Actuators (VCAs), with the Teensy connected to a PC via USB.\"},{\"label\":\"figure_cap\",\"bbox\":[86,451,375,468],\"text\":\"Figure 3: Schematic diagram of desk-fixed prototype.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_3_figure_006.png\",\"bbox\":[437,333,742,473],\"reading_order\":6,\"tags\":[],\"alt_text\":\"The image displays two line graphs, labeled (a) and (b), depicting acceleration in m/s² against time in ms. Both plots show damped oscillatory signals that peak around 30-40 ms and then decay. The x-axis ranges from 0 to 200 ms, and the y-axis ranges from -30 to 30 m/s².\"},{\"label\":\"figure_cap\",\"bbox\":[421,483,747,542],\"text\":\"Figure 4: Measured acceleration on index finger rest with vi-\\nbration from the VCA under the index finger rest. (a) with-\\nout fingers touching (b) with fingers touching the finger\\nrests.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,496,225,513],\"text\":\"3 TORC CONTROLLER\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,516,394,661],\"text\":\"TORC was designed to support the precision grip [20] using\\nthe thumb and two fingers. As shown in Figure 2 , we created\\na controller form factor that allows the user to move the\\nthumb freely in a plane on a pad, parallel to the rests for\\nthe two fingers. This assembly enables users to explore and\\nfeel virtual objects through their fingers, and manipulate\\nthe object using the thumb. Our design of TORC had sev-\\neral iterations. We describe the basic elements of TORC, the\\nexperiments, and the final TORC controller design.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,673,169,691],\"text\":\"Implementation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,694,393,756],\"text\":\"We describe the basic elements of TORC that was imple-\\nmented in the desk-fixed prototype for investigating the\\nnumber and location of force sensors and vibrotactile actua-\\ntors.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,767,394,896],\"text\":\"Hardware. As shown in Figure 2 a, we designed the device\\nto be held with thumb and two fingers of the right hand\\nwith the remaining fingers gripping the handle. Both finger\\nrests and thumb rest were arranged and fixed to a rigid, non-\\ncompliant structure such that there was no perceived motion\\n(proprioception) of the fingers or thumb when squeezing\\nor releasing the device. The force sensors had less than 50\\nmicrons of compliance over their full force range.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,394,954],\"text\":\"Sensors and Actuators. Under each finger rest (Figure 2b),\\nwe mounted force sensors (Honey-well FSS1500) and voice\\ncoil actuators (VCA, Dayton Audio DAEX9-4SM). The force\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,575,747,783],\"text\":\"sensors measured the force on a finger or thumb rest with\\nrespect to the handle. The VCAs provided a wide-band vi-\\nbrotactile actuation force with respect to the inertial mass of\\nthe VCA. We amplified the output of the force sensor using\\nan instrument amplifier (Motorola INA-126). The amplified\\nforce was then routed to the ADC input pin of the Teensy 3.6\\nmicrocontroller. The VCA was driven by the PWM output\\nof the microcontroller and amplified using a ROHM BD6211\\nfull bridge with 5V external drive voltage. We used three\\nforce sensors and three VCAs on each finger/thumb rest in\\nExperiment 1 and a force sensor and three VCAs in Experi-\\nment 2, respectively. Figure 3 depicts the schematic of the\\ndesk-fixed prototype.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,792,747,954],\"text\":\"Compliance Feedback . To render the compliance on a rigid\\ndevice via the VCAs, we used Kildal's method [29] , which\\npresents a vibration burst for certain force changes. We ren-\\ndered a 6 ms pulse of vibration (170 Hz) to the appropriate\\nVCA for every 0.49 N change in the system force. Because\\nthere was no reference that relates the actual and virtual\\ncompliance, we set the values to represent the compliance\\nsensation as from the real object we used by changing the\\nforce threshold. Using an accelerometer (LIS3DH, ST Mi-\\ncrosystems) with 2 kHz sampling rate, we measured the\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 71\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,332],\"text\":\"actual vibration force and its crosstalk on each of the finger\\nrests 20 times. The averaged peak acceleration values (stan-\\ndard deviation) measured on the thumb rest with vibration\\nfrom the thumb, index, and middle were 26.04 (0.85), 8.64\\n(1.82), and 4.97 (0.75) $m/s^2$ , respectively. The peak accelera-\\ntion values measured on the index finger rest with vibration\\ngenerated on the thumb, index, and middle were 6.79 (1.02),\\n29.81 (0.93), and 4.30 (0.51) $m/s^2$ , respectively. The peak ac-\\nceleration values measured on the middle finger rest with\\nvibration from the thumb, index, and middle were 5.58 (0.99),\\n13.66 (1.94), and 25.84 (2.12) $m/s^2$ , respectively. The vibration\\nwas distorted with the presence of visco-elastic fingers as\\nshown in Figure 4 .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,346,314,363],\"text\":\"Experiment 1: Location of Force Sensors\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,367,395,621],\"text\":\"To decide the simplest device that would provide accept-\\nable compliance rendering, we needed to define the number\\nand location of force sensors and VCAs. We surmised that\\none force sensor would suffice because, based on the op-\\nposing geometry of two fingers (index and middle) and a\\nthumb, the adduction force (towards the palm) on the thumb\\nis roughly equal to the sum of flexion forces (toward the palm)\\nof the index and middle fingers when grasping, squeezing\\nand manipulating and object. To verify our assumption, we\\nconducted a simple blind test of two conditions. In Condi-\\ntion A, vibrotactile pulse was delivered to each of the three\\nfingers depending on the change in the force sensor's out-\\nput, positioned under each finger rests. In Condition B, we\\nrendered identical vibrotactile feedback proportional to the\\nchange in the force sensor output on the thumb rest with\\nfour participants.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,621,395,732],\"text\":\"We asked the participants to try it and tell if they felt any\\ndifference between the two conditions. They all reported\\nCondition B to be more compliant. To avoid the novelty\\nconfounding factor the authors also tried it and they were\\nalso not able to tell the difference. Based on these results, we\\ndecided to implement a single force sensor under the thumb\\nrest.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,747,354,764],\"text\":\"Experiment 2: Location of Voice Coil Actuators\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,767,395,848],\"text\":\"To decide the minimum number and the location of VCAs\\nneeded to render the haptic sensation of compliance on hand-\\nheld controller, we conducted a paired comparison test of 7\\ncombinations of the location of the VCAs: Thumb (T), Index\\n(I), Middle (M), TI, TM, IM, and TIM.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,955],\"text\":\"Paired Comparison Test. In the paired comparison test [45,\\n51] , the participant compares all possible pairs of the samples\\nand selects the samples that is more fit for criteria between\\nA and B. The total number of the pairs led by n samples is\\n$n(n-1)/2$ . In the experiment, by considering the order effect\\nbetween two samples, the pairs are presented twice. If the\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,681,747,808],\"text\":\"participants' choice is different for the same pairs, the pair is\\npresented once more. Thus, the number of minimum trials\\nis $n(n-1)$ and the maximum $3n(n-1)/2$ depends on the\\nparticipant's answers. The score of sample A versus sample\\nB is calculated by $(c_A - c_B)/(c_A + c_B)$ where $c_A$ and $c_B$ are the\\nnumber of times participants chose A and B, respectively. The\\npaired comparison method produces the subjective ranking\\nby the sum of the scores.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_4_figure_010.png\",\"bbox\":[425,118,741,301],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A person wearing headphones sits at a desk, looking at a laptop screen. Their left hand holds a white ball connected to a metal frame structure. On the right, a white vertical panel separates the person's right hand, which interacts with a small mechanical device.\"},{\"label\":\"figure_cap\",\"bbox\":[420,306,747,382],\"text\":\"Figure 5: Experiment setup. The participant compared two\\nrendered sensations A and B from our device (right hand)\\nto the sensation of an analog object, a $\\\\not\\\\approx$ 5.08 cm silicone\\nball made of Eco-flex 00-30 (durometer 27.4 (Shore hardness,\\nscale: 00)) (left hand).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_4_figure_012.png\",\"bbox\":[456,403,710,598],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This is a box plot showing the distribution of \\\"score\\\" across seven different \\\"condition\\\" categories: TIM, TI, TM, IM, T, I, and M. The y-axis represents the \\\"score\\\" from -6 to 6, while the x-axis labels the \\\"condition\\\" categories, each represented by a distinct color in the legend. The box plots indicate that conditions TIM and TI generally have higher scores, while conditions T, I, and M tend to have lower scores.\"},{\"label\":\"figure_cap\",\"bbox\":[420,608,746,654],\"text\":\"Figure 6: Boxplot representing distribution of the psy-\\nchophysical preference score between different combina-\\ntions of the location of VCAs.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,747,953],\"text\":\"We compared all 21 pairs of 7 combinations of VCA posi-\\ntions in the experiment. The number of trials was from 42 to\\n63 depending on participants' answers. To establish a refer-\\nence for comparisons of the haptic sensation, we installed\\na silicone ball on the left side of the participants and asked\\nthe participants: which of the rendered sensations A and B\\nwas closer to the sensation from the left hand? Based on the\\nparticipants' answers, we calculated the scores for each of 7\\ncombinations.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 71\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_5_figure_002.png\",\"bbox\":[130,122,684,283],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A multi-panel image displays a haptic input device featuring a finger-mounted mechanism. Panel (a) shows a hand holding a joystick-like controller with the finger attachment, while panel (b) provides detailed diagrams of the finger mechanism. The diagrams illustrate components such as a Velcro Fingertip Capture, 2D Track Pad, Force Bias Adjust, Force Sensor, and a VCA (Voice Coil Actuator) in both end and right side views.\"},{\"label\":\"figure_cap\",\"bbox\":[169,294,643,312],\"text\":\"Figure 7: Final TORC controller. (a) photos (b) diagram of end view and right side view.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,333,394,427],\"text\":\"Participants. We recruited 17 right-handed participants (4\\nfemale, age from 17 to 58) who had no prior experience in\\nhaptic rendering for VR from our institution via e-mail. They\\nreceived a $15 coupon for completing the 30-min experiment.\\nThis user study was approved by an Institutional Review\\nBoard.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,438,394,567],\"text\":\"Experiment Setup. Participants were seated in front of a desk.\\nA laptop was placed at the center, our device on the right\\nside, and silicone balls on the left. Both our device as well\\nas the silicone balls were positioned on the desk so that\\nthe participant's arms and wrists could reach the objects\\nwith the same pose (Figure 5 ). The participants provided the\\npaired comparison responses using their left hand via the\\ntouchscreen of the laptop.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,576,394,672],\"text\":\"Task. The participants were asked to select between sen-\\nsation A and B - which feels closer to the sensation from\\nsqueezing the silicone ball in the left hand? Participants were\\nallowed to revisit sensations A and B no more than three\\ntimes. Because the experiment required repeated forces ap-\\nplied by hand, they could take rest whenever they wanted.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,394,777],\"text\":\"Results. Based on participant answers, we calculated scores\\nfor each combination and ranked the scores. Figure 6 shows\\nthe distribution of scores for each combination of locations of\\nVCAs. Three-finger condition (TIM: Thumb, Index & Middle\\nfingers) was preferred the best, two-finger conditions (T1,\\nTM, IM) and one-finger conditions (T, I, M) followed.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,777,394,954],\"text\":\"We performed a one-way within subject ANOVA to the\\nscores. The combination of the location of voice coil actuator\\nshowed significant effect on score ( $F(6,112)=13.055$ , $p<$\\n0.001). Pairwise t-test with Tukey HSD correction showed\\nthat the differences between three-finger condition (TIM)\\nand two-finger conditions (TL, TM, IM) were not significant,\\nwhile the differences between three-finger condition and\\none finger conditions (T, I, M) were significant ( $p<0.001$ ).\\nIn addition, the difference between one-finger conditions\\nwithout thumb (I, M) the two-finger condition with thumb\\nand index (TI) were significant ( $p<0.001$ ). We concluded that\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,519,746,551],\"text\":\"the presence of vibrotactile feedback on thumb is important\\nwhile pressing virtual object.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_5_figure_010.png\",\"bbox\":[437,328,726,449],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This block diagram illustrates an electronic system centered around a Teensy 3.6 microcontroller. It connects input components such as a 2D Track Pad and a Force Sensor (amplified by an Instrument Amp) to output Motor Drivers and VCAs. The Teensy also communicates with a PC via serial connection and interacts with a VIVE Tracker and VIVE Lighthouse for motion tracking.\"},{\"label\":\"figure_cap\",\"bbox\":[449,460,717,477],\"text\":\"Figure 8: Schematic diagram of TORC controller.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,551,746,599],\"text\":\"Based on the results, we decided to incorporate two VCAs\\n– one under the thumb and one under the opposing index\\nfinger.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,616,606,634],\"text\":\"Final TORC Controller Design\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,636,746,812],\"text\":\"We modified the desk-fixed version of TORC to build the final\\nTORC controller (Figure 7 ), which has a considerably lighter\\nform factor. The final prototype shares the basic schematic\\nand electronics with the desk-fixed device (Figure 8 ). We\\nadded a capacitance-based 2D trackpad under the thumb and\\na restraint apparatus to keep the middle and index finger tips\\nalways in contact with the finger rests. A thin sheet of acetal\\nwas added to the top of the trackpad to minimize friction\\nwith the thumb. The index and middle finger rests were\\nbuilt as one piece with a single VCA providing vibroactile\\nsensations to both fingers.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,747,953],\"text\":\"Trackpad. We built the 2D trackpad [8] using printed 3 x\\n3 copper pads. We wired the 9 pads to 9 touch pins of the\\nTeeny 3.6 board to measure the individual capacitances of\\nthe squares to the thumb. Incorporating real-time processing,\\nthe center of mass for all capacitance-to-ground measure-\\nments was calculated to determine input locations. TOC's\\n2D trackpad has enough accuracy to detect approximately\\n130 x 150 different locations.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 71\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,411],\"text\":\"Negative Force. The force sensor under the finger rest was\\nmechanically biased with a setscrew to place the force sen-\\nsor about 10 % into its force sensing range with no pressure\\napplied. In this way, a negative force on the finger rest (re-\\nstrained fingers forcing the rigid finger rests outwards with\\nrespect to the handle) indicated to the system the user's re-\\nlease or outward extension of the fingers proportional to\\nthe sensor's reported negative force value. This resulted in a\\nvisual rendering animation of the fingers and thumb moving\\noutward. Note that an outward or negative force on the re-\\nstrained fingers is with respect to the handle only (naturally\\ngripped by the last two fingers) and does not include the\\nthumb rest. The thumb is not restrained as it needed to be\\nable to slide on the trackpad easily and be able to \\\"clutch\\\" if\\nrequired. In a similar technique, a positive inward force of\\nthe thumb towards the fingers would cause a visual anima-\\ntion of the virtual fingers closing in on each other (possibly\\nmodified by the presence of an interposing virtual object).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,394,492],\"text\":\"This last inclusion, a method to tie the fingers to the fin-\\nger rests, was not used during any of the user evaluations.\\nWe added them to exploit the versatility of TORC and how\\nproprioception could be perceived with correct visuals and\\nkinesthetic forces, without the user's fingers moving.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,502,302,519],\"text\":\"4 TORC INTERACTION SCENARIOS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,394,602],\"text\":\"TORC can sense the movement and pressure of the user's\\nthumb to simulate a sensation of compliance and texture.\\nWhen used as a controller in VR, the hand is rendered to\\nconvey its look accordingly. Using inverse kinematics, all of\\nthe hand fingers are moving as sensed in a dexterous way.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,395,715],\"text\":\"We rendered VR scenes in Unity 2018 at a display rate of\\n90 Hz inside the head-mounted display (HMD). Inside VR,\\nobject interactions may be visually implemented in different\\nways (e.g., using collision dynamics, or kinematic control).\\nTORC is capable of supporting all such methods. We discuss\\nour implementation of TORC interaction scenarios below as\\nwell as the details of the haptic rendering that TORC enables.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,726,316,744],\"text\":\"Grasping and Releasing a Virtual Object\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,873],\"text\":\"When a user holds a virtual object, the thumb, index and\\nmiddle finger tips are positioned to be touching the surface\\nof the virtual object. The contact point between a finger and\\nan object is found by originating a ray at each fingertip in\\na direction orthogonal to the finger pad, and looking for\\nan intersection with an object. The positions of the fingers'\\nother joints are estimated using inverse kinematics (Figure 9\\n(left)).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,954],\"text\":\"Acquisition of an object can be declared, following Choi et\\nal. [13] when at all rays emanating from the fingers intersect\\nthe same virtual object within a small distance tolerance (e.g.\\n1 cm). Grabbed objects follow the hand motion using kine-\\nmatic control. While it is not completely physically correct,\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,748,253],\"text\":\"kinematic control allows the user to lift the thumb from the\\ncontroller without releasing the grabbed objects and allows\\nthe user the ability to manipulate, move and squeeze the\\nvirtual object in a natural manner as discussed below. Releas-\\ning the object is done by trying to lift the index and middle\\nfingers off their pads. We used retainers around those fingers,\\nsuch that a small outward force can be sensed and used as a\\nreliable trigger for object release (Figure 9 (middle & right)).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_6_figure_011.png\",\"bbox\":[419,266,748,374],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A sequence shows a hand releasing a black-capped white cylinder, which then falls away from the open hand.\"},{\"label\":\"figure_cap\",\"bbox\":[421,385,746,444],\"text\":\"Figure 9: Fingers are holding the object, with joint position\\nestimated by inverse kinematics (left). Applying a little pres-\\nsure outward by opening the index & middle fingers releases\\nthe grabbed object (middle & right).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,462,748,576],\"text\":\"Another option using the hand orientation may release\\nthe object when the thumb is raised above the controller sur-\\nface. To enable sensing this thumb raising for other gestures\\nsuch as clutching (see the next subsection), we can limit the\\nrelease of the object only when the hand is pointing down\\nand there is no finger (ring finger or the pinky) that may\\nprevent gravity from pulling it down (Figure 10 ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_6_figure_014.png\",\"bbox\":[460,590,707,698],\"reading_order\":14,\"tags\":[],\"alt_text\":\"A three-panel sequence illustrates a hand releasing a transparent blue ball. The first panel shows a hand holding the ball, followed by the hand opening as the ball begins to fall, and concluding with the ball resting on a surface below the open hand.\"},{\"label\":\"figure_cap\",\"bbox\":[421,714,747,775],\"text\":\"Figure 10: Context-based release. When holding the hand\\nup, the thumb may be lifted without releasing the held ob-\\nject (left). In contrast, doing the same while the hand points\\ndown will release and drop the object (right).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,804,626,823],\"text\":\"In-hand Exploration: Compliance\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,747,955],\"text\":\"When holding an elastic object, the user may apply force be-\\ntween the thumb and the opposing fingers to squeeze the vir-\\ntual object. We used a spring behavior according to Hooke's\\nlaw to estimate the amount of the object's deformation and\\nupdate the position of the rendered finger tips. Although\\nthe user's physical fingers do not move, the combination\\nof the visual stimuli accompanied with the rendered haptic\\nsensation combines to a compelling experience (Figure 11 ).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 71\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300301", "source_image_path": "test_data/3290605-3300301/3290605-3300301_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300301/results/output_json/3290605-3300301_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_7_figure_002.png\",\"bbox\":[149,122,312,228],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Two hands, each holding a dark green, textured cube between the thumb and index finger, are displayed side by side. The cubes appear to be floating above the hands, which are positioned similarly.\"},{\"label\":\"figure_cap\",\"bbox\":[68,239,394,284],\"text\":\"Figure 11: Applying force on the controller allows users to\\nsqueeze virtual objects. A simulated haptic sensation ren-\\ndered on TORC completes the visual simulation.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,304,247,322],\"text\":\"In-hand Exploration: Texture\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,326,394,420],\"text\":\"Our current implementation of TORC is sensing the 2D move-\\nment of the thumb tip as well as the force towards the fingers\\nthat is applied by it. When holding a virtual object in hand,\\nthe position of the thumb tip on the surface of the controller\\ncontrols the visual orientation of the object around a point\\ncentered between the fingers.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,420,395,517],\"text\":\"When a user starts moving one's thumb on the 2D track-\\npad, the thumb movement is rendered in VR and TORC\\nplays a texture feedback depending on the thumb movement\\n[14, 57] . The amplitude of texture feedback increases propor-\\ntional to the speed and becomes zero when the user stops\\nthe thumb motion on the trackpad.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,528,245,544],\"text\":\"Precise Object Manipulation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,548,395,612],\"text\":\"Object manipulation with a movement of the finger tips is a\\nnatural ability of the human hand. It allows fine movement\\nof an object relative to the hand coordinate system, while\\nthe hand itself may be supported and static.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,612,395,708],\"text\":\"When a user starts moving the thumb on the trackpad\\nwith force, it changes the orientation of the virtual object.\\nThe index and middle fingers do not move in reality, but\\nin the virtual image of the hand, they are rendered rotated\\nin the opposite direction of the thumb to the pose as if the\\nobject is rotated (Figure 12 ).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300301_pdf_shortened_page_7_figure_010.png\",\"bbox\":[70,722,396,817],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A hand holds a green cube on the left, and another hand holds a similarly shaped green cube slightly rotated on the right. A line drawing on the far right depicts a hand cupping a translucent blue sphere with internal lines and a red arrow indicating a direction.\"},{\"label\":\"figure_cap\",\"bbox\":[68,830,394,906],\"text\":\"Figure 12: TORC allows precise manipulation of a held ob-\\njects rotation by sensing finger motion (left). Rotation is\\naround the center of rotation between the fingers and it is\\ncontrolled by the thumb motion. The index and middle fin-\\ngers rotate in the opposite direction (middle & right).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,395,954],\"text\":\"The semantics of the motion may change according to\\nthe context of the application. For example, when holding\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,189],\"text\":\"an object such as a screwdriver or a key, its rotation may\\nbe bounded to 1D rotation around a given axis, or in the\\ncase of a slippery object, the actual angle of rotation may be\\ndependent on the force applied by the thumb.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,746,299],\"text\":\"As the object is attached to the hand using kinematic\\ncontrol, it is possible to lift the thumb off the controller\\nsurface, positioned correctly with respect to gravity, without\\nhaving the object drop out of the hand. The lifted thumb\\nmay be used as a clutch gesture, moving the thumb to a\\nnew location on the surface of the controller and continue\\nrotating the object.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,310,681,329],\"text\":\"Continuous Exploration and Manipulation\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,331,746,460],\"text\":\"Because TORC supports in-hand manipulation and explo-\\nration based on different force levels and thumb movements,\\nthe interactions above can be integrated at the same time in-\\nstead of splitting them into separate input modes [13] . Hence,\\na user can explore the texture and the compliance of a virtual\\nobject and manipulate it continuously as we do normally in\\nthe real world [35, 44] . Likewise, compliant objects can be\\nsqueezed while they are being rotated.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,471,525,488],\"text\":\"5 USER STUDY\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,490,746,602],\"text\":\"Among TORC's interaction scenarios, we were interested\\nin quantifying the effectiveness of the in-hand, finger-based\\nmanipulation in compared to the conventional, wrist- and\\narm-based manipulation. To evaluate the performance of\\nprecise manipulation, we conducted a user study with two-\\nlevel docking task, comparing TORC to the original HTC\\nVIVE controller.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,614,497,631],\"text\":\"Participants\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,747,793],\"text\":\"We recruited 16 right-handed participants (ages 26 to 61, 5\\nfemale) from our institution via e-mail. One participant had\\nno experience with VR. The rest had some previous experi-\\nence. There were two conditions: TORC and VIVE. The order\\nof the conditions were counterbalanced. For each condition,\\nwe conducted one experimental session that contained 20\\ntrials. The whole experiment took approximately 45 minutes\\nand there was no prior training session. All participants re-\\nceived a $15 coupon. This user study was approved by an\\nInstitutional Review Board.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,804,532,823],\"text\":\"Experiment Setup\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,746,954],\"text\":\"We asked the participants to seat on a chair placed at the\\ncenter of approximately 2 x 2 m² free space. The participants\\nwore HTC Vive VR Headset and held the trigger (original\\nVive controller) in the left hand and the experimental con-\\ntroller in the right hand (either the original Vive controller or\\nTORC). We did not use noise-canceling headset since we ex-\\npected that the auditive cue plays a role in the VR experience\\nin contrast to the haptic experiments.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 71\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 8\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300301/results/markdown/3290605-3300301_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[172,118,645,150],\"text\":\"Laughing is Scary, but Farting is Cute\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[124,157,690,181],\"text\":\"A Conceptual Model of Children's Perspectives of Creepy Technologies\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[83,199,731,278],\"text\":\"Jason C. Yip, Kiley Sobel, Xin Gao, Allison Marie Hishikawa, Alexis Lim, Laura Meng, Romaine Flor Ofiana,\\n\\nJustin Park, Alexis Hiniker\\n\\nUniversity of Washington\\nSeattle, WA United States\\n\\n{cyip,ksobel,xin24,allikawa,alexisl,lxmeng,rfo,justin38,alexisr}@uw.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_2\",\"bbox\":[69,289,141,305],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,310,395,454],\"text\":\"In HCI, adult concerns about technologies for children have\\nbeen studied extensively. However, less is known about\\nwhat children themselves find concerning in everyday tech-\\nnologies. We examine children's technology-related fears\\nby probing their use of the colloquial term \\\"creepy.\\\" To un-\\nderstand children's perceptions of \\\"creepy technologies,\\\" we\\nconducted four participatory design sessions with children\\n(ages 7 - 1) to design and evaluate creepy technologies,\\nfollowed by interviews with the same children.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,454,395,661],\"text\":\"We found that children's fear reactions emphasized physi-\\ncal harm and threats to their relationships (particularly with\\nattachment figures). The creepy signals from technology\\nthe children described include: deception, lack of control,\\nmimicry, ominous physical appearance, and unpredictabil-\\nity. Children acknowledged trusted adults will mediate the\\nrelationship between creepy technology signals and fear re-\\nsponses. Our work contributes a close examination of what\\nchildren mean when they say a technology is \\\"creepy.\\\" By\\ntreating these concerns as principal design considerations,\\ndevelopers can build systems that are more transparent about\\nthe risks they produce and more sensitive to the fears they\\nmay unintentionally raise.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_2\",\"bbox\":[68,675,172,693],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,697,394,747],\"text\":\"• Human-Centered Computing $\\\\rightarrow$ Collaborative and\\nSocial Computing, • Human Centered Computing $\\\\rightarrow$\\nHuman Computer Interaction (HCI).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,289,502,305],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,309,746,344],\"text\":\"Children and Parents, Creepy, Fear, Threats, Privacy and\\nSurveillance, Participatory Design\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,357,553,371],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,371,751,476],\"text\":\"Jason C. Yip, Kiley Sobel, Xin Gao, Allison Marie Hishikawa, Alexis\\nLim, Laura Meng, Romaine Flor Offiana, Justin Park, Alexis Hiniker.\\n2019. Laughing is Scary, but Farting is Cute: A Conceptual Model of\\nChildren's Perspectives of Creepy Technologies. In CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4–9, 2019, Glasgow, Scotland, UK . ACM, New York, NY, USA,\\n15 pages. https://doi.org/10.1145/3296055.3300303\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,501,549,518],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,747,665],\"text\":\"Children frequently encounter new information communi-\\ncation technologies that are novel and innovative, but also\\nunknown, unfamiliar, and potentially scary. In HCI, although\\nadults' concerns about technologies for children have been\\nstudied extensively – including fears about children's privacy,\\nsecurity, and online safety (e.g., [16, 18, 55-57, 94, 100] ) – less\\nis known about what children themselves find concerning or\\ndisturbing in the technologies they encounter in everyday\\nlife.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,873],\"text\":\"Although it is essential to understand parents' fears and\\nto define policies that are sensitive to the whole families'\\nneeds, there is also a need to further examine children's per-\\nspectives of a fast-changing world of technology and how it\\nrelates to fears and apprehension in childhood [43] . By under-\\nstanding children's perspectives of the relationship between\\nfear and technology, we can make better evaluations and de-\\nsigns for children. Understanding children's perceptions and\\nexpectations of technologies matters as much as parental per-\\nspectives since families use technologies together [15, 86, 87] .\\nTo understand children's perspectives of creepy technolo-\\ngies, it is necessary to develop a conceptual model of how\\nchildren think about the technologies that surround them.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,873,747,954],\"text\":\"We examine children's perceptions of fear through the\\ncolloquial term of \\\"creepy.\\\" We chose to examine children's\\nperceptions of creepiness because it is an all-encompassing\\neveryday word that covers topics of threat, fear, strangeness,\\nweirdness, unpredictability, and the unknown [63, 88] . In our\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,778,393,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,273,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,938],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,941,244,952],\"text\":\"https://doi.org/10.1145/3290605.3300303\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 73\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,206],\"text\":\"research on child-computer interaction, children in our stud-\\nies and design sessions often used the word \\\"creepy\\\" as a way\\nto convey negative feelings about design and technology. Sur-\\nprisingly, creepy as a term has just recently been defined and\\nstudied [63, 88] . We aimed to answer two research questions:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,219,395,267],\"text\":\"RQ1. What do children consider disturbing or unsettling\\nabout the technologies they encounter? What properties sig-\\nnal to a child that a technology does not deserve their trust?\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,281,394,315],\"text\":\"RQ2. When children find a technology creepy, what is it\\nthat they are worried about?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,331,395,491],\"text\":\"To understand how children conceptualize how technolo-\\ngies can be creepy, threatening, and fearful, we conducted\\nfour participatory design (PD) sessions and a set of inter-\\nviews with an intergenerational co-design group of 11 chil-\\ndren (ages 7-11, with at least eight of these children present\\nat each session). The sessions concentrated on co-designing\\ncreepy and trustworthy technologies and evaluating a series\\nof technological scenarios. We used a different design activ-\\nity for each session to elicit how children conceptualize fear\\nand technologies.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,395,634],\"text\":\"We contribute to the discussion on children, fear, and\\ntechnology in three ways. First, we report a set of design\\ncategories that signal to children that a technology is creepy.\\nSecond, through the development of a conceptual model\\nof creepiness, we show links between these design signals\\nand the fears they instill. Finally, we provide parental rec-\\nommendations for managing technologies in the home and\\ndesign recommendations to prevent the inadvertent design\\nof creepy technologies.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,646,188,662],\"text\":\"2 BACKGROUND\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,665,242,682],\"text\":\"Childhood and Normal Fear\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,685,395,942],\"text\":\"Fear is needed as an integral and adaptive aspect of devel-\\nopment that warns organisms to flee danger [43] . From an\\nevolutionary perspective, fear is needed for humans to sur-\\nvive dangers, such as predators [35] , contamination and con-\\ntagion [34] , status threat [78] , and violence [50] . Extensive\\nresearch into `normal fear' in childhood spans over a century\\n[42] . Normal fear, defined as an adaptive response to real\\nor imagined threat, is one of the most researched emotions\\nin children [42, 43] . In developmental psychology, there are\\ntypical fears that show up in stages in childhood. In early\\nchildhood (18 months to 5 years), children are able to ex-\\nplore the world more. This means that fear transitions even\\nmore towards stranger anxiety [21, 30] and adaptations to\\nthe world [19] . Towards middle childhood (ages 6-9 years),\\nfear develops against monsters and mysterious intruders [82]\\nwith much of these fears influenced from cultural aspects\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,189],\"text\":\"like myths, stories, fairy tales, and mass media [49]. In mid-\\ndle to late childhood (ages 9-12 years), social anxieties and\\nworries take place, such as loss of friendship, betrayal, and\\nthe beginning of social threats online [26, 32, 92].\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,747,459],\"text\":\"Despite diverse cultures, environments, and social status,\\nthreats and fear development in children are quite stable\\nacross humans [19] . This can be seen in early and middle\\nchildhood fears of bedtime and isolation across cultures [48,\\n77] . Interestingly, children are more fearful of potential and\\nprobable threats, than actual threats [19] . However, children\\nare not irrational or misguided. Boyer and Bergstrom's [19]\\nreview found that children's fears correspond and come to\\nfruition when actual dangers begin to occur in their lives.\\nChildren and adults are also similar in respect to fear of\\ndangers that are not part of their direct world. Fear is not\\njust an inherently biological response to the world, but also\\npart of the learning system of a child [12–14, 17] . Children\\ncan vicariously learn to fear, even without direct contact with\\nfear stimulus [12–14] . As such, it is important to consider\\nhow technologies over time can develop as part of children's\\nfear.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,471,621,488],\"text\":\"Families, Technologies, and Fear\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,490,747,874],\"text\":\"More recently, with the growing use of technology in the\\nhome, both parents and children have developed an increased\\nawareness of safety, as well as anxiety [18, 51, 84] . Marwick\\n[61] calls this new fear, “technopanic,” that is “an attempt\\nto contextualize the moral panic as a response to fear of\\nmodernity as represented by new technologies.” The rise\\nof modernity and unknown technologies has increased par-\\nents’ own fears [84] . As parents become increasingly fear-\\nful, this can trickle down to the development of children’s\\nown fears [14, 71] . The research on fear of technology in\\nHCI has focused mostly on parental fears of technology for\\ntheir children and how to protect children. Parents have\\nmany fears about online privacy, surveillance, safety, visibil-\\nity [16, 18, 36, 89, 94] , screen time addictions [38, 39, 58] , and\\nexplicit media content [16, 36, 94] . Unsurprisingly, parents\\nemploy a number of strategies to keep their children safe\\nfrom threats, such as parental monitoring and surveillance\\n[18, 36, 37, 94] and mediation strategies [24, 58, 59, 66, 90] .\\nMore recently, HCI researchers have co-designed with chil-\\ndren safety strategies and self-regulation [56, 64] . Despite\\nsome tensions with parents and children when it comes to\\nhow to execute online regulation [16, 18] , children do ac-\\nknowledge that parents should be regulating their online\\nsafety and rules [56, 64] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,874,746,955],\"text\":\"While much literature exists on how parents perceive fear\\nand safety, less is known directly about children's own fears\\nof technology. More recently, Zhang-Kennedy et al. [100] fo-\\ncused on parent-child dyads to explore children's (ages 7-11)\\nperceived privacy and security threats. The researchers noted\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 73\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,428],\"text\":\"that technology fears and threats from children quite differed\\nfrom parents. For instance, children thought friends, siblings,\\nand classmates were threats because the other children could\\nget them into trouble with adults. Children thought that it\\nwas dangerous to be exposed to violent and explicit media\\ncontent because they might get in trouble with other adults,\\nsuch as teachers and parents. Newer internet-connected tech-\\nnologies and toys are also a possible new source of fear in\\nchildren. McReynolds et al. [65] found that children were not\\nalways comfortable playing with internet-connected toys\\n(Hello Barbie, Cognitoys Dino). Children (ages 6-10) had\\nprivacy expectations of the toys, and did not always feel\\ncomfortable sharing `secrets' with a toy that could listen in.\\nThere is a need for children to learn more holistically about\\nwhat fears children have, even if the fears are potential. It is\\nalso important to understand how to help children mediate\\ntheir own fears and safety online and develop strategies to\\nhelp parents mitigate both trust and control [45] , as well as\\nwhat role interaction designers play.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,439,321,458],\"text\":\"The Nature of Creepiness and Technology\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,460,395,682],\"text\":\"To better understand children's fears of technologies, we\\nchose to use the colloquial word \\\"creepy\\\" as a way for chil-\\ndren to both examine and express their fears. Prior work\\ndefines creepiness as the anxiety aroused specifically by am-\\nbiguity surrounding a potential, but uncertain, threat [63] .\\nIn contrast, scariness is more closely linked to direct and\\ncertain threat [43] . For instance, a \\\"creepy\\\" sensation of be-\\ning watched relates to the uncertainty of how that person\\nshould respond. This ambiguity stands in stark contrast to\\nthe sensation produced by being chased by a \\\"scary\\\" monster,\\nan act that demonstrates clear threat. Both creepy and scary\\nstimuli can provoke fear responses in children [43] , but the\\npresence or absence of ambiguity makes these two forms of\\nfear response qualitatively different [63] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,394,842],\"text\":\"In 2016, the first scientific paper to examine the nature of\\ncreepy focused on a survey of 1,341 adult individuals [63] .\\nFor adults, creepy is a gendered term; people perceive men to\\nbe creepier than women, particularly as a sexual threat from\\na creepy person. Unpredictability is an important component\\nfor creepy, such as laughing at unforeseeable and old times.\\nFinally, some hobbies and interactions are strongly associ-\\nated with creepy, such as watching and following people,\\nphotographing people (especially children), and fascination\\nwith pornography and taxidermy.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,394,955],\"text\":\"A link exists between creepiness and technologies. Tene\\nand Polonetsky [88] developed a theory of creepy in technol-\\nogy interactions. In their theory [88] , creepy, as it pertains to\\ntechnology, policy, and law, is not unlawful. In fact, creepy\\ntechnologies are not always harmful, do not directly cir-\\ncumvent privacy settings, and do not always excessively\\ncollect data. Their theory states that creepy technologies\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,189],\"text\":\"tend to push against traditional social norms, expose a rift\\nbetween the public and the designers/engineers/marketing\\nprofessionals, and do not (yet) have social norms around the\\ntechnology.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,747,476],\"text\":\"In HCI, creepiness has been studied in the space of how\\nusers felt privacy violations and personal space in the Apple\\nApp Store [83] , privacy concerns in online advertisements\\n[67, 75] and user perceptions and trust in online privacy dis-\\nclosures [60] . Two studies exist on children and creepiness\\nin technologies. Brink et al. [20] examined the uncanny val-\\nley in youth (ages 3-18) in human-robot interactions. The\\nuncanny valley is a phenomenon in which as robots become\\nmore human-like, people see them as strange and weird\\n[68, 69] . Brink et al. found that children had uncanny feelings\\nabout human-like robots, especially if they have human-like\\nminds [20] . Another study described children's mental mod-\\nels of how Google's search engine works, related to a picture\\nof a \\\"creepy guy\\\" at the other end of a computer that sent the\\nchildren the search results [55] . Overall, much less is known\\nabout children's perceptions of creepy technologies, how it\\nrelates to fears and threats, and how children mediate this\\ntension.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,485,504,503],\"text\":\"3 METHOD\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,506,550,524],\"text\":\"Participatory Design\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,526,747,622],\"text\":\"For this study, we adhered to the participatory design (PD)\\nmethod of Cooperative Inquiry [28, 98] . PD is a method of\\ndesign that brings users and designers together to co-design\\nnew technologies [31, 52] . Cooperative Inquiry is a method\\nof PD that emphasizes close design partnerships between\\nchildren and adults [28, 98] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,622,747,877],\"text\":\"We chose to use PD and Cooperative Inquiry [28, 98] as\\nour method for this investigation for three reasons. First,\\nprior research has shown that while interviews and sur-\\nveys are scalable for fear studies (i.e., more children can\\nbe inquired) [42] , the complex and sensitive nature of fear,\\ncreepingness, and technology can be difficult to elicit responses\\nthrough interviews alone [93] . Second, researchers in HCI\\nhave demonstrated that PD techniques allow children to\\nmore concretely express abstract ideas [29, 40, 41, 91, 95] .\\nWhen considering complex technological interactions for\\nchildren, such as their perceptions of fear and creepiness,\\ninterviews and surveys alone do not generate as rich of data\\nas PD techniques [91, 95] . We believe that to initially de-\\nvelop a conceptual model of fear and creepiness, we needed\\nmethods of design with children that allow for in-depth rich\\nengagement.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,877,747,926],\"text\":\"Cooperative Inquiry works well for fear and creepiness\\nfor three reasons. First, the children already work closely\\nwith adults and are more likely to express their perceptions\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 73\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,299],\"text\":\"around childhood fear more assertively. In design partner-\\nships, there is a strong emphasis on relationship building\\nbetween children and adults [98] , which allows children\\nto be more open to adults about sensitive topics like fear,\\nthreats, and creepiness. Second, children in long term co-\\ndesign groups are already knowledgeable on multiple PD\\ntechniques that can elicit different responses. Finally, Cooper-\\native Inquiry partnerships with children have already shown\\nto produce in-depth and rich data around complex topics of\\nintelligent user interfaces, cyber-security, and online safety\\nand privacy in HCI research [56, 64, 95] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,395,428],\"text\":\"Our PD sessions focused on designing and eliciting re-\\nsponses from children about their perceptions of creepy\\ntechnologies. We conducted four 90-minute sessions across\\nthe span of six months. We used three PD techniques [91] :\\nBags of Stuff [27] , Big Props [91] , and Line Judging [91] . In\\naddition, we interviewed eight out of eleven children indi-\\nvidually to triangulate our findings between individual and\\ngroup perspectives [25] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,439,145,456],\"text\":\"Participants\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,459,395,652],\"text\":\"An intergenerational co-design group, consisting of both\\nadult design researchers (investigators, masters, and under-\\ngraduates) and child participants ( n = 11; ages 7-11) partici-\\npated in the four design sessions. The team is called KidsTeam\\nUW (all child names are pseudonyms, Table 1 ). At the time\\nthe work was conducted, all children had participated in\\nKidsTeam UW for the past 1-4 years. We obtained parental\\nconsent and child assent. All research conducted with chil-\\ndren has been approved by our university's Institutional\\nReview Board for ethics. In each of the design sessions, be-\\ntween six and eight adult facilitators acted as design partners\\n(e.g., designing with the children, facilitating discussions).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,661,263,678],\"text\":\"Design Sessions and Interviews\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,395,873],\"text\":\"Each design session of KidsTeam UW consisted of snack time\\n(15 minutes) to build relationships with the children. Next,\\ncircle time (15 minutes) is a warm up activity in which we ask\\na \\\"Question of the Day\\\" to help adults and children get ready\\nfor the design activity. During design time (45 minutes), the\\nteam either breaks up into smaller intergenerational groups\\nor remains together in a single design activity. Finally, in\\ndiscussion time (15 minutes), different groups present their\\nfinal designs and the whole team reflects on the design ex-\\nperience and common threads. For each design session, we\\nchose a design technique that corresponded to the goals of\\nthe session.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,955],\"text\":\"We organized the sessions to start broadly about what chil- \\ndren thought about the relationship with creepiness and tech-\\nnology (DS1), and later focused on creepy scenarios (DS2) \\nand real-life technology prototypes (DS3). Finally, we trian- \\ngulated the sessions by asking children to develop trusting\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,394,747,521],\"text\":\"technologies (DS4) and interviewed them. For each design\\nsession, we video and audio recorded the interactions with a\\nsingle camera. In DS1 and DS4, a rotating facilitator moved\\nthe camera throughout the session to focus on different co-\\ndesign groups, while in DS2 and DS3, the camera stayed\\nin fixed position to capture the entire group. Each design\\nsession consisted of a design activity chosen for its potential\\nto explore different aspects of fear, creepiness, and trust.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[420,122,747,167],\"text\":\"Table 1: Demographic characteristics of our child partici-\\npants. All names are pseudonyms. Siblings are indicated\\nwith +, $\\\\, # symbols.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[424,183,757,371],\"text\":\"
NameAgeGenderEthnicitySessions
Sushi9FemaleAsian-Black1-4, I
Raymond7MaleAsian1-4, I
Justice+10MaleNative American-Asian1-3
Lily+7FemaleNative American-Asian2,4, I
Polly$10FemaleAsian-White1-3
Maggie$7FemaleAsian-White4, I
Akane#11FemaleAsian-White1-3
Kenshin#7MaleAsian-White2, 4, I
Alejandro8MaleHispanic1-4, I
Daniel10MaleWhite1-4, I
Grace7FemaleAsian1-4, I
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"A table presents participant data across five columns: Name, Age, Gender, Ethnicity, and Sessions. Each row details a different individual's characteristics and their participation sessions.\",\"figure_path\":\"tables/3290605-3300303_pdf_shortened_page_3_tab_11.png\"},{\"label\":\"para\",\"bbox\":[420,521,747,697],\"text\":\"Design Session 1 (DS1, February 2018): We asked the chil-\\ndren to design a technology that would be creepy, but that\\npeople would want to buy. In introducing the topic of creep-\\nness, we asked the children to design what they thought was\\ncreepy. We did not provide them with a definition, and we\\nexplicitly told them we wanted to learn what creepy means\\nto them. We used the PD technique Bags of Stuff [27] , a\\nlow-fidelity prototyping technique. We filled large bags with\\ncraft materials (i.e., construction paper, markers, stickers).\\nSmaller groups of three to four children and adults worked\\ntogether to create a low-tech prototype.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,697,747,938],\"text\":\"Design Session 2 (DS2, March 2018): We elicited infor-\\nmation regarding how children thought about specific tech-\\nnological scenarios. Prior to DS2, the first and last author\\nexamined the prototypes from DS1 and developed 12 hypo-\\nthetical scenarios of technologies for the children. We devel-\\noped these hypothetical scenarios by pairing initial creepy\\nthemes (visual appearance, deception, privacy and surveil-\\nlance, lack of control, inappropriate contexts, and mimicry)\\nwe found in DS1. For example, one scenario was a stuffed\\nanimal cat (i.e., Pusheen, Figure 1 b) (physical appearance\\nas cute) that would remind children to exercise all the time,\\nbut the children could not turn this feature off and the de-\\nvice sent reminders to parents about exercise status (lack of\\ncontrol). Another scenario was using K-2SO, a black-colored\\nrobot from Star Wars [47] . (Figure 1 a, visual appearance as\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 73\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300303_pdf_shortened_page_4_figure_002.png\",\"bbox\":[70,123,391,292],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image is a grid of seven panels showcasing different robots and toys. These include a tall metallic humanoid robot, a flat gray cat plush, a white humanoid robot shaking hands with a person, a small white and red robot with blocks, a blue plush toy with large eyes, and a baby doll. The final panel features a dark circle on a purple and blue gradient background.\"},{\"label\":\"figure_cap\",\"bbox\":[69,301,394,363],\"text\":\"Figure 1: (a) K-2SO toy; (b) Pushween toy; (c) Pepper robot;\\n(d) Anki Cosmo robot; (e) Woobo; (f) Luvabella doll; and (g)\\nMaslo app. Images captured from YouTube and Apple App\\nStore.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,383,394,415],\"text\":\"eafthful), and having it laugh randomly at any moment day\\nor night (inappropriate context).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,415,395,702],\"text\":\"We used a PD technique called Line Judging [91] to have\\nthe children assess the scenarios. Line Judging is an evalua-\\ntion technique that allows the design team to assess positive\\nand negative feelings. We drew a 3-meter line on the white-\\nboard; we wrote “CREEPY” on one end, “NOT CREEPY” on\\nthe other end, and in the middle, “NOT SURE.” One of the\\nresearchers read the first scenario with a slide deck presen-\\ntation. Once the children heard the scenario, they moved\\nthemselves in the position on the line of their opinion. The\\nchildren then shared their opinions of the scenarios with\\nthe adults; children also had the option to change their posi-\\ntion on the line if their opinions changed. The process was\\nrepeated with each new scenario. To enhance internal valid-\\nity, we counterbalanced the scenarios in DS2 with what we\\nbelieved were non-creepy examples (e.g., a cute stuffed cat\\ntoy). Children in DS2 also had reactions that differed from\\nwhat we expected, indicating the children had their own\\nindependent opinions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,702,395,892],\"text\":\"Design Session 3 (DS3, May 2018): Based on initial crite-\\nria we were developing from DS1 and DS2, we went through\\nYouTube and Apple App Store and chose 10 diverse technolo-\\ngies to present to the children. Such technologies included\\nvarious social robots (e.g., Anki Cozmo [5] , Woobo [4] , Pep-\\nper the humanoid robot [2] , Lovabella [6] ), Internet of Things\\ndevices (e.g., toothbrush [9] , water bottle [8] ), Google Clips\\nvideo camera [3] , Amazon Alexa Kids Edition [7] ), diary\\nsmartphone apps (Maslo [10] ), and headsets that could moni-\\ntor emotion (Emotiv [11] ). We implemented Line judging [91]\\nagain, using the same \\\"CREEPY,\\\" \\\"NOT CREEPY,\\\" and \\\"NOT\\nSURE\\\" positions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,893,394,943],\"text\":\"Design Session 4 (DS4, July 2018): Our aim was to trian-\\ngulate data from DS1-3. We used a combination of Big Props\\n[91] and Bags of Stuff [27] PD techniques. Big Props is a form\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,235],\"text\":\"of scenario-based design [76] in which design groups use\\nlarge items to act out a scenario. We gave groups of three to\\nfour children and adults plastic bins and asked them to use\\nBags of Stuff [27] materials to design technologies that were\\ntrustworthy. Children and adult groups needed to act out\\na technological scenario with the plastic bins that showed\\nhow their designs evoked trust in users.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,235,746,363],\"text\":\"Interviews (August 2018): Finally, to confirm our find-\\nings, we interviewed eight of the eleven children (three of\\nthe children aged out of the team by Summer 2018) that\\nparticipated in KidsTeam UW. We asked questions such as,\\n\\\"What makes technology creepy?,\\\" \\\"Do you use technologies\\nin your life you think are creepy?\\\" and \\\"Do your parents\\nuse technologies in their lives that are creepy to you?\\\". We\\naudio recorded and transcribed all interviews.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,375,507,393],\"text\":\"Data Analysis\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,395,746,634],\"text\":\"We approached this analysis using grounded, inductive, and\\nqualitative methods [23, 25] . The first and last authors of\\nthis study first examined the literature to see whether creepy\\nthemes were present in child-computer interaction. With lit-\\ntle to go by in the literature, we generated the initial themes\\nfrom DS1-4 through initially open discussions of the video\\ndata. Next, we began an inductive analysis of a total of 297\\nminutes of video data (not including snack time). Primary\\nand secondary reviewers (co-authors, not first/last authors)\\nwatched the videos and transcribed the entire DS1-4. For\\nDS1 and 4, because the camera moved throughout the de-\\nsign sessions to focus on specific groups, we transcribed the\\nindividual conversations and the group discussion. For DS2\\nand 3, we transcribed only the conversations around the\\nscenarios and technologies and the large group discussions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,746,922],\"text\":\"Once transcriptions were completed, we partitioned the\\ntranscript into individual child utterances that could be cate-\\ngorized. We analyzed the data using affinity diagramming,\\na method for organizing large amounts of qualitative data\\n[44] . Affinity diagramming is an inductive approach that\\niteratively defined, refined, and combined the statements\\n(notes) into larger themes. Our group constructed our affin-\\nity diagram through RealtimeBoard , an online collaborative\\nwhiteboard that allowed us to work together remotely to\\ngenerate themes [11] . We visually represented each state-\\nment from a child pertaining to creepy technologies, fear,\\nand motivations as a digital note. At times, children in this\\nstudy used the terms \\\"scary\\\" and \\\"creepy\\\" interchangeably\\nand struggled to articulate the distinction precisely. To de-\\nnote the difference, we examined if the terms were centered\\naround the ambiguity and uncertainty of fear. Thus, when\\nchildren used the term \\\"scary\\\" to describe ambiguous threats,\\nwe denoted this instance as \\\"creepy.\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,922,746,953],\"text\":\"The authors of this paper iteratively organized the notes\\ninto themes over the course of four group discussions. We\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 73\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,221],\"text\":\"used the individual child interviews as a way to triangulate\\nthe groups in DS1-4. This approach allowed us to comple-\\nment themes generated by the group as a whole with chil-\\ndren’s individual perspectives. Overall, we identified eight\\nmajor themes (two fears, five signals of creepiness, and one\\nmediation).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,231,155,247],\"text\":\"4 FINDINGS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,476],\"text\":\"The children in our study reported several types of fear [43]\\nin relation to their perceptions of technology. The two types\\nwe observed from our analysis were (1) Physical Harm and (2)\\nLoss of Attachment . These two types of fears lay the founda-\\ntion for how children describe the properties of technology\\nthey find creepy. We report on five design properties that\\nprompt these fears and why they elicit these fear reactions:\\n(3) Deception vs. Transparency , (4) Ominous Physical Appear-\\nance , (5) Lack of Control , (6) Unpredictability , and (7) Mimicry .\\nAlthough we describe each of these as individual themes, we\\nalso found that they are interrelated and can compound one\\nanother's effects. Finally, we examine how children make\\nsense of these fears and design properties through their (8)\\nParents .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,486,299,503],\"text\":\"The Fears that Technology Can Cause\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,506,394,587],\"text\":\"Although a large body of work reports on threats children\\nfear from technology, particularly with respect to surveil-\\nlance and online safety [36, 51, 55, 94, 100] , we found that\\nchildren were more concerned with threats of physical harm\\nand loss of attachment.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,587,394,922],\"text\":\"Physical Harm. At the most primal level, this type of\\nfear refers to physical and bodily harm (whether real or\\nimagined) that could occur as a result of a technological\\ninnovation [43] . Children in this study often used words such\\nas “ kill , ” “ murder , ” and “ dead ” to convey their fears about\\ncreepy technologies. We asked the children in interviews to\\ndraw creepy technologies. All of them independently drew\\nsome form of monstrous technologies [82] , ready to take over\\ntheir lives and physically harm them (e.g., “ kill me ” ). As such,\\nchildren frequently mentioned a fear of technologies stalking\\nthem. They depicted stalking (whether by technology or by\\na person using technology) as a form of dreadful waiting in\\nadvance of physical harm. In this context, children explained\\nthere was a difference between things that are “ scary ” and\\nthings that are “ creepy ” . Daniel summed up this distinction\\nsaying (DS2), “ Creepy is a long-term, and scary is a short\\nterm. ” In this case, creepy stalking is persistent, always in the\\nbackground, and waiting to cause harm. Alejandro explained\\n(DS2) that surveillance in technology was creepy because,\\n“ you basically just feel like he [the technology] is waiting for\\nthe moment to kill you. ”\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,922,393,954],\"text\":\"Children also described physical harm from creepy tech-\\nnologies as a form of punishment. In D51, Justice and Daniel\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,252],\"text\":\"built a creepy stalking suit that would electrocute the user at\\nrandom for punishment. Another type of physical fear came\\nin the technology's size and shape. In DS3, Grace thought\\nthe child-sized Pepper robot was frightening because it was\\nlarge enough to push her around. Grace expressed, \\\"I am so\\nscared [of Pepper the robot]. If it is this big [put her hands on\\nher head to indicate the height], I am scared. Because, because\\nit [can] literally like smash everything.\\\"\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,252,746,476],\"text\":\"Loss of Attachment. Children in this study frequently ex-\\nplained that creepy technologies scared them because they\\nfeared they might take them away from their parents. Grace\\nstated (Interview) that creepy technologies can take you\\naway from your mom and dad, where she felt safety. How-\\never, children expressed their concerns about the loss of\\nattachment relationships as more than just the loss of protec-\\ntion from physical harm. Children in this study frequently\\nreferred to the animation movie, Coraline [46] (DS1, inter-\\nviews - Grace, Sushie). In the movie, the protagonist (Coraline)\\ntravels to a parallel world, where she meets dolls that act\\nlike her parents. The parent dolls treat Coraline well and ask\\nher to stay in their world, on the condition they sew buttons\\nover Coraline's eyes.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,746,682],\"text\":\"The outline of Coraline [46] mirrors some of the techno-\\nlogical fears that children expressed related to loss of attach-\\nment. First, children frequently used the phrase, \\\"taking over\\nyour life\\\" to describe creepy technologies. Maggie said (In-\\nterview), \\\"Because if I [a creepy technology] was in your life,\\nand it was trying to take over your life, then I would die.\\\" And\\nchildren were particularly preoccupied with the idea that\\na technology might try to act like their parents. Alejandro\\n(Interview) noted that it would be fine if digital voice tech-\\nnologies mimicked Barack Obama, but that it would not be\\nokay if the technologies sounded like his parents. This fear\\nis not unheard of; researchers have been able to accurately\\nsynthesize Barack Obama's voice using neural networks [85]\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,682,746,891],\"text\":\"Similarly, as technologies advance, children explained that\\nit seemed creepy to be not able to distinguish between loved\\nones and digital technologies. Polly showed concern on DS2.\\n\\\"Cause it [a Roomba with voice] can replicate your parent's\\nvoice and make you believe it's your parents. And it's not\\ntrusting your parents that it's actually your parents.\\\" And\\nwhen children mentioned their fears related to stalking, they\\nexplained that they feared technology was stalking to learn\\nhow to become like their families. Vice versa, if technology\\ncould act as a parent, it could also mimic a child, thereby\\nleaving open the threat of taking the child's place. Sushi\\nnoted (DS3), \\\"What if, what if they [parents] ignore me. What\\nif, if what if they [parents] want Pepper [robot] and not me?\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 73\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[69,124,292,140],\"text\":\"The Design Properties of Creepiness\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,191],\"text\":\"Children consistently surfaced five properties that signal\\ncreeping in technologies, which we describe in the subsec-\\ntions below.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,192,395,320],\"text\":\"Deception vs. Transparency. Children frequently describe\\ncreepy technologies as ones that deliberately and intention-\\nally try to deceive users by cultivating false mental models or\\ninteractions or outcomes. For instance, children considered\\nit creepy if a technology did not intentionally give enough\\ninformation for them to fully understand it. In DS2, Akane\\ndescribed a creepy scenario in which a Roomba vacuum\\ncleaner called out their names using their parent's voice.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[102,321,362,396],\"text\":\"Akane: Because, um, because it's like, this is actually\\nRoomba talking, like, if your parents recorded that [mes-\\nsage], I don't think they would say,\\n\\\"This is actually\\nRoomba talking.\\n\\\" I think they would say,\\n\\\"This is, like,\\nthis is a recording or something.\\n\\\"\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,397,394,462],\"text\":\"In Akane's description, the technology did not actively de-\\nclare who was speaking, so it appeared the technology was\\ntrying to deceive the child into believing a parent was speak-\\ning.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,462,395,668],\"text\":\"Similarly, children thought about deception with respect\\nto the way others might use a technology. They described\\ncreepy technologies as conduits through which strangers\\nmight interact with them. Such interactions included hack-\\ning, theft, secret recordings, and stalking. However, children\\nnoted that surveillance via technology did not concern them\\nor feel deceptive when it came to their own parents. Children\\nin this study welcomed parental monitoring, so long as it was\\nmade transparent that the technology was sending pertinent\\ninformation directly to parents. For instance, children were\\ncomfortable with the idea of using a smart water bottle that\\nwould monitor their water intake and share this information\\nwith parents (DS3).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,668,395,717],\"text\":\"Children in this study asked for more transparency from\\ndesigners in helping them understand how the technology\\nworks and whether it is trustworthy.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[102,719,361,780],\"text\":\"Daniel: (interview) Like I'll call - y'all, Jan Smith (mom,\\npseudonym) and I [digital voice assistant] will call that\\nperson. Okay, it will call them. Then when I ask - will\\nyou kill me in my sleep? It says - I can't answer that.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,781,395,908],\"text\":\"Here, Daniel wanted a direct \\\"no\\\" in answer to his ques-\\ntions about killing him while he slept. Children noted that\\nbroad, non-specific answers to difficult questions made the\\ntechnology appear creepy because they projected ambigu-\\nity. Researchers have noted that intelligent user interfaces\\ncannot just provide simple \\\"I don't know\\\" or \\\"I'm not sure\\\"\\nresponses to children when asked difficult questions [95] ;\\nhere, we shed light on one reason why.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,908,395,940],\"text\":\"Ominous Physical Appearance. How technology looks,\\nsounds, and feels is often an initial signal of creepiness. For\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,252],\"text\":\"children in this study, the physical appearance was very influ-\\nential in their opinions about a technology and its creepiness.\\nChildren expressed an expectation for what was \\\"cute\\\" and\\nwhat was \\\"scary\\\" looking. For instance, using the K-2SO\\nrobot toy (Figure 1a) in DS2 consistently generated strong\\nvehement responses from the children as creepy. Children\\nthink, K-2SO's black and cold appearance looked like it\\nwas \\\"staring at you\\\" and \\\"waiting for him to kill you.\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,252,747,522],\"text\":\"Ominous physical appearances did not have to be inten-\\ntional. For instance, children thought the Pepper humanoid\\nrobot (DS3, Figure 1c, [2] ) was creepy looking because it\\nwas missing legs, was tall, and had eyes that resembled a\\ncamera. In contrast, children leaned towards technologies\\nthat were cute. The children did not like Maslo (DS3, Figure\\n1g, [10] ), an app with a large, black dot, because it looked\\nlike a, \\\"black spirit\\\" and a \\\"black hole\\\". In contrast, children\\ndescribed Pusheen's appearance (DS2, Figure 1b ) as, \\\"pota-\\ntoes in the ears and the face,\\\" \\\"fat,\\\" \\\"cute,\\\" and \\\"friendly.\\\" Anki\\nCozmo (DS3, Figure 1d, [5] ), compared to Pepper robot (Fig-\\nure 1c, [2] ), was \\\"tiny\\\" and \\\"acted stupid,\\\" indicating that\\nit was not threatening. However, children also noted that\\nphysical appearances can also be deceptive when it comes\\nto creepy technologies. Both Daniel and Akane noted that\\nif technology was \\\"too cute,\\\" it could be hiding something\\nsinister.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,522,747,746],\"text\":\"Interestingly, even if a technology included components\\nthat might raise privacy or surveillance concerns, if the de-\\nsign was cute looking, children looked past such issues. In\\nDS3, children in the study overwhelmingly wanted to own\\na Woobo (Figure 1e, [4] ), a social robot toy with an em-\\nbedded microphone, Internet connectivity, and messaging\\napplication, because it, “looks so cute.” In contrast to Woobo\\nin DS3, children disapproved of Luvabella (Figure 1f, [6] ), a\\nrobotic human doll that suggests the uncanny valley [68, 69] .\\nIn this case, although a humanoid doll might appear harm-\\nless, children stated that the doll’s laughter, eye blinking,\\nand movements suggested it had ulterior motives. Similarly,\\nDaniel noted (DS3), “That is even more creepy because it’s\\ncuter. If it’s cuter and doing creepy things, it’s worse.”\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,747,858],\"text\":\"Lack of Control. Children frequently expressed concerns\\nabout lacking the ability to control the technology, its actions,\\nor outputs (e.g., information, security). Children explained\\nthat lacking control over a technology contributed to their\\nsense of it being creepy. They explained that in part, this\\nstems from the fact that technology appears more \\\"alive\\\"\\nand has more agency, which they find disturbing.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,860,715,905],\"text\":\"Kenshin: (Interview) Yeah, so, it's like Alexa is in this\\nroom and she starts interrupting this conversation... Or\\nlike she actually had a brain.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,938],\"text\":\"For children, as technology gets out of their control, it seems\\nmore alive and deceptive.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 73\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300303", "source_image_path": "test_data/3290605-3300303/3290605-3300303_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300303/results/output_json/3290605-3300303_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[68,124,394,410],\"text\":\"A lack of control over technology is also indicative of\\ncontrolling the flow of information to others (e.g., parents,\\nstrangers, etc.). First, the children wanted to control access of\\ninformation to the technology. For instance, in DS4, Daniel\\nand Raymond built an intelligent trashcan that let children\\nknow if both scanned and deleted their facial recognition data\\neach time. The children also put a button on the trashcan that\\nallowed for manual deletion of data. Alejandro (Interview)\\nnoted that the iPod Touch we were using for audio recordings\\nwas not creepy “because then you can like delete what it said\\nor like do stuff.” Similarly, Alejandro stated that smartphone\\ngaming apps were not creepy, because he felt he had full\\ncontrol over when to turn them on, when to turn them off,\\nand when to delete them. As long as he felt he was in control\\nof when an app was on, Alejandro did not consider gaming\\napps creepy. However, for children (and even adults), this\\nmay be a false sense of security, as many of these experiences\\nmay be conducting more surveillance than users realize.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,411,394,553],\"text\":\"Second, children wanted to control the flow of information\\nto their parents. Polly jokingly expressed (DS2), \\\"Yeah it is\\nlike, it [the technology] comes at your parents and goes like,\\n'You should stop feeding your kids candies.' That is like my worst\\nnightmare!\\\" Polly does note the extent to which children\\nwant their information shared and surveilled by technology.\\nIn her case, this is about technology trying to manipulate\\nher parents and in some way intrudes on her relationship\\nwith them.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,554,393,730],\"text\":\"Unpredictability. Children also said that objects that typ-\\nically seem benign become sinister when they hint that their\\nbehavior may be different from what children expect. Ken-\\nsinh described (DS2) this kind of paradigm shift in his per-\\nception of an Amazon Echo voice assistant saying, “ Because\\nthen it would be a model of a person except it was like, an Ama-\\nzon or an Alexa or Google and it talks exactly like a human...\\nSo, it wouldn't like only respond to when you say 'Alexa' or\\n'Hey Google.' ” In this case, he explains that the digital voice\\nassistant with which he is familiar becomes creepy when its\\npredictable response pattern shifts.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,393,810],\"text\":\"Furthermore, the perception of creapiness becomes more\\napparent when these unpredictable behaviors are also con-\\ntextually inappropriate. For instance, the children thought\\nlaughter from technology in response to a joke was discon-\\ncerting.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,811,362,870],\"text\":\"Grace: (DS2) When it [the technology] laughs at your\\njoke or it sounds, it's sort of creepy because, like, if it's\\nlike my mom or dad or my friend or my teacher, not\\ncreepy.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,393,939],\"text\":\"Grace's existing paradigm maintains that a technology\\ncannot understand jokes; laughter from a device in response\\nto a joke signals that this is not a paradigm upon which she\\ncan rely. Laughing has multiple purposes, one of which is to\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,236],\"text\":\"communicate malintent. Akane noted in DS2, “But, with the\\nlaughing, it’s like a creepy murderer coming into my house.”\\nGrace expressed (DS2), “It’s so much creepier because it seems\\nlike someone’s laughing to kill you... Like if, when people laugh\\nat night, it makes me so scared.” In this case, the random\\nlaughter at night amplifies an already fearful time for chil-\\ndren (bedtime).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,747,507],\"text\":\"In complete contrast, we asked the children if it would be\\nfine if technology made flatulence sounds (“if the technology\\nfarted?”). For the children, technology farting was completely\\nfine and not creepy (Polly in DS2: “farting is adorable”). To the\\nchildren, laughter from the technology is a form of speaking\\nand can communicate many intents, from benevolent to\\nthreatening. Daniel explained (DS2), “It’s [laughter] is like\\nspeaking. It’s like physically speaking, but [farting] - you’re not\\nactually making noise [to communicate] and ... [laughter is]\\nlike speaking, but it’s not speaking.” Daniel indicated a subtle\\nand important distinction: laughter can be motivated by\\nmultiple intents, but farting lacks this motivational nuance.\\nFlatulence is a random sound with a lack of malintent, but\\nindicates toilet humor and embarrassment [70]. In contrast to\\nlaughing, farting at night is fine (Grace in DS2: “it’s basically\\nnormal during the day or night”) because it is contextually\\nappropriate.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,507,746,793],\"text\":\"Mimicry. We refer to mimicry as technology pretending\\nand imitating as something else. Similar to the uncanny\\nvalley [68, 69] , children did not want technology to fully\\nmimic humans and animals, but for different reasons than\\nhave been reported, generally in the space of human-robot\\ninteractions [20] . First, children had a visceral reaction to the\\nidea of technologies trying to mimic the children themselves\\n(Me) . In DS2, many of them referred to this form of mimicry\\nas a form of surveillance (Justice, Polly), a theft of their\\nidentity (Akane, Daniel), and a completely inappropriate\\nuse of technology (Grace). In particular, Grace had the most\\nextreme reaction in DS3. She displayed jealousy when she\\nrealized Pepper the robot was child-sized, “ Yeah! It's like\\nPepper is here everybody, and then turns into ME, and then\\neverybody just likes him. ” Children also described listening\\nand stalking as mechanisms by which technology might try\\nto mimic them and ultimately subsume their identity and\\npersonhood:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[438,794,715,857],\"text\":\"Polly: (DS3) 'Cause it - he's [technology] listening - you\\ntell him, you tell the thing about your day and it just\\nlistens to you like, ohh, you tell it - it wants to take away\\nyour life!\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,746,922],\"text\":\"The fear of technology listening, becoming more intelli-\\ngent, and taking over is not unusual; old stories and myths\\nthroughout different cultures show humans creating ma-\\nchines, but the machines (automata) turning against man\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 73\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 8\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300303/results/markdown/3290605-3300303_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[103,118,710,183],\"text\":\"A Field Study of Computer-Security Perceptions\\nUsing Anti-Virus Customer-Support Chats\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[123,200,651,235],\"text\":\"Mahmood Sharif † † Kevin A. Roundy ‡ Matteo Dell'Amico ‡ Christopher Gates ‡\\nDaniel Kats ‡ Lujo Bauer ‡ Nicolas Christia ‡\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"sec_1\",\"bbox\":[69,243,142,261],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,264,395,519],\"text\":\"Understanding users' perceptions of suspected computer-\\nsecurity problems can help us tailor technology to better\\nprotect users. To this end, we conducted a field study of\\nusers' perceptions using 189,272 problem descriptions sent\\nto the customer-support desk of a large anti-virus vendor\\nfrom 2015 to 2018. Using qualitative methods, we analyzed\\n650 problem descriptions to study the security issues users\\nfaced and the symptoms that led users to their own diagnoses.\\nSubsequently, we investigated to what extent and for what\\ntypes of issues user diagnoses matched those of experts.\\nWe found, for example, that users and experts were likely\\nto agree for most issues, but not for attacks (e.g., malware\\ninfections), for which they agreed only in 44 % of the cases.\\nOur findings inform several user-security improvements,\\nincluding how to automate interactions with users to resolve\\nissues and to better communicate issues to users.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,529,172,547],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,551,394,601],\"text\":\"• Security and privacy → Usability in security and pri-\\nvacy; Intrusion detection systems; • Human-centered com-\\nputing → Field studies;\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,611,150,629],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,633,394,650],\"text\":\"Computer security; user (mis)perceptions; customer support\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,654,204,668],\"text\":\"ACM Reference Format:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,668,395,728],\"text\":\"Mahmood Sharif, Kevin A. Roundy, Matteo Dell'Armico, Christo-\\npher Gates, Daniel Kats, Lujo Bauer, and Nicolas Christin. 2019. A\\nField Study of Computer-Sensitive Perceptions, Using Anti-Virus\\nCustomer-Support Chats. In CHI Conference on Human Factors in\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,245,745,288],\"text\":\"Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow,\\nScotland UK. ACM, New York, NY, USA, 12 pages. https://doi.org/\\n10.1145/3290605.3300308\",\"reading_order\":13,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[421,309,549,328],\"text\":\"1 Introduction\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,331,747,458],\"text\":\"Over the past two decades, usable security researchers have\\nexplored users' perceptions of computer security, uncovered\\nusers' struggles, and suggested interventions to help users\\nbecome more secure. For example, researchers found users to\\nbe vulnerable to phishing and proposed forms of education to\\nhelp them become more secure [39, 40] . As another example,\\nresearchers found users ignore or bypass security warnings,\\nand explored designs to increase compliance [5, 14, 30, 32] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,458,747,664],\"text\":\"However, except for a few field studies that were either\\nrestricted to small populations [ 16 , 21 ] , or explored specific\\nsecurity behavior such as warning compliance [ 32 ] , the ma-\\njority of prior studies took place in controlled environments\\n(e.g., online studies, in-lab interviews, etc.). Controlled en-\\nvironments, including those used in experiments that ex-\\nplored home users' perceptions of computer-security prob-\\nlems (e.g., [ 7 , 8 , 19 , 44 ] ), lend themselves better to analysis,\\nbut limit the ecological validity and generalizability of the\\nfindings, as the participants' context is unlike what it would\\nbe when encountering real security problems. For example,\\nparticipants may describe security problems and their conse-\\nquences in abstract terms [ 3 ] , impacting research findings.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,665,747,856],\"text\":\"We attempt to fill this gap by exploring users' perceptions\\nin the context of the security problems that they faced in\\npractice. Specifically, we carried out a field study of users'\\nperceptions of suspected computer-security problems using\\nproblem descriptions that were submitted to the customer-\\nsupport desk of a large anti-virus (AV) vendor. Using 189 272\\nproblem descriptions submitted from 2015 to 2018, we set to\\nanswer the following questions: 1) How do users conceptu-\\nalize computer-security problems?; 2) Do users accurately\\ndiagnose security problems?; 3) What are the most pressing\\nsecurity problems that users need help with?; and 4) In what\\nways should we improve technology to better protect users?\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,952],\"text\":\"Using qualitative methods, we manually analyzed a total\\nof 650 problem descriptions. We first analyzed 150 problem\\ndescriptions to understand how users conceptualize and di-\\nagnose security problems. We found that users perceived a\\nvariety of symptoms (e.g., AV and non-AV warnings) that led\\nthem to suspect various security issues (e.g., infections and\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,739,340,752],\"text\":\"*Work partially done as an intern at Symantec Research Labs.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,753,290,765],\"text\":\"† Carnegie Mellon University, Pittsburgh, PA, USA.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,766,253,777],\"text\":\"{ mahmoods , lbauer , nicolasc } @cmu.edu .\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,283,791],\"text\":\"‡ Symantec Research Labs, Culver City, CA, USA.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,792,268,803],\"text\":\"{}@symantec.com.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,816,395,896],\"text\":\"Permission to make digital or hard copies of part or all of this work for\\npersonal or classroom use is granted without fee provided that copies are\\nnot made or distributed for profit or commercial advantage and that copies\\nbear this notice and the full citation on the first page. Copyrights for third-\\nparty components of this work must be honored. For all other uses, contact\\nthe owner/author(s).\",\"reading_order\":24,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,898,273,951],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n\\n© 2019 Copyright held by the owner/author(s)\\n\\nACM ISBN 978-1-4603-5970-2/19/05\\n\\nhttps://doi.org/10.1145/3290605.3300308\",\"reading_order\":25,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 78\",\"reading_order\":26,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,171],\"text\":\"scams). In the diagnosis process, users sometimes blamed the\\nissues on certain parties or events (e.g., hackers or operating-\\nsystem upgrades).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,172,395,395],\"text\":\"After discovering the themes in the data, we coded addi-\\ntional 500 problem descriptions according to users' perceived\\nsymptoms and issues, as well as according to experts' diag-\\nnoses of the issues. We then measured the prevalence of\\nand relationships between symptoms and issues, and the\\nagreement between users and experts when diagnosing is-\\nsues. Among other findings, we were surprised to discover\\nthat users' diagnoses generally agreed with experts' for most\\nissue types. The only exception is for attacks (e.g., malware\\ninfections)—users often misdiagnosed scans and potentially\\nunwanted applications [20] , attributing them to malware.\\nAnother example of an unexpected finding is that users who\\nwere uncertain about their diagnoses were more likely to\\nagree with experts than those who were certain.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,394,459],\"text\":\"Building on our findings, we recommend several interven-\\ntions to improve users' security (e.g., methods to automate\\ninteractions with users to provide better support), and con-\\nduct a preliminary evaluation of their feasibility and impact.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,459,394,507],\"text\":\"Next we discuss the related work (Sec. 2 ) and our method-\\nology (Sec. 3 ). Then, we present our results (Sec. 4 ) and rec-\\nommendations (Sec. 5 ), before concluding (Sec. 6 ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,518,197,533],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,538,395,714],\"text\":\"Through online studies, surveys, and interviews, researchers\\nexplored users' perceptions of computer security (e.g., [7, 8,\\n19, 24, 44] ). For example, Wash interviewed home users to\\nstudy folk models of computer security [44] . He identified\\ndifferent ways in which users conceptualize malware and\\nhackers, and concluded that certain security threats are diffi-\\ncult to eliminate since they leverage users' misperceptions.\\nWhile we identified some of the models that Wash found,\\ndifferently from Wash and others, we studied users' percep-\\ntions of security problems using field data provided to us by\\nthe customer-support desk of a large AV vendor.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,715,395,856],\"text\":\"Researchers also compared experts' and non-experts' secu-\\nrity practices and perceptions [ 2 , 3 , 8 , 19 ] , and observed sev-\\neral differences. For example, experts mostly reported using\\npassword managers and installing updates to remain secure,\\nwhile non-experts reported using AVs and visiting known\\nwebsites [ 19 ] . In contrast, we found that users and experts\\noften agree when diagnosing security issues. Nonetheless,\\ndisagreements might lead to severe consequences (e.g., users\\nmight be susceptible to scams).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,395,954],\"text\":\"Research studying the usability of security tools explored\\nusers' perceptions of firewalls [ 31 ] . It found that users were\\nunaware of firewalls' functionality and role at protecting\\ntheir devices. In contrast to firewalls, users acknowledge the\\nrole of AVs, with 86 %– 93 % of study participants reporting\\nto have AVs to protect their devices [ 17 , 27 ] . Nevertheless,\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"users who have AV may behave less securely than others—as\\nthey have higher likelihood to visit malicious websites or\\nhave infected devices [9, 16, 23, 38] . Our investigation led us\\nto conjecture this happens because users often believe that\\nAVs are foolproof (see Sec. 4 ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,746,298],\"text\":\"Prior work found that security warnings often lead to ha-\\nbituation, and explored ways to increase user compliance and\\nhelp users respond in the safest manner [ 5 , 14 , 30 , 32 ] . We\\nfound that users contacting customer support often suspect\\nproblems due to warnings. The warnings, however, some-\\ntimes ignored recommended design guidelines (e.g., [ 4 ] ).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,299,746,410],\"text\":\"Prior work also identified that users are often misled by\\nonline and telephony scams (e.g., [10, 28, 34, 39] ). Technical\\nsupport scam [28]— scammers deceiving users to believe that\\nthey need support to resolve security problems for monetary\\ngain — is particularly common in our dataset. Our unique\\nexposure to customer-support data helped us estimate the\\neffectiveness of various defenses.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,602],\"text\":\"Several research groups studied help-desk data, as well\\nas the potential effect of various security interventions on\\nthe workloads of help desks [ 1 , 6 , 11 , 26 , 35 ] . For example,\\nColnago et al. used help-desk tickets to explore the usability\\nissues of a two-factor authentication system [ 11 ] . As another\\nexample, Mercuri et al. studied the impacts of integrating\\npassword managers into Boston's Children Hospital and\\nfound that it reduced help-desk calls by 80 % [ 26 ] . Differently\\nfrom prior work that explored specific security-related ques-\\ntions, we studied users' general security perceptions, and\\ncharacterized the symptoms and issues that users perceived\\nand the connection between them.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,614,551,630],\"text\":\"3 METHODOLOGY\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,746,665],\"text\":\"In this section we describe the dataset and our analyses\\nmethods, as well as the limitations of our study.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,677,470,693],\"text\":\"Dataset\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,698,747,954],\"text\":\"For the purpose of this study, we worked with Symantec, the\\nvendor of the Norton Security endpoint-protection software,\\nto analyze its customer-support data. Symantec provides\\nusers of its AV with several support mechanisms — users can\\nchat with agents online, call the support desk via phone, view\\nfrequently asked questions (FAQs) and tutorials, or discuss\\nproblems on an online forum. We studied chat data, in ac-\\ncordance with Symantec's privacy policy [ 42 ] . Unlike FAQs\\nand tutorials, chat data contains statements volunteered by\\nusers, which helped us learn about their perceptions; and\\nunlike phone and forum data, it is already transcribed or is\\nconveniently formatted in a database to simplify our anal-\\nysis. Chat is also a relatively popular means for users to\\ncontact support: ~ 40 % of users who contact support rely on\\nchat, which is slightly less than the percentage of users who\\ncontact support by phone.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 78\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,124,395,282],\"text\":\"More specifically, we analyzed the problem descriptions\\nusers provided as their opening statements when initiating\\nchat sessions. While the complete chat transcripts contain\\nricher information about the users' problems, it would have\\nbeen infeasible to study a large number of transcripts and get\\na broad picture of the range of problems that the users faced.\\nFurthermore, users volunteered these problem descriptions\\nsolely in response to the request “ please describe your issue, ”\\nwhich makes the descriptions less susceptible to priming by\\ncustomer-support agents.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,282,395,730],\"text\":\"The dataset we analyzed contains problem descriptions\\nsubmitted between July 2015 and June 2018. When problem\\ndescriptions are first provided, new cases open. In future\\nchat sessions, users can provide case IDs to discuss old cases\\n(e.g., with different agents). We only used data from the first\\nchat sessions of cases. In addition to problem descriptions,\\nwhich are limited to 255 characters, cases in the dataset\\nare accompanied by information about when chat sessions\\nbegan or ended, AV versions owned by the users, users' ac-\\ncount IDs, chats' languages, and two-level categorizations\\nof the issues introduced by agents. The categorizations' first\\nlevel is general, indicating whether the problem is related\\nto account management, security, etc. The second level of\\nthe categorizations is more specific. For example, for secu-\\nrity problems it indicates whether the problem is related to\\nscam, ransomware infection, Trojan infection, etc. We found\\nthe second-level categorizations highly unreliable, poten-\\ntially because they are introduced in an ad-hoc manner by\\ncustomer-support agents, instead of being rigorously devel-\\noped. A researcher from our group manually analyzed 400\\nproblem descriptions and estimated that as many as 37 % of\\nthe chats were assigned inaccurate second-level categories,\\nand so we decided to ignore them. Using the high-level cate-\\ngories and the language field, we pre-filtered the data to keep\\ncomputer-security related problem descriptions written in\\nEnglish. After filtering, 189,272 cases remained, representing\\n~ 5 % of the overall chat volume (the rest of the cases were\\nmostly related to purchases and account management).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,873],\"text\":\"Since we selected problem descriptions in English, most\\nof the customers were from the US (77 % ), with some from\\nthe UK (9 % ) and Canada (4 % ). The customers contacted the\\nsupport desk using devices equipped with Windows (87 % ),\\nMac OS (6 % ), Android (5 % ), and iOS (2 % ) operating systems,\\nall of which are supported by the AV product. One caveat\\nwhen counting operating systems, however, is that customers\\nmay report issues on devices other the ones used to contact\\nthe support desk.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,895,155,913],\"text\":\"Data Analysis\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,916,395,949],\"text\":\"We borrowed techniques from grounded theory [13, 41] to\\nunderstand users' conceptual models of security issues. In\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,298],\"text\":\"particular, three researchers, whose computer-security ex-\\nperience ranged from eight to 16 years, worked jointly to\\nopen-code randomly sampled problem descriptions, and met\\nperiodically to consolidate codebooks and develop a the-\\nory that describes users' conceptual models. While coding,\\nthe researchers continuously identified and refined themes,\\nand maintained codebooks and memos to define codes and\\nthemes. After coding 150 problem descriptions, the theory\\ntook shape (i.e., themes and relationships between them\\nceased to change), and the open-coding process converged\\n(i.e., new codes stopped being added).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,298,747,507],\"text\":\"With the help of the codebooks that they developed, the\\nthree researchers coded a total of 500 randomly selected prob-\\nlem descriptions along five dimensions, such as the perceived\\nsymptoms and issues, and the expert (i.e., researcher) diag-\\nnosis of issues (see Sec. 4 for more details). We selected 500\\nproblem descriptions because the open-coding process sug-\\ngested that that many were sufficient to encounter each code\\nmultiple times, while the analysis remained feasible. Each\\ncoder coded 150 distinct problem descriptions, in addition to\\n50 that were common to all coders to estimate inter-coder\\nagreement. Fleiss' Kappa [15] statistic for the different di-\\nmensions ranged from 0.59 to 0.63—indicating substantial\\nagreement [25].\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,506,747,731],\"text\":\"To estimate what issue types users were likely to suspect\\ngiven perceived symptoms, as well as the level of agree-\\nment between users and experts when diagnosing issues,\\nwe used the $\\\\chi^2$ -test of independence (to measure statistical\\nsignificance) and the odds-ratio statistic (to measure likeli-\\nhood) [ 37 ] . Additionally, we tested the feasibility of applying\\nmachine learning to automate interactions with users and\\ndetect emerging issues that affect several users at a time\\n(see Sec. 5 ). To this end, we used the Doc2Vec representa-\\ntion [ 22 ]— a representation of text as a multi-dimensional vec-\\ntor that is learnt in an unsupervised manner — and a recently\\nproposed clustering algorithm, TaxoGen [ 45 ] . We used all\\n189,272 problem descriptions to train the machine-learning\\nalgorithms.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,742,495,758],\"text\":\"Limitations\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,761,747,906],\"text\":\"Our findings should be interpreted in the light of a few lim-\\nitations. First, the dataset we analyzed was collected by a\\nsingle AV vendor. Thus, some findings may be specific to the\\nvendor. For instance, differences in the clarity of vendors'\\nwarnings may be more or less apt to confuse users. The same\\nis true with respect to the actionability, specificity, and the\\nnomenclature of alerts, as well as how prone the AV is to\\nincue false positives or negatives (i.e., classifying benign or\\nmalicious software as malicious or benign, respectively).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,906,747,954],\"text\":\"Second, the three researchers diagnosed security issues\\nfrom problem descriptions only. Their assessment may not al-\\nways be correct, as they did not have access to users' devices.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 78\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300308_pdf_shortened_page_3_figure_002.png\",\"bbox\":[120,115,340,216],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A graph diagram displays three oval nodes labeled \\\"Issue\\\", \\\"Symptom\\\", and \\\"Root cause\\\". An arrow labeled \\\"Suspect\\\" points from \\\"Symptom\\\" to \\\"Issue\\\", and another arrow labeled \\\"Led to\\\" points from \\\"Root cause\\\" to \\\"Issue\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[68,223,394,281],\"text\":\"Figure 1: When describing security issues, users usually ex-\\npect the perceived symptoms, which lead them to suspect\\nthe (ostensible) issues. Sometimes, users also mention what\\nthey believe to be the root cause behind issue.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,311,394,377],\"text\":\"Yet, given the high inter-coder agreement among the re-\\nsearchers, it is likely that their assessment is accurate. Stated\\ndifferently, it would have been unlikely for them to achieve\\nhigh agreement while misdiagnosing cases often.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,377,395,584],\"text\":\"To further assess the accuracy of coding problem descrip-\\ntions, we used a sample of complete chat transcripts. Specifi-\\ncally, two researchers coded and reconciled 10 problem de-\\nscriptions, and used the corresponding chat transcripts to\\nvalidate the codes. Four transcripts provided information\\nsupporting the codes – e.g., the customer-support agent's as-\\nsessment in one transcript supported the coders' diagnosis of\\npotentially unwanted software [ 20 ] (see Sec. 4 ), as opposed\\nto the customer's perception of malware infection. The other\\nsix transcripts provided no additional information to sup-\\nport or refute the codes (mostly due to costumer-support\\nagents not eliciting additional information, but rather mov-\\ning quickly to connect remotely to customers' machines).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,584,395,679],\"text\":\"Third, our dataset is not perfectly filtered. Some cases in\\nthe dataset were mislabeled: we found some not to be security\\nrelated (~12% were account related), and others (~1.6%) to be\\nnot applicable for coding, as the problem descriptions were\\nnot in English, or were unintelligible. As we were dealing\\nwith field data, such imperfections are not unusual.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,693,231,710],\"text\":\"4 USERS' PERCEPTIONS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,713,395,889],\"text\":\"Fig. 1 presents the theory that describes the users' concep-\\ntual models, as found by analyzing the initial set of 150\\nproblem descriptions. The theory consists of three themes:\\nissues, symptoms, and root causes . Issues are users' perceived\\nsecurity problems, as expressed in problem descriptions.\\nSymptoms are the tangible manifestations of the (ostensible)\\nissues — they lead users to suspect issues. Often, the issues\\nthat users suspect are a result of misconceptions, potentially\\ndue to lack of technical expertise. We discuss such misconcep-\\ntions later in the section. Root causes describe the entities or\\nactions perceived as being responsible for causing the issues.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,889,394,954],\"text\":\"The users described issues with varied levels of certainty.\\nSome users were certain about their suspicions, others were\\nuncertain, while the rest simply inquired about the agents'\\nopinion. More concretely, uncertain users often expressed\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,362,747,505],\"text\":\"doubt about their diagnoses, using phrases such as \\\"I believe\\\"\\nand \\\"I think\\\" or explicitly asked agents for help in diagnosing\\nsecurity issues. Users who inquired about the agents' opin-\\nion usually presented the symptoms without hypothesizing\\nabout issues and let the agents diagnose the issues, or simply\\nasked general questions unrelated to active security issues.\\nIn contrast, users who were certain provided their diagnoses\\nassuming they were correct and sought help from the agents\\nto resolve the issues they diagnosed.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300308_pdf_shortened_page_3_figure_011.png\",\"bbox\":[430,118,747,284],\"reading_order\":11,\"tags\":[],\"alt_text\":\"This is a horizontal bar chart showing the \\\"fraction of cases\\\" on the x-axis for various categories listed on the y-axis. The categories include \\\"unknown\\\", \\\"product.warnings\\\", \\\"non.product.warnings\\\", \\\"browsing/internet\\\", \\\"sys.performance/errs\\\", \\\"cannot.AV\\\", \\\"3rd.party.account\\\", and \\\"irregular.behavior\\\". \\\"unknown\\\" has the largest fraction, followed by \\\"non.product.warnings\\\" and \\\"product.warnings\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[420,297,746,328],\"text\":\"Figure 2: Fraction of cases in which perceived symptoms\\nwere encountered.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,505,747,825],\"text\":\"As mentioned in Sec. 3 , the three researchers who devel-\\noped the codebooks coded 500 randomly sampled problem\\ndescriptions along five dimensions: 1) perceived symptoms,\\nas expressed by users; 2) perceived issues, as suspected by\\nusers; 3) how certain users were about the issues (certain,\\nuncertain, or inquiring); 4) experts' (i.e., the researchers')\\ndiagnoses of what actual issues (if any) were most likely;\\nand 5) how certain the experts were about their diagnoses\\n(certain or uncertain). We highlight again that the experts'\\ndiagnoses did not result from inspecting users' machines,\\nbut rather the experts' opinions of what actual issues were\\nmost likely, based on the problem descriptions. As the agree-\\nment levels between the experts was substantial and for the\\nmajority of cases (~73 % ) they indicated being certain about\\ntheir diagnoses, we believe that their diagnoses reflect the ac-\\ntual issues that the users faced. This is further corroborated\\nby the additional validation using complete chat transcripts\\n(see Sec. 3 ). We elected not to code problem descriptions\\nalong the root-cause dimension, as root cause was rarely\\nmentioned (only ~ 37 % of the users mentioned a root cause).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,747,953],\"text\":\"After removing problem descriptions that were not ap-\\nplicable for coding (due to being empty, unintelligible, or\\nwritten in languages other than English), 492 problem de-\\nscriptions remained. We used the codes to estimate the preva-\\nlence of perceived symptoms and issues, as well as the actual\\nissues (from the experts' diagnoses) — see Figs. 2 – 3 . Further,\\nwe analyzed which issues users were likely to diagnose when\\nfacing different symptoms. Last, we measured for which\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 78\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1012],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300308_pdf_shortened_page_4_figure_002.png\",\"bbox\":[80,130,388,328],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A horizontal bar chart displays the fraction of cases for nine categories, comparing \\\"perceived\\\" (brown bars) against \\\"expert\\\" (purple bars) values. Categories are listed on the y-axis, including 'attack', 'scam', and 'none', while the x-axis represents the fraction of cases from 0.0 to 0.4.\"},{\"label\":\"figure_cap\",\"bbox\":[68,344,393,375],\"text\":\"Figure 3: Fraction of cases in which issues were perceived\\nby users (red) or assigned by experts (blue).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,403,393,435],\"text\":\"types of issues users' diagnoses were most likely to agree\\nwith experts'.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,435,394,517],\"text\":\"Next, we present the concepts (i.e., codes) that we encoun-\\ntered for each of the symptoms, issues, and the root causes.\\nAfterward, we present the relationship between perceived\\nsymptoms and users' and experts' diagnoses, and discuss the\\nagreement between users and experts.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,529,136,546],\"text\":\"Symptoms\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,549,394,598],\"text\":\"Unknown. In <23% of problem descriptions, users did not\\ndescribe any symptoms. We marked the symptoms in such\\ncases as \\\"unknown.\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,607,394,784],\"text\":\"Product warnings. These are warnings originating from the\\nAV software or the vendor. The warnings may be delivered\\nin various forms, including alerts on users' devices, emails\\nto the addresses registered with the vendor, or alerts on the\\nvendor's website. The warnings may carry different mes-\\nsages, including latest scan results, possible infection alerts\\nthat may require users to take action (e.g., selecting whether\\nto remove or quarantine a malware), and account renewal\\ninformation. Product warnings account for ~20% of the per-\\nceived symptoms, making them one of two most tangible\\nsymptoms indicating issues to users.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,792,394,953],\"text\":\"Non-product warnings. Unlike product warnings, non-product\\nwarnings do not originate from the AV or the vendor. The\\nwarnings may be delivered via email, phone calls, or other\\nsystem components (e.g., via a browser or other software).\\nSome of non-product warnings are legitimate (e.g., mes-\\nsages from Internet service providers or online social net-\\nworks indicating hot activity originating from the users'\\naccounts [ 12 , 18 ] ), but most are illegitimate (e.g., persis-\\ntent pop-ups accompanied with sound, which are indica-\\ntive of technical-support scam [ 28 ] ). In certain cases, the\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,190],\"text\":\"legitimate non-product warnings instructed users to down-\\nload AVs from competing vendors, which led to confusion.\\nNon-product warnings were one of the two most common\\nsymptoms, accounting for ~20% of the problem descriptions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,196,746,292],\"text\":\"Browsing or Internet related. Users reporting these symp-\\ntoms were unable to connect to the Internet, or suffered\\nfrom repeated events that negatively affected their brows-\\ning experience. Such events consisted of repeated pop-ups\\nshowing ads, frequent redirections, or inability to change\\nthe home page.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,298,746,349],\"text\":\"System performance or errors. Here, users reported slow sys-\\ntems, software or operating systems that froze, or complete\\nsystem failures (e.g., black or blue screen upon booting).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,355,747,468],\"text\":\"Cannot perform an AV action. This concept identifies cases\\nin which users were unable to perform certain actions with\\nthe AV. In particular, some users were unable to install or\\nactivate the AV, some were unable to scan their device, while\\nothers were unable to find the AV's icon on the notification\\nbar or the desktop and so were not sure whether they were\\nbeing protected.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,475,746,539],\"text\":\"Third-party account. Some users reported inability to log\\ninto their online accounts on third-party services (e.g., email\\nor social media) or spotting suspicious behavior on these\\naccounts (e.g., malicious emails or messages sent to contacts).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,545,746,627],\"text\":\"Irregular behavior . This concept covers problem descriptions\\nwith highly unusual symptoms not covered above. For ex-\\nample, in one case a user reported that the character `2' was\\nbeing typed indefinitely, and in another case a user reported\\na suspicious message written on her screen.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,638,460,654],\"text\":\"Issues\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,659,746,706],\"text\":\"Unknown. In ~6% of the cases, users did not express per-\\nceived issues. We marked the issues in these cases as \\\"un-\\nknown.\\\"\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,714,747,810],\"text\":\"Account. Users reporting account-related issues were having\\ntrouble with subscriptions, logging-in to download the AV,\\nor activating it. While we attempted to pre-filter the dataset\\nto avoid cases with such issues (see Sec. 3 ), still ~ 11 % of\\nthe remaining cases were account related due to analysts\\nerroneously marking the cases as security related.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,817,746,898],\"text\":\"Assurance. In some cases, users felt that their devices were\\nnot being protected (e.g., because the AV's icon in the notifi-\\ncation bar was hidden). Thus, the users contacted the support\\ndesk to get reassured about their protection status. In most\\ncases, the users' devices did not suffer from security issues.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,954],\"text\":\"Technical support and fake AV scan. Users contacting the\\nsupport desk about scams reported being scammed or sus-\\npected potential scams. The scammers contacted the users\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,120,1012],\"text\":\"Paper 78\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,299],\"text\":\"via persistent pop-ups that were hard to close (often accom-\\npanied with audio) [28] , email, or phone to convince users to\\nremove purported malware from their machines. The scam-\\nmers would usually instruct the users to download fake AVs,\\nor to contact the scammers' alleged customer-support desks\\non toll-free numbers, and would ask for payment. Users re-\\nporting or suspecting scams were consistently accurate — i.e.,\\nthey identified real scams. Nevertheless, there is a large dis-\\ncrepancy between the number of cases that users identified\\nas scams ( $\\\\sim$ 7 % ) and those that experts identified as scams\\n( $\\\\sim$ 20 % ), indicating that scams often misled users.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,307,394,468],\"text\":\"AV. When dealing with AV-related issues, users mainly con-\\ntacted the support desk to inquire about how to perform cer-\\ntain actions, or to report potential bugs in the AV software.\\nOf the users who were unable to perform actions with the\\nAV (e.g., scan, update, or resolve warnings), ~ 55 % contacted\\nthe support to inquire about how to perform the actions,\\nwhile ~ 15 % attributed their inability to perform the actions\\nto bugs. Of the users who perceived irregular behavior (e.g.,\\nflashing screen), or system performance issues (frozen or\\nslow machines), ~ 14 % attributed the symptoms to bugs.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,476,394,762],\"text\":\"Attack. Users suspecting attacks accounted for the majority\\nof problem descriptions ( $\\\\sim$ 46 % ). Most users reporting attacks\\nblamed malware ( $\\\\sim$ 44 % ), while some blamed hackers for re-\\nmotely accessing their devices ( $\\\\sim$ 2 % ). Interestingly, users\\nsuspected attacks in nearly all situations in which email or\\nonline social network accounts behaved abnormally, such\\nas by sending malware or spam to contacts, not considering\\nthe possibility that their passwords could have been guessed,\\nbrute forced, or (most likely) revealed in a breach [ 43 ] , with-\\nout unauthorized access to their devices. Some users reported\\nreceiving spam emails in a belief that the AV should have\\nblocked such emails and that malware was likely to blame.\\nWhile most purported infections were reported to have oc-\\ncurred after the installation of the AV, in a few cases, the\\nusers installed the AV after having been compromised. In\\ncontrast to users, experts diagnosed only $\\\\sim$ 22 % of all problem\\ndescriptions as actual attacks. We explain the reason for the\\ndiscrepancy in the last part of this section.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,394,872],\"text\":\"Interestingly, some users expressed surprise that their de-\\nvices might get infected despite having AVs, thus expressing\\nbelief that AVs are foolproof. In reality, users who ignore AV\\nwarnings or perform risky behavior may still infect their de-\\nvices. The users' belief that AVs are foolproof might explain\\nwhy users who have AVs often have higher rates of infection\\nand exposure to malicious content than others [ 9 , 16 , 23 , 38 ] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,953],\"text\":\"To better understand what causes users to contact the\\nsupport desk about attacks, a single researcher analyzed 100\\nproblem descriptions that were coded as attacks. The largest\\ncategory of cases involved situations in which the AV was\\nunable to seamlessly remove infections. A closer look at the\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"drivers behind these 29 cases reveals that in mid-October\\nof 2016 the Kopter malware family used new persistence\\ntechniques to hide itself in the system registry [ 33 ] , and\\nwhile the AV successfully detected Kopter's presence, it was\\nunable to successfully remove it for a time. The result was a\\nlarge spike in customer-support calls, which dropped quickly\\nonce the AV adapted.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,746,507],\"text\":\"In addition to these 29 calls, 24 users called to ask how to\\nclean up infections that were detected on their systems. In all,\\nbut three, the AV took preventative actions, but failed to reas-\\nsure the users that all was well on their systems. Additional\\n15 cases of the ones marked as attacks by experts involved\\ndirect indications of successful attacks, which included ran-\\nsomware, system anomalies resulting directly from attack\\nsources described by the users, and the presence of specific\\nmalware families mentioned by the users. Finally, 18 users\\ngenerically reported attacks while providing negligible addi-\\ntional detail, with statements like “I have a virus” or “some-\\none has tried to hack my computer,” while the final 14 users\\nreported suspicious symptoms (e.g., Internet failure, software\\nand software-update failures, and other irregular behavior)\\nthat convinced experts that an attack was the most probable\\nissue, although the experts were generally uncertain about\\ntheir diagnoses in these instances.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,515,746,754],\"text\":\"Potentially unwanted application (PUA). Differently from mal-\\nware, which exhibits clear malicious actions ( e.g., encrypting\\nfiles on the machine or participating in denial-of-service\\nattacks), PUAs exhibit undesirable actions ( e.g., showing\\nintrusive ads) that may not be considered objectively mali-\\ncious [ 20 ] . Certain toolbars and extensions that show ads,\\nas well as repackaged open-source software are often con-\\nsidered PUAs. As AVs attempt to avoid false positives ( i.e.,\\nmarking non-malicious applications as malicious) to avoid\\nharming user experience, some PUAs are not blocked. This\\nis exacerbated by the fact that what one user may consider\\nto be a PUA, another user may consider to be a good applica-\\ntion. The end-user license agreements for many PUAs also\\nexplain what they do, making it legally tricky to outright\\nblock PUAs or their components.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,754,746,850],\"text\":\"In ~ 3 % of the 492 problem descriptions, users contacted\\nthe support desk to report PUAs on their system, and to\\ninquire about ways to remove them. In contrast, the experts\\nidentified ~ 10 % of the problem descriptions as PUA related.\\nThe discrepancy is because users often identified PUAs as\\nmalware, as we discuss below.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,954],\"text\":\"False positive. In just above 1 % of the problem descriptions,\\nusers believed that the AV was erroneously preventing them\\nfrom installing benign software — i.e., they believed the AV\\nincurred false positives. Experts agreed with the users in half\\nof those cases, judging that the AV might have been overly\\naggressive in marking PUAs as malicious.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 78\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[69,125,394,299],\"text\":\"None. In ~ 4 % of the cases, users did not contact the support\\ndesk to report active issues, but rather to inquire about the\\nAV (e.g., whether it can be downloaded from Apple's App\\nStore) or to ask for help with issues unrelated to security\\n(e.g., retrieving missing files). In contrast, the experts deemed\\nthat ~ 22 % of the cases that users called about did not involve\\nactive security issues. In most of these cases users perceived\\nattacks (rather than one of the other issues mentioned above)\\nbut the experts did not find security issues. Often, we found,\\nconfusing warnings misled users to believe they suffered\\nfrom an attack (~ 5 % of cases overall).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,317,147,333],\"text\":\"Root Causes\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,337,394,563],\"text\":\"In ~37% of the cases, users attributed issues to entities or\\nactions that they perceived caused the issues. Some users,\\nespecially those who perceived unauthorized remote access,\\nbelieved that hackers were responsible. Such users viewed\\nhackers as “burglars who break into computers for criminal\\npurposes,” as described by Wash [44] . Users who thought\\nthey were being scammed sometimes identified illegitimate\\nfilms (e.g., “Global Technical Support”) as responsible for the\\nscams. Some users who suspected attacks or PUAs attributed\\nthe issues to malicious software (e.g., FragileToolery), tool-\\nbars (e.g., Delta Search), malicious websites they visited, or\\nemails they received. In certain cases, users attributed their\\ninability to use the AV to recent operating-system upgrades,\\nlicense renewals, or the purchase of new computers.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,579,338,596],\"text\":\"Relationship Between Symptoms and Issues\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,599,394,806],\"text\":\"To better understand users' thought process, we analyzed\\nwhat issues they were likely to suspect when observing cer-\\ntain symptoms. We found a strong dependency between\\nuser-perceived symptoms and user-perceived issues ( $\\\\chi^2$ =250,\\n$p$ =0.01, df=42). To characterize the nature of this depen-\\ndency, we tested which pairs of perceived symptoms and\\nissues are dependent (correcting for multiple comparisons\\nusing Bonferroni correction). For each pair that is statisti-\\ncally significantly dependent, we used odds ratio to measure\\nthe likelihood of the issue being suspected by users when\\nthe symptom is perceived. As a baseline to compare with, we\\nselected the odds of the issue being suspected when users\\ncould not perform actions with the AV.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,806,394,951],\"text\":\"The results are shown in Fig. 4a . For all symptoms users'\\nodds of suspecting an attack were significantly higher than\\nthe baseline. This finding indicates that users may have con-\\ncluded too quickly that attacks were taking place. This is\\nespecially dangerous when users faced non-product warn-\\nings, potentially from scanners. In those cases, users' odds\\nof suspecting attacks were roughly ten times higher than the\\nbaseline. In fact, ~ 66 % of users facing non-product warnings\\nsuspected attacks.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,461],\"text\":\"Experts' diagnoses were even more deterministically linked\\nto the symptoms than users' -as one would expect. The ex-\\nperts' judgments exhibited strong dependencies between\\nsymptoms and issues ( $\\\\chi^2$ =476, $p$ <0.01, df=42; see Fig. 4b ).\\nAttacks had higher odds than the baseline only in the cases\\nof product warnings, symptoms related to third-party ac-\\ncounts, and irregular behavior. Non-product warnings had\\nhigher odds of leading experts to diagnose scans than the\\nbaseline ( ~ 73 % of non-product warnings were diagnosed\\nby experts as resulting from scans), while browsing and\\nInternet-related symptoms led to experts' diagnoses of PUAs\\n(mostly due to the intrusive ads that PUAs introduce). Ex-\\nperts exhibited high odds to suspect that no security issues\\nexisted in cases of low system performance and errors, symp-\\ntoms related to third-party accounts, and irregular behavior.\\nIn fact, experts judged that in ~ 69 % of cases in which users\\nperceived low system performance and errors they did not\\nsuffer from security issues. In those cases, the experts be-\\nlieved, the symptoms could be explained by hardware (e.g.,\\nfailing disks) or resource-exhaustion issues (e.g., too many\\nprocessing were running).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,481,699,498],\"text\":\"When Are Users and Experts Likely to Agree?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,501,746,708],\"text\":\"Next, we studied whether users' and experts' diagnoses were\\nlikely to agree and in what situations. Initially, we studied\\nthe dependencies between issues identified by experts and\\nissues suspected by users. The dependency between the two\\nis strong ( $\\\\chi^2$ =1,360, p=0.01, df=49). Then, to characterize the\\ndependency, we tested for pairs of expert-diagnosed issues\\nand user-perceived one whether they are dependent (again,\\nusing Bonferroni correction to correct for multiple tests). For\\neach pair that is statistically significantly dependent, we used\\nodds ratio to measure the likelihood of the expert-diagnosed\\nissue given the user-perceived issue. As a baseline to compare\\nwith, we selected the odds of the expert-diagnosed issue\\nwhen users perceived an AV-related issue.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,708,746,836],\"text\":\"The results are shown in Fig. 5 . One can see that the diag-\\nonal values are the highest for most issues. This indicates\\nthat the odds of experts agreeing with users were high. For\\ninstance, when users perceived scams, they were likely to\\nbe in agreement with experts—the odds that experts would\\ndiagnose scams when users did so were $5\\\\times10^8$ times higher\\nthan the baseline (i.e., experts' odds to diagnose scams when\\nusers perceived AV-related issues).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,836,746,949],\"text\":\"The agreement between experts' and users' diagnoses was\\nhigh, but nevertheless imperfect. Differently from other is-\\nsues, when users perceived attacks, experts were often likely\\nto disagree. The experts diagnosed attacks only in ~44 % of\\nthe cases in which users perceived attacks. In ~18 % of cases\\nin which users perceived attacks, experts diagnosed no ac-\\ntive security issues, with roughly ~25 % of the disagreements\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 78\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300308", "source_image_path": "test_data/3290605-3300308/3290605-3300308_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300308/results/output_json/3290605-3300308_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300308_pdf_shortened_page_7_figure_002.png\",\"bbox\":[83,126,727,469],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays two grid charts, labeled (a) and (b), mapping \\\"perceived symptom\\\" on the y-axis to \\\"perceived issue\\\" and \\\"expert issue\\\" on the x-axis, respectively. Each cell contains a numerical value in scientific notation and is colored according to a legend ranging from dark blue (1e-10) to dark red (1e+10). Common y-axis labels include \\\"product.warnings\\\" and \\\"irregular.behavior\\\", while x-axis labels include \\\"account\\\", \\\"AV\\\", and \\\"attack\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[68,481,746,555],\"text\":\"Figure 4: Odds of issues being suspected by users (a) or experts (b) when certain symptoms were perceived compared to when\\nthe user could not perform actions with the AV (i.e., “ cannot _ AV ” is the baseline). For example, users were seven times more\\nlikely than not to perceive a attacks when they perceived browser and Internet-related symptoms compared to when they\\ncould not perform actions with the AV. White tiles indicate statistically insignificant dependencies between symptoms and\\nissues ( $p$ >0.05).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,576,394,670],\"text\":\"resulting from confusing warnings. Warnings for network-\\nbased threats where the nature and source of the attack\\nappeared to be unknown to users were especially confusing.\\nSimilarly, repetitive warnings that did not clearly suggest\\npossible actions and warnings instructing users to download\\nadditional removal software also confused users.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,671,394,751],\"text\":\"In ~10% of cases in which users perceived attacks, experts\\ndiagnosed PUAs on the users' devices. Conflicting PUAs with\\nattacks indicates that some users may need AVs to handle\\nPUAs more effectively (e.g., by putting them in quarantine,\\nlimiting their access, or removing them completely).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,752,395,942],\"text\":\"Most users' middiagnoses were caused by scams, which\\nare specifically designed to exploit misconceptions. For ~26 %\\nof the cases suspected to be attacks by users, the experts di-\\nagnosed scams. Those cases can be extremely harmful, as\\nthe users expressed no skepticism about the scammers' as-\\nsertions that their systems were compromised. Indeed, we\\nfound that within a sample of 100 chats coded by experts as\\nscams, five users made payments to scammers before con-\\ntacting the support desk, and of these, three realized the\\ndeception prior to the support chats, while two were still\\nunder the illusion that they had paid legitimate parties. Out\\nof the 100 users, 48 contacted the support desk thinking that\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,576,747,783],\"text\":\"the scams were genuine. For those, it seems likely that the\\navailability of support desk played a meaningful role in re-\\nducing the impact of the scams. However, some users fall\\nprey to support scams without contacting customer support\\n(e.g., to erroneously complain about the excess charges). We\\nobserved that the dominant delivery mechanism affecting\\nusers were persistent pop-ups, which sometimes included\\nauditory elements. AVs, and security products in general,\\nhave a potential to protect users by preventing the delivery\\nmechanisms. Still, in ~ 7 % of the scam cases that were diag-\\nnosed by experts, the scams were delivered through phone\\ncalls, hence limiting the ability of security products running\\non users' devices to protect against the scams.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,784,747,942],\"text\":\"Of the users contacting the support desk, ~ 55 % were cer-\\ntain about their diagnoses, ~ 14 % were uncertain, and the\\nrest were inquiring. Surprisingly, we found that the odds\\nof agreement between experts' diagnoses and users' were\\n~ 1.7 times higher for uncertain users (agreeing ~ 52 % of the\\ntime), than for certain users (agreeing ~ 39 % of the times). The\\ndependency is marginally statistically significant ( $\\\\chi^2$ = 3.76,\\n$p$ = 0.05, df = 1). In practice, this indicates that agents should\\nquestion users' diagnoses, particularly if they are conveyed\\nwith certainty.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 78\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300308/results/markdown/3290605-3300308_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[123,119,691,182],\"text\":\"DataSelfie: Empowering People to Design\\nPersonalized Visuals to Represent Their Data\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[108,203,270,249],\"text\":\"Nam Wook Kim\\n\\nHarvard University\\n\\nnamwkim@seas.harvard.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[120,263,258,309],\"text\":\"Alicia Wang\\n\\nTroy High School\\n\\naliwang2001@gmail.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[350,203,464,249],\"text\":\"Hyejin Im\\n\\nTufts University\\n\\nhyejin.im@tufts.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[336,263,478,309],\"text\":\"Krzysztof Gajos\\n\\nHarvard University\\n\\nkgajos@seas.harvard.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[537,203,714,248],\"text\":\"Nathalie Henry Riche\\n\\nMicrosoft Research\\n\\nNathalie.Henry@microsoft.com\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[554,263,697,309],\"text\":\"Hanspeter Pfister\\nHarvard University\\npfister@seas.harvard.edu\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300309_pdf_shortened_page_0_figure_010.png\",\"bbox\":[67,328,720,519],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A multi-panel image displays a user interface for creating a survey question where options are associated with customizable visual patterns, alongside examples of how these visual patterns represent survey responses. Panel A shows the survey question setup, Panel B depicts a user drawing a pattern, and Panels C and D provide a legend for interpreting visual responses and several examples of personalized, quadrant-based visual responses from survey takers.\"},{\"label\":\"figure_cap\",\"bbox\":[68,525,746,571],\"text\":\"Figure 1: DataSeltie; A) The questionnaire editor for data collection. B) A visual mapping canvas in which a user can draw a\\nunique personalized visual for a selected option. C) An interactive legend aids the interpretation of the visual mappings. D)\\nEach questionnaire response generates a distinctive visual.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,576,141,593],\"text\":\"ABSTRACT\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,598,395,758],\"text\":\"Many personal informatics systems allow people to collect\\nand manage personal data and reflect more deeply about\\nthemselves. However, these tools rarely offer ways to cus-\\ntomize how the data is visualized. In this work, we inves-\\ntigate the question of how to enable people to determine\\nthe representation of their data. We analyzed the Dear Data\\nproject to gain insights into the design elements of personal\\nvisualizations. We developed DataSelfie, a novel system that\\nallows individuals to gather personal data and design custom\\nvisuals to represent the collected data. We conducted a user\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,578,747,625],\"text\":\"study to evaluate the usability of the system as well as its\\npotential for individual and collaborative sensemaking of\\nthe data.\",\"reading_order\":14,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,638,524,655],\"text\":\"CCS CONCEPTS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,659,745,690],\"text\":\"• Human-centered computing $\\\\rightarrow$ Visualization systems\\nand tools.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,703,502,720],\"text\":\"KEYWORDS\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,724,746,756],\"text\":\"Personal visualization, personal informatics, self-tracking,\\ndata selfies, data portraits, visualization, visual vocabulary,\",\"reading_order\":18,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,764,555,779],\"text\":\"ACM Reference Format:\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,780,747,868],\"text\":\"Nam Wook Kim, Hyeyin Im, Nathalie Henry Riche, Alicia Wang,\\nKrzysztof Gajos, and Hanspeter Pfister. 2019. DataSelfie: Empower-\\ning People to Design Personalized Visuals to Represent Their Data.\\nIn CHI Conference on Human Factors in Computing Systems Proceed-\\nings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK . ACM, New\\nYork, NY, USA, 12 pages. https://doi.org/10.1145/3290665.3303094\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,884,550,902],\"text\":\"1 INTRODUCTION\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,747,954],\"text\":\"Data can capture a snapshot of the world and allow us to\\nunderstand ourselves and our communities better. Giorgia\\nLupi, a renowned visualization artist, recently advocated for\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,392,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,274,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,392,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":25,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,938],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":26,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,941,246,954],\"text\":\"https://doi.org/10.1145/3290605.3300309\",\"reading_order\":27,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 79\",\"reading_order\":28,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":29,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,251],\"text\":\"data humanism , a more personal approach to collecting, an-\\nalyzing and visualizing data [21] . In contrast to traditional\\ndata systems that focus on rapid processing, automated anal-\\nysis, and summary presentation of a large quantity of data,\\ndata humanism puts more emphasis on perhaps slow but\\ndeeper engagements with data, as well as unique expressive\\nvisuals that embrace the context and subjectivity of the data\\nthey represent.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,444],\"text\":\"Lupi's manifesto echoes in a lot of existing research in\\nthe areas of personal informatics, self-tracking, and casual\\nvisualization [10] , including an abundance of tools for col-\\nlecting and visualizing personal data [7] . However, most of\\nthese tools focus on data collection, specifically automated\\ntracking, and use predefined presentations of the data. Users\\nremain mostly passive and less engaged with the data as\\nsuch. On the other hand, there has been a surge of construc-\\ntion tools allowing people to create custom visualizations\\nof data [13, 36] . Notwithstanding, these tools investigate au-\\nthoring processes and tool expressiveness and have not been\\napplied to a personal data context.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,444,395,665],\"text\":\"In this work, we are investigating the question of how\\nto equip people with the ability to design their own visual\\nvocabulary to represent qualitative and nuanced aspects of\\npersonal data. As an initial step toward understanding the\\nempowerment through personal visualizations, we analyzed\\nthe Dear Data project [23] in which Giorgia Lupi and Ste-\\nfanie Posavec collected, visualized, and shared the visual\\npostcards of their data on a weekly basis for about a year.\\nWe performed open coding on the visual postcards as well\\nas their reflections on the process of making them. We de-\\nrived several design implications for personal informatics,\\nincluding values of qualitative data for deeper reflection of\\nself and common design elements used to personalize the\\nvisuals of the data.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,395,921],\"text\":\"Informed by the analysis of the Dear Data project, we de-\\nveloped DataSelfie, a web-based interactive system designed\\nto enable any individuals to collect their data and decide\\nhow to visualize the data. DataSelfie combines a familiar\\nsurvey authoring interface with a drawing capability so that\\nusers can create any questionnaire to ask questions about\\nthemselves and design a personalized visual vocabulary to\\nrepresent the collected data. Unlike existing personal infor-\\nmatics tools, DataSelfie is offering users full autonomy over\\nthe visual presentation of their data. It also makes it possible\\nto design the visual vocabulary at the time of creating the\\nquestionnaire; the final visual output is determined later on\\nbased on the response to the questionnaire. In this way, the\\nconstruction of visualizations is not an afterthought, but a\\nprimary activity that users actively engage in while thinking\\nabout the goals of their data collection.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,954],\"text\":\"Users can use DataSelfie in both individual and collabora-\\ntive scenarios. They can collect data on a recurring basis for\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,299],\"text\":\"self-tracking purposes or share a questionnaire with others\\nto capture individual identities in a group setting. In the lat-\\nter case, the small multiple of individual responses can create\\na single collective visualization representing the group. The\\nusers can also share their visual responses with each other,\\nfacilitating communication among individuals through data\\nalone. Through a user study with 14 participants, we found\\nthat DataSelfie provides an easy-to-use and enjoyable inter-\\nface to gather and visualize data. The variety of examples\\nthey created also suggests that DataSelfie enables to create\\nexpressive visualizations of data.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,339,550,357],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,359,663,377],\"text\":\"Personal Informatics & Self-Monitoring\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,380,747,602],\"text\":\"Over the past decade, research has been abundant in personal\\ninformatics [17, 18] , also known as various similar terms such\\nas lifelogging and quantified self. A wide range of tools has\\nbeen proposed to assist with collecting and managing vari-\\nous kinds of personal information, such as habits, activities,\\nand moods, to encourage self-reflection and to promote self-\\nknowledge and behavior change. Cho et al. characterize the\\ndesign space of personal informatics based on whether data\\ncollection is fully automatic, semi-automatic, or fully man-\\nual [5] . Manual approaches include analog methods using\\npen and paper such as bullet journals [4] or digital meth-\\nods using spreadsheets or note-taking apps. The manual\\napproaches have high data capture burdens, often hindering\\npeople from sustaining long-term practices [5] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,603,747,841],\"text\":\"Automated tracking technology attempts to address this\\nissue by leveraging personal devices embedded with various\\nsensors to remove the need for manual data inputs [5] . How-\\never, complete automation of data collection often eliminates\\nadditional opportunities for engagement and reflection with\\npersonal data [5] . Also, sensors have limitations in the types\\nof data they can collect, mainly focusing on collecting quan-\\ntitative information, and fails to support people's practical\\ngoals and emotional needs [1, 5] . Most semi-automated ap-\\nproaches seek to strike a balance between both ends of the\\nspectrum [5, 14] . For instance, SleepTight aims to make man-\\nual tracking easier rather than automate it by leveraging lock\\nscreen and home screen widgets [6] , while OmniTrack pro-\\nvides manual trackers combined with triggers and external\\nservices that enable automated logging [13] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,747,955],\"text\":\"Existing self-tracking tools focus on data collection and\\nmanagement, not necessarily on how to display the data. As\\na result, the design of the tools dictates the presentation of\\nthe data, showing data summaries in the form of standard\\ncharts or tables. In this work, we set out to explore how\\nto allow users to decide the representation of their data by\\naugmenting a familiar survey tool with a drawing capability.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1012],\"text\":\"Paper 79\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_2\",\"bbox\":[69,124,277,140],\"text\":\"Casual and Personal Visualization\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,395,319],\"text\":\"Most conventional visualization systems are designed to sup-\\nport domain experts to perform analytic tasks. As visualiza-\\ntion has become widespread among a general audience, we\\nare beginning to see more diverse uses of visualization. Pous-\\nman et al. describe casual information visualization that often\\ninvolves ambient and artistic representations of data [26] .\\nThis type of visualization targets a broader population rather\\nthan experts alone and also serves personal or even aesthetic\\npurposes [34] . Like other traditional visualizations, it gener-\\nates analytic, often implicit, insights but often focuses more\\non awareness and reflective insights [26] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,320,395,446],\"text\":\"In the field of personal informatics, visualization has gained\\ngrowing popularity as it provides a means to quickly make\\nsense of complex data without requiring advanced statis-\\ntical literacy. Huang et al. provide an overview of various\\ndesign dimensions of personal visualizations and personal\\nvisual analytics [10] , including who the data is about (e.g.,\\nself, family, and community) and the degree of control over\\ndata collection.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,447,395,655],\"text\":\"Visualizations in personal informatics tools are often per-\\nsonalized by using unconventional encodings such as visual\\nmetaphors, pictograms, and abstract drawings. For instance,\\nUbiFit Garden uses the metaphor of a garden that blooms\\nbased on the performance of a user's physical activities [7] .\\nPaper bullet journalists employ personally meaningful rep-\\nresentations to meet their practical and emotional needs in\\ntracking different types of data [1] . Such subjective visual-\\nizations can convey a unique perspective in personal visual-\\nizations [33] , encourage further exploration of data [35] , and\\nestablish a better sense of identity [12] , although perceptions\\nand preferences regarding designs of personal visualizations\\nmay depend on individual personalities [30] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,655,395,751],\"text\":\"While the past research suggests potential benefits of hav-\\ning personal visualizations of the data, users still do not have\\nfull control over them in existing personal visualizations. In\\nour work, we provide a flexible framework that assists people\\nwith designing and sharing expressive visual representations\\nof their data.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,772,253,790],\"text\":\"Visualization Authoring Tools\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,793,395,954],\"text\":\"Significant efforts have been recently made to enable non-\\nexperts to create data visualizations both in industry and\\nacademia. Tableau [31] provides a simple drag & drop in-\\nterface for constructing a chart while automating visual en-\\ncoding under the hood based on perceptual effectiveness.\\nRecent tools such as Lyra [29] , Charticulator [27] , and Data\\nIllustrator [19] provide more customization options, includ-\\ning fine-grained mappings from data to geometric proper-\\nties (e.g., fill, stroke, opacity), although visual marks mostly\\nremain standard shapes. Other tools such as Data-Driven\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,290,746,339],\"text\":\"Guides [13] and Dataink [36] allow for more expressive con-\\ntrols over the design of visual marks by offering the ability\\nto draw freeform sketches constrained by data.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300309_pdf_shortened_page_2_figure_010.png\",\"bbox\":[419,120,747,235],\"reading_order\":10,\"tags\":[],\"alt_text\":\"Two abstract artworks are presented side-by-side. The left artwork features a scattered arrangement of colorful geometric shapes, lines, and numbers on a light background. The right artwork displays multiple fan-shaped forms composed of fine radiating lines in various colors, with thin stems, on a white background.\"},{\"label\":\"figure_cap\",\"bbox\":[420,245,747,276],\"text\":\"Figure 2: An example postcard with the theme distractions:\\nGiorgia Lupi (left) and Stefanja Posavec (right).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,339,746,466],\"text\":\"While individuals can use these tools to create visualiza-\\ntions for their personal data, they have not been considered\\nin a personal context. That is, visualization construction is\\nconsidered as an afterthought not being part of data col-\\nlection. DataSelfie can allow for prescriptive, rather than\\ndescriptive, visualization design tightly coupled with a data\\ncollection plan, generating a final visual in real time based\\non data input from a user.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,478,599,494],\"text\":\"3 ANALYZING DEAR DATA\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,499,746,579],\"text\":\"To understand what types of data can capture personal lives\\nand what kinds of visuals can be used to represent the data,\\nwe analyzed the Dear Data project [23] in which Lupi and\\nPosavec collected data about themselves and drew custom\\nvisualizations with the data every week for a year.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,591,453,605],\"text\":\"Data\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,610,747,739],\"text\":\"The project has a total of 104 postcards that spanned 52\\nweeks; each designer creates each half of them. The post-\\ncards contain hand-drawn visualizations of data about their\\nlives along with a visual legend explaining the visual en-\\ncoding and context of the data (Figure 2 ). The project also\\naccompanies each designer's weekly retrospective, reflect-\\ning on the experience of creating and sharing the postcards,\\nwhich is available on the website 4 .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,749,472,765],\"text\":\"Method\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,770,746,851],\"text\":\"We used qualitative methods of open and axial coding to\\nanalyze both postcards and retrospective texts. While visual\\npostcards revealed common design elements to represent\\npersonal data, retrospective texts allowed us to gain insights\\ninto the underlying rationale for the design choices.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,861,588,878],\"text\":\"Results on Visual Postcards\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,882,746,929],\"text\":\"Figure 3 shows the overview of extracted categories and\\nobservation counts out of 104 visualizations. Among three\\nmajor themes identified, things around me (52) and what i\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,939,588,954],\"text\":\"$^{1}$http://www.dear-data.com/by-week/\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 79\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300309_pdf_shortened_page_3_figure_002.png\",\"bbox\":[68,108,747,264],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This figure presents six stacked bar charts illustrating frequencies for Giorgia (blue) and Stefanie (orange) across categories: Theme, Data, Context, Visual Layout, Visual Encoding Channels, and Visual Marks. Each chart displays various sub-categories, with individual bar segments numerically labeled and a shared y-axis indicating frequency up to 104.\"},{\"label\":\"figure_cap\",\"bbox\":[150,270,664,287],\"text\":\"Figure 3: A histogram of categories identified through the open coding of 104 visual postcards.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,300,394,381],\"text\":\"do (34)—external states — were more common than what's in\\nmind ” (18)—internal states. Regarding data scales, nominal\\n(103) and ordinal (32) were used most often in comparison to\\nnumeric (30). In fact, numerical data was also often binned\\ninto ordinal categories (8 out of 30).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,381,394,538],\"text\":\"Regarding the types of contextual questions addressed, we\\nfound what (94, e.g., what I did? what for?) was the most\\nfrequently used. how (67, e.g., how long or how intense was\\nit?), who/whom (56, e.g., who were involved?), when (56), and\\nwhere (36) were next in the order of frequency, while why\\n(20) was the least frequently observed. About half of the time\\n(54), they used visual annotations (e.g., circling or giving a\\nunique visual) to highlight specific items (e.g., husband or\\nboyfriend) and to communicate further context (e.g., missing\\nor uncertain data).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,539,394,681],\"text\":\"They regularly used standard layouts such as grid (50) and\\nlist (22). For example, when showing data over time, it was\\ncommon to arrange items in chronological order or distribute\\nthem in a 2-dimensional space in which both axes represent\\ntime and day respectively. We also observed moderate uses\\nof other layouts such as facets (33), stacked (23), networks\\n(13), and trees (11). The tay also often used freeform layouts (24),\\nsuch as randomly distributing items in space. In most cases,\\nthey used more than one layout in one postcard.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,394,842],\"text\":\"Most frequently used visual variables include color (97),\\nposition (60), size (47), and shape (46). Size encoding was not\\nnecessarily used for numerical data but also for categorical\\ndata as well. They also often used texture (27), fill/no fill (12),\\nand orientation (17), which are not commonly observed in\\ndigital visualizations. Most often used visual marks include\\nlines (74), glyph (67), and dots (56), while circles (32) and\\nrectangles (14) were also common. We also observed repeat\\nmarks (16, multiple same elements are stacked to encode a\\nsingle value) and real objects (3, e.g., cosmetics).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,843,394,938],\"text\":\"There was also a notable difference between Lupi and\\nPosavec (Figure 3 ). For instance, Lupi used more numeric\\nscales compared to Posavec (26 vs. 4). As a result, Lupi\\nused more size encoding as well (34 vs. 13). Lupi's visu-\\nals were fine-grained while Posavec's visuals were vibrant\\nbut straightforward. For instance, Lupi also frequently used\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,300,746,333],\"text\":\"small visual attributes (e.g., dots: 46 vs. 10, and glyphs: 50 vs.\\n17) attached to a primary mark (see Figure 2).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,351,607,368],\"text\":\"Results on Retrospective Texts\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,372,747,434],\"text\":\"We identified five different stages of the process. We summa-\\nrize what each stage entails below. We use `P' for Posavec,\\n`L' for Lupi, and `W' for both along with a week number to\\nindicate the source of evidence.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,439,747,615],\"text\":\"Preparation. Lupi and Posavec chose a theme in which\\nthey are both interested. They often decided the theme for a\\nperformative purpose as a way to promote certain behavior\\n(e.g., Being nicer - W23). They interpreted the theme in their\\npersonal contexts, such as thinking about how they perceive\\nit or reflecting on the past experience they had. The choice\\nof the theme and the interpretation had an impact on what\\nkinds of data to collect and tools to use. They often set up\\nspecific questions and categories for data tracking prior to\\ndata collection, while in other cases they jot down logs about\\nthe topic and sort through the logs afterwards.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,777],\"text\":\"Data collection. They mostly took qualitative methods for\\ngathering data, employing both analog and digital tools (e.g.,\\nnotebooks, Reporter, Moves). The methods were largely di-\\nvided into two kinds: 1) surveying data at once and 2) track-\\ning data over time. A side effect of this qualitative approach\\nwas that they were aware of gathering data, which often\\nhad an impact on their moods and behaviors throughout the\\nweek (e.g., recording positive feelings creates an optimistic\\nmood - L31). This often made data collection performative,\\nintentionally manipulating certain data points.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,747,921],\"text\":\"Struggles in the manual process involved capturing tran-\\nsient things and noting down every instance of a data point\\n(e.g., having to pause and note a laugh in a circle of peo-\\nple - P42). In particular, the latter resulted in what they call\\ndata-gathering fatigue . They embraced this imperfect nature\\nof the manual process; for instance, data voids indicating a\\nspecial moment such as a wedding or being drunken. Simi-\\nlarly, they marked with a special mark to denote playful data\\nmanipulation by others (e.g., Physical contacts - W6).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,747,954],\"text\":\"While gathering data, they reflected on their characters,\\nhabits, and preferences. For instance, they reflected on how\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 79\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,746,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,157],\"text\":\"they organize things (P16), where they have come from (P22),\\nand what makes them happy (L31).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,158,395,384],\"text\":\"Data processing. Once data is collected, they would orga-\\nnize the data to find interesting facts and stories that they\\nfound meaningful and want to share. They often added ad-\\nditional data to provide context (e.g., adding demographic\\ninformation to friends - L25) or simplified the complexity\\nof the data to ease the drawing or understanding of it (e.g.,\\nhighlighting the top 5 emotions-P11). This stage also served\\nas a firewall to ensure privacy by hiding certain information\\nin the data (e.g., crossing out the husband's name - P14),\\nwhich they enjoyed indicating it in the postcards. While ag-\\ngregating and categorizing data, they discovered new aspects\\nof themselves and had opportunities for self-reflection. The\\nfinal organization had an influence on mostly visual layouts\\nand groupings in postcards.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,386,395,515],\"text\":\"Visual encoding . They sketched and iterated on multiple\\nideas before reaching the final drawing of the data. They\\nmostly used colored pencils, as well as pens & markers, but\\noften incorporated new materials and drawing techniques\\n(e.g., cut and collaged papers - W20 and lipsticks - L19). Most\\nfrustrations in this stage came from the hand-drawing of the\\ndata, including difficulties of redrawing mistakes, maintain-\\ning accuracy, and mapping too many data points.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,515,395,642],\"text\":\"A variety of factors inspired the visual representation of\\nthe data. These include: 1) visual metaphors for data or theme\\n(e.g., scribbles alluding the textured sonic waveforms - P32),\\n2) personal visual metaphors for data or theme (e.g., musical\\nscores for complaints - L07), 3) personal styles and prefer-\\nences in general (e.g., plant-based shapes - P14 or abstract\\narts - L14), and 4) random and spontaneous drawings rather\\nthan dictated by data.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,642,395,770],\"text\":\"There was a tension between readability and aesthetics;\\ne.g., they were not pleased with the legibility of data insights\\nwhen they liked drawings, and vice versa. Often, aesthetic\\nfocus was intentional, such as to detract attention from data\\n(P27) or to compensate for lack of patterns in the data (L14).\\nIn general, they appreciated having control over aesthetics\\nby noting that both beauty and functionality are important\\nand which one to emphasize depends on data and context.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,773,395,868],\"text\":\"Sharing & reflection. By sharing visual postcards, they\\nlearned about each other and improved self-knowledge via\\ncomparisons. They appreciated different ways of interpreting\\na theme (e.g., the definition of a nice act - W23), collecting\\ndata (e.g., close vs broad range of friends - W25), and drawing\\npostcards (e.g., circular vs linear layouts - W00).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,869,395,933],\"text\":\"The postcards brought back vivid memories of each week,\\nproviding ample rooms for reflection. They also reflected on\\nthe impact of the Dear Data project on their lives, including\\nchanges in future behavior (e.g., “After this week, I really\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,157],\"text\":\"figured I could be nicer and credit people more often...” L15)\\nand the value of the postcards as personal records.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,200,650,218],\"text\":\"Implications for Personal Informatics\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,221,746,285],\"text\":\"Below, we summarize key insights we learned from the anal-\\nysis results. Please note that the project involved two profes-\\nsional designers and thus the results may not generalize to a\\ngeneral audience.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,288,747,369],\"text\":\"11. Capture qualitative aspects of self. Our findings sug-\\ngest that qualitative data may enable more nuanced and\\nricher reflection that is not possible with current automated\\ntracking. A challenge is that the data is often ephemeral or\\nintrusive to gather.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,372,746,436],\"text\":\"12. Reveal missing and uncertain data. We observed that\\ninaccurate and missing data is embraced in a personal con-\\ntext. The mistakes and failures are part of the data and can\\nprovide additional insights into their lives.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,440,747,521],\"text\":\"13. Provide different modes of data collection. Data gath-\\nering can be either tracking data over time or surveying it\\nonce. In the former case, it may start with a specific collec-\\ntion plan or involve iteratively refining data or discovering\\nit during post-processing.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,604],\"text\":\"14. Support data exploration for story harvesting. Visu-\\nalization for communication and sharing would require more\\nthan listing all data points. Filtering & simplifying data and\\nclassifying it into categories are ways to experiment with\\ndifferent personal stories before the final visualization.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,607,746,686],\"text\":\"15. Use visual annotations to encode moments. Annota-\\ntion and highlighting are useful tools for indicating specific\\ndata and memorable moments in a personal visualization.\\nThey can be also used to add humor or a personal touch to\\nthe visualization.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,690,747,772],\"text\":\"16. Enable designing personalized visuals. Designing a\\nunique visual of personal data may increase enjoyment and\\nattachment toward the data. It is also a means for self-expressing\\ncommunicating a perspective on the data and revealing one's\\npersonality through the visual.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,774,750,870],\"text\":\"17. Choose visual variables for personalization. We found\\nthat color and shape variables may be more versatile for cus-\\ntomization, while quantitative variables such as position and\\nsize are mostly governed by data. Traditionally underused\\nvariables (e.g., texture and orientation) due to lack of percep-\\ntual effectiveness might be acceptable in a personal context.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,954],\"text\":\"18. Leverage visuals as personal documentaries. Our\\nfindings also point to the forgotten value of visualization: i.e.,\\nrecords. While communication and analysis are the focus of\\ncurrent visualization research, visual postcards demonstrate\\nthe use of visualizations to record personal memories.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 79\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 5\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,395,221],\"text\":\"19. Address challenges with qualitative processes. We\\nobserved that main struggles lie in data collection and visual\\nencoding stages. Our findings mostly confirmed previous\\nresearch [2, 17] , including forgetting to gather data and re-\\ncovering from mistakes. A notable difference is the difficulty\\nof tracking transient things like emotions or smiles.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,224,395,336],\"text\":\"110. Support conversations through data. A significant\\nvalue of sharing is that it opens up opportunities to see\\none's data in the context of the other's data. Comparing\\nand contrasting differences in data as well as in visuals can\\nprovide additional channel for self-reflection. Also, others\\nmight help to identify different data insights that are not\\nintended by the author.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,348,218,365],\"text\":\"4 DESIGN DECISIONS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,368,394,415],\"text\":\"Informed by the analysis of the Dear Data project, we wanted\\nto build a system for individuals to engage with their per-\\nsonal data via creating expressive visual representations.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,415,394,479],\"text\":\"Our design goal is provide structured support for novices\\nto crisply articulate the data they want to collect and vi-\\nsualize, as opposed to the Dear Data project that required\\nsubstantial expertise in data collection and visualization.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,480,395,559],\"text\":\"We also draw inspirations from the work by Lupi and the\\nAccurat team on automatically generating data portraits of\\nindividuals based on their responses to a survey [20, 22] . We\\naim to generalize this idea to a general audience along with\\nthe insights learned from the Dear Data project.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,563,395,691],\"text\":\"D1. Using a questionnaire to collect qualitative data.\\n(11, 13, 19) To enable flexible collection of personal data, we\\nseek to leverage the familiar experience of creating a ques-\\ntionnaire in a survey form. The questionnaire can serve as a\\ndata collection plan as observed in the preparation stage. It\\nshould be also editable to allow for revisions. The question-\\nnaire is versatile to support contextual questions (e.g., who,\\nwhat, why etc) and can capture diverse aspects of daily lives.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,694,395,853],\"text\":\"D2. Designing a personalized visual vocabulary. (16, 17,\\n19) To allow people to craft unique and expressive visual\\nrepresentation of their data, we propose to augment the\\nquestionnaire editor with a drawing canvas in which a user\\ncan draw visual mappings for collected data. The visual map-\\npings create a personalized visual vocabulary and should be\\nalso editable to allow for iterative design. The mappings can\\nbe constructed after data collection or at the time of creating\\nthe questionnaire; the latter has a benefit of visualizing the\\ngoals of data collection in advance.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,954],\"text\":\"D3. Support sharing visuals of data: (8, 110) To foster\\ncollaborative reflection, we intend to support sharing data\\nvisuals with others. To assist in interpreting visual mappings,\\na legend should be generated and accompanied with the\\nvisuals. Also, sharing with more than two people should be\\npossible.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,123,680,140],\"text\":\"5 THE DATASELFIE INTERFACE DESIGN\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,143,747,209],\"text\":\"DataScaffold consists of three main components: a question-\\nnaire editor (Figure 1A) and a canvas for drawing visual\\nmappings (Figure 1B), an interactive legend (Figure 1C), and\\na response viewer (Figure 1D).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,222,577,239],\"text\":\"Creating a Questionnaire\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,242,748,434],\"text\":\"The questionnaire editor has the same interface as other sur-\\nvey tools like Google Forms. It currently supports a multiple\\nchoice question (radio buttons) with an option to allow more\\nthan one answer (checkboxes). This type of question enables\\ncollection of mostly qualitative data (II), i.e., categorical data,\\nand also renders a rapid response by quickly selecting one.\\nAlthough we do not support numerical data, users can still\\ncapture quantitative data by binning it into intervals (e.g.,\\nless than 10, 10 to 100, more than 100) as observed in the\\nDear Data project. While out of scope for this paper, the ques-\\ntionnaire editor can be extended to incorporate automated\\ntracking similar to OmniTrack [14] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,436,748,565],\"text\":\"Collecting Data. To collect a data point, a user simply needs\\nto respond to the questionnaire, which is similar to filling\\nout a survey. The user can respond multiple times, gener-\\nating more than one data point. To assist data collection\\non a recurring basis (e.g., daily, weekly, or monthly), Data-\\nSelfie supports setting a reminder email to prompt for a new\\nresponse (I9). DataSelfie also allows the user to refine the\\nquestionnaire during data collection (I3).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,579,581,596],\"text\":\"Drawing Visual Mappings\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,598,747,711],\"text\":\"The questionnaire editor embeds a drawing canvas that af-\\nfords free-form sketching so that a user can draw personal-\\nized visuals to represent each answer option per each ques-\\ntion (It, I7-shape). To construct a mapping from a question\\nto a visual, the user can simply taps an option thumbnail and\\ndraw a corresponding visual on the canvas, and keep doing\\nthis for other options (Figure 1B).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,711,747,806],\"text\":\"In this way, the user can create a personalized visual vocab-\\nulary integrated with the questionnaire. That is, the visual vo-\\ncabulary is a set of drawings tied to contextual questions for\\ndata collection, generating a unique visual per each response\\nto the questions. DataSelfie allows iterative refinements of\\nthe visual mappings at any time (19) .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,748,954],\"text\":\"Drawing Tools. The drawing canvas comes with a set of\\ntools including a pencil for sketching, selection tool, color fill,\\nand palette (color, stroke, opacity). The user can use the layer\\nview (Figure 4 C) to see how the drawings for the currently\\nselected option would interact with those for other options\\nand questions. It is necessary since the same canvas area is\\nshared across the questionnaire, stacking all drawing layers\\ninto a single layer to generate a final image when a user\\nsubmits a response.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 79\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300309_pdf_shortened_page_6_figure_002.png\",\"bbox\":[68,119,744,223],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A multi-panel graphic illustrates interactions with a digital drawing application featuring a sidebar toolbar. It shows a hand drawing with a pencil, converting a hand-drawn pizza sketch into a stylized icon, inserting map graphics from a menu, and adding emojis via a search function onto a body outline canvas. Hands are depicted interacting with the interface's tools and pop-up menus.\"},{\"label\":\"figure_cap\",\"bbox\":[68,230,744,247],\"text\":\"Figure 4: The drawing interface of DataSelfie: A) Drawing canvas, B) Auto-drawing, C) Layer view and selection, D) Emoji tool.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300309_pdf_shortened_page_6_figure_004.png\",\"bbox\":[68,258,746,375],\"reading_order\":4,\"tags\":[],\"alt_text\":\"The image illustrates an interactive design tool's \\\"Propagate\\\" function applied to a circle, showing how it generates variations. Initially, a black circle is selected (A), then \\\"Propagate\\\" with \\\"Color variation\\\" creates circles of different hues (B). Next, applying \\\"Propagate\\\" with \\\"Size variation\\\" creates circles with varying sizes and colors (C), which are then further stylized into expressive eyes (D).\"},{\"label\":\"figure_cap\",\"bbox\":[96,387,716,403],\"text\":\"Figure 5: Automatic encoding support: A) Reusing a shape, B) Color encoding, C) Size encoding, D) Customization.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,424,394,600],\"text\":\"Assistive Drawing. To assist users with less experience in\\ndrawing, especially with a mouse, we integrated an auto-\\ndrawing feature [15] that suggests a predefined icon based\\non a series of strokes, dragging & dropping images, and a\\nsearch box for adding emoji icons (Figure 4 D). To enable\\nreusing of the same shape across all options, we also support\\nduplicating a shape across all options in a question, along\\nwith automatic size and color encodings (I7-color, Figure 5 ).\\nThe duplicate shapes compose a group constrained by the\\napplied encodings; i.e., if a user changes the size of a shared\\nshape, it also updates other shapes in the same group (I9).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,604,394,714],\"text\":\"Generating Visuals. Figure 6 shows a schematic diagram of\\nhow DataSella generates each visual response. Once a user\\nsubmits a response to the questionnaire, it maps each answer\\noption to a corresponding drawing while other drawings for\\nother options are hidden in the final outcome. In this way,\\nthe visual vocabulary can generate a combinatorial number\\nof visuals.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,716,394,826],\"text\":\"We currently take a layered approach to model the under-\\nlying visual vocabulary, which is similar to the layer model\\nin a conventional drawing tool like Adobe Illustrator. Back-\\nground and question layers are merged into a single layer,\\noverlaid on top of each other in the order of questions. Each\\nquestion layer can toggle the visibility of one or more option\\nlayers depending on the response.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,853,304,869],\"text\":\"Parametric Visualization Construction\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,873,394,954],\"text\":\"Although simple, it is worth noting the way of generating a\\nvisualization is prescriptive than descriptive. The user cre-\\nate a visual vocabulary that can be used to generate a final\\nvisualization without actual data, rather than attempting to\\ndescribe existing data. This is clearly different from typical\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,684,746,764],\"text\":\"visualization authoring tools as the users of those tools as-\\nsume the existence of the data. In our case, the generation\\nprocess is more close to parametric design. Each question can\\nbe considered as a parameter whose value is later specified\\nby the user.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300309_pdf_shortened_page_6_figure_012.png\",\"bbox\":[420,417,743,568],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This diagram illustrates a process for visual questionnaire design and response aggregation. It shows creating a questionnaire, drawing custom visuals (shapes, colors, patterns) for each answer option, and submitting responses where selected options are linked to their respective visuals. Finally, the chosen visuals from multiple responses are combined into a single, aggregated visual result labeled \\\"Visual Mapping.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[420,577,745,609],\"text\":\"Figure 6: The production rule of a visualization in DataSelfe,\\ngenerating a unique visual for each questionnaire response.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,789,642,805],\"text\":\"Sharing & collaboration with others\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,746,954],\"text\":\"To facilitate a casual conversation through data, a user can\\nshare the questionnaire with others (I10). Each of them can\\nthen submit a response and receive a unique visual, con-\\ntributing to a collage of visual responses (Figure 1D) [20] .\\nDataSelfie also supports sharing each visual response with\\nothers using the hyperlink generated after submitting a re-\\nsponse (I8). To assist in interpreting the data selfies, Data-\\nSelfie automatically generates an interactive visual legend\\nfrom the visual vocabulary (Figure 1C).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 79\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300309", "source_image_path": "test_data/3290605-3300309/3290605-3300309_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300309/results/output_json/3290605-3300309_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[68,124,208,140],\"text\":\"6 USAGE SCENARIO\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,143,394,209],\"text\":\"We introduce individual and collaborative scenarios that\\ncorrespond to two kinds of data collection scenarios we ob-\\nserved in the Dear Data project: tracking data over time and\\nsurveying data once.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,225,223,243],\"text\":\"Scenario 1: Self-Tracking\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,246,393,277],\"text\":\"This scenario introduces how an individual user might use\\nDataSite for self-tracking or lifelogging.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,277,394,374],\"text\":\"Sam is recently concerned that he eats pizza a lot. He\\nwould like to have a healthy diet but struggles to do so due\\nto a busy school life, and decided to track what kinds of food\\nhe eats every day. He starts by creating a questionnaire with\\nthree simple questions asking what types of food he had\\nduring the morning, afternoon, and evening (Figure 4 ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,374,394,501],\"text\":\"Once finishing the questionnaire, he begins drawing to\\nvisualize his personal goal of the questionnaire. He wants the\\nvisuals to reflect his diet directly. He first draws a background\\nrepresenting his body (Figure 4 A). For each option, he draws\\na visual representing the type of food he may or may not\\nwant to eat. He thinks he is not good at drawing, so uses the\\nauto-drawing feature to draw the pizza (Figure 4 B) and adds\\nan emoji to represent his feelings after the diet.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,501,394,645],\"text\":\"He set a daily reminder to fill out the questionnaire. When\\nhe received a reminder through an email, he taps the link\\nusing his mobile phone to go to the questionnaire to submit\\na response. He often intentionally eats healthy food in or-\\nder to get the visual he wants, making the data collection\\nperformative. At the end of the month, he reviews all the\\nresponses in a collective form. He gets a sense of how he\\nmaintained his goal by quickly gauging the prominence of\\nall the greens.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,660,279,678],\"text\":\"Scenario 2: Community Gathering\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,394,746],\"text\":\"The second scenario demonstrates a collaborative activity,\\nsimilar to the one demonstrated by Giorgia Lupi in which she\\nused a questionnaire to survey fun facts about conference\\nattendees [22] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,394,890],\"text\":\"Emily is an organizer of a HCI workshop. She wants to\\nengage the attendees in a way that they get to know each\\nother as they belong to the same research community. She\\nthinks about the topic of the workshop and comes up with a\\nset of questions that may be well suited to represent members\\nof the group (Figure 1C). She draws a background that serves\\nas a template for all questions like a coloring book. The\\ndrawings for each question file a different region in the\\nbackground (See divide lines in Figure 1B).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,890,394,954],\"text\":\"Since this is not about tracking data over time, she turned\\noff reminders. Instead, she shares the web link to the survey\\nwith the attendees. Each attendee gets a unique visual that\\ncaptures their identity based on their response (Figure 1 ).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,173],\"text\":\"Emily prints this visual and make a personalized badge for\\neach attendee. She also creates a collage of all responses\\nshowing the community collectively (Figure 1D).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,184,563,201],\"text\":\"7 IMPLEMENTATION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,746,366],\"text\":\"DataSelfie is a web-based application written in Javascript.\\nIt uses React.js [8] for building user interface components\\nand Redux.js [9] for application state management. We use\\na Flask [28] web server and MongoDB [25] to persist the\\nuser and questionnaire data and enable sharing through\\nhyperlinks. We heavily use Paper.js [16] to implement the\\ndrawing canvas integrated into the questionnaire editor. For\\nassistive drawing, we leverage Autodraw [15] and Emoji\\nMart [24] . DataSelfie will be open-sourced and available\\nonline upon acceptance.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,377,526,394],\"text\":\"8 USER STUDY\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,397,746,447],\"text\":\"We conducted a qualitative user study to evaluate the usabil-\\nity of DataSelfie and gain insights into its usefulness with\\nan emphasis on lifelogging.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,458,498,475],\"text\":\"Participants\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,479,746,590],\"text\":\"We had a screening survey to recruit 14 participants (nine\\nfemale and five male, six aged 18-24 and seven aged 26-\\n35, one aged 36-45) who have prior experience on manual\\njournaling and automatic self-tracking, as well as basic tool\\nliteracy on survey tools and presentation software. We used\\nSafari browser on iPad 12.9 inch using Apple Pencil. We paid\\nparticipants with a $ 25 gift card for an hour-long session.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,602,536,619],\"text\":\"Procedure & Tasks\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,622,746,686],\"text\":\"Each hour-long study session started with a background\\nsurvey at the beginning. We had a short tutorial and four\\ntasks in total. For the tutorial, we used an example adapted\\nfrom an existing template $^2$ .\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,686,747,892],\"text\":\"In the first task, we asked participants to reproduce the\\nexample from the tutorial in order to make them familiar with\\nDataSelfie. In the second task, they were asked to replicate a\\nnew example as quickly as possible without any guidance\\nfrom a researcher. We varied the examples in the two tasks\\nso that users can see two use case scenarios: 1) surveying\\na single state or current identity and 2) tracking recurring\\nstates over time. In the third task, they needed to design a\\nnew questionnaire with a minimum of three questions and\\ncraft the corresponding visual vocabulary. We assigned each\\nparticipant to a specific scenario (A. tracking or B. surveying )\\nand topic (1. what's in mind , 2. what I do , or 3. things around\\nme ).\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,893,746,925],\"text\":\"We concluded the session with a usability survey adapted\\nfrom the System Usability Scale [3] using a 5-point Likert\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,939,769,954],\"text\":\"2https://ideas.ted.com/how-to-draw-your-own-selfie-using-your-personal-data/\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 79\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300309/results/markdown/3290605-3300309_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[87,118,727,183],\"text\":\"PlaneVR: Social Acceptability of Virtual Reality for\\nAeroplane Passengers\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[99,201,277,266],\"text\":\"Julie R. Williamson\\n\\nUniversity of Glasgow\\nGlasgow, Scotland\\n\\njulie.williamson@glasgow.ac.uk\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[328,201,485,266],\"text\":\"Mark McGill\\n\\nUniversity of Glasgow\\n\\nGlasgow, Scotland\\n\\nmark.mcgill@glasgow.ac.uk\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[547,201,706,266],\"text\":\"Khari Outram\\nUniversity of Glasgow\\nGlasgow, Scotland\\n\\n21964400@student.gla.ac.uk\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,275,141,292],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,295,395,568],\"text\":\"Virtual reality (VR) headsets allow wearers to escape their\\nphysical surroundings, immersing themselves in a virtual\\nworld. Although escape may not be realistic or acceptable\\nin many everyday situations, air travel is one context where\\nearly adoption of VR could be very attractive. While trav-\\nelling, passengers are seated in restricted spaces for long\\ndurations, reliant on limited seat-back displays or mobile\\ndevices. This paper explores the social acceptability and us-\\nability of VR for in-flight entertainment. In an initial survey,\\nwe captured respondents' attitudes towards the social accept-\\nability of VR headsets during air travel. Based on the survey\\nresults, we developed a VR in-flight entertainment proto-\\ntype and evaluated this in a focus group study. Our results\\ndiscuss methods for improving the acceptability of VR in-\\nflight, including using mixed reality to help users transition\\nbetween virtual and physical environments and supporting\\ninterruption from other co-located people.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,578,172,596],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,599,394,633],\"text\":\"• Human-centered computing → Virtual reality: Em-\\npirical studies in HCI\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,644,150,660],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,664,394,682],\"text\":\"Virtual Reality, Social Acceptability, In-flight Entertainment\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,689,202,703],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,705,394,778],\"text\":\"Julie R. Williamson, Mark McGill, and Khari Outram. 2019. PlaneVR:\\nSocial Acceptability of Virtual Reality for Aeroplane Passengers. In\\nCHI Conference on Human Factors in Computing Systems Proceedings\\n(CHI 2019), May 4–9, 2019, Glasgow, Scotland. ACM, New York,\\nNY, USA, 14 pages. https://doi.org/10.1145/3290605.3300310\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,275,549,292],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,295,747,711],\"text\":\"For many of the 3.7 billion air passengers a year [59] , air\\ntravel means cramped conditions with restricted mobility\\nfor durations of up to sixteen hours [61] . Those travelling\\nalone face this monotonous task amongst a group of un-\\ncomfortably close strangers, with passengers arranged into\\never smaller seats [9] . Entertainment and productivity op-\\ntions are typically limited to personal seat-back displays [24] ,\\nyet entertainment is crucial to make flying a more tolera-\\nble experience. Seat-back displays have significant limita-\\ntions, including issues of size, viewing angle, brightness, and\\ncontrast. Seating and tray-table constraints often make for\\nawkward interactions with these displays. Reclining passen-\\ngers control the position and angle of the seat-back display,\\nand frequent touch interaction with the screen can be dis-\\nruptive. Higher fidelity personal displays, such as laptops\\nand other mobile devices offer an increasingly popular al-\\nternative [27] but suffer from many of the same limitations.\\nReclining seats provide little room for laptop screens and\\nmeals or refreshments take up the limited tray table space.\\nThese limitations make interaction with traditional displays\\ndifficult, but present a compelling scenario for VR usage. Cur-\\nrent mobile VR systems, like Gear VR [53] , depend on space\\nand movement constraints to function well, which closely\\nmatch the constraints placed on passengers during air travel.\\nThis compatibility makes air travel a compelling context for\\nmobile VR.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,711,747,933],\"text\":\"Air travel is a passenger use case with minimum\\nsimulator sickness Nausea and dizziness from using VR,\\ncalled simulator sickness , is caused by a mismatch between\\nvisual stimulus and physical motion [33] . VR usage when\\ntravelling by car has been shown to induce unacceptable\\nlevels of simulator sickness [38] using current hardware.\\nHowever, VR usage in aeroplane conditions, including tur-\\nbulence, has been suggested to not cause severe simulator\\nsickness [58] . Plane travel may not require additional motion\\ncues to lower simulator sickness [58] , which is the current\\nfocus of enabling VR usage during car travel [25, 38, 46] .\\nThis advantage means that plane VR use is possible with cur-\\nrent hardware without any additional hardware or software\\ninterventions to prevent simulator sickness.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,900,273,952],\"text\":\"CIR 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Association for Computing Machinery,\\nACM ISBN 978-1-4305-3970-2/19/05...$15.00\\nhttps://doi.org/10.1145%3F960505.330310\",\"reading_order\":19,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 80\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300310_pdf_shortened_page_1_figure_002.png\",\"bbox\":[65,118,749,286],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Three side-by-side scenes show a person wearing a virtual reality headset in different environments: indoors by a window, on a bustling outdoor street, and seated in an airplane cabin.\"},{\"label\":\"figure_cap\",\"bbox\":[68,296,745,342],\"text\":\"Figure 1: Mobile VR experiences are currently possible, but social acceptability makes everyday VR use uncomfortable and\\npotentially embarrassing. Left: VR can be comfortably experienced alone at home. Middle: Using VR in a busy public space\\nmay attract unwanted attention. Right: Using VR in an aeroplane brings up new questions about social acceptability.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,363,394,506],\"text\":\"Air travel requires passengers to be in relatively con-\\nfined spaces for extended periods of time The physical\\nconstraints of airline seats match the capabilities of mobile\\nVR headsets. Headsets like the Gear VR [53] only include iner-\\ntial sensing, providing rotational but not positional tracking.\\nExperiences with hardware like this are best when seated, as\\nany positional movement will not be reflected in the field of\\nview. This constraint works well in the limited space avail-\\nable in an aeroplane setting.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,394,634],\"text\":\"Air travel is a context where escaping into a virtual\\nenvironment could be very desirable. People already use\\na variety of products to provide entertainment, relaxation,\\nand privacy during air travel. The possibility of spending\\na long flight in a seemingly spacious setting of your own\\nchoosing is a compelling application of VR. Early adopters\\nare already enjoying the benefits of in-flight VR using appli-\\ncations designed for home entertainment [62] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,394,841],\"text\":\"Although there are strong arguments for using VR on\\nflights, social barriers may prevent widespread adoption in\\neveryday contexts [56] . For example, passengers might be\\nreluctant to completely immerse themselves in VR if they\\nwill lose their awareness of fellow passengers, the flight\\ncrew, safety announcements, and the offering of refresh-\\nments/meals. The sustained spectatorship of fellow passen-\\ngers creates a specific challenge for social acceptability [63] ,\\ncreating a situation where the VR users know they will be\\nobserved by a captive audience. Addressing peripheral aware-\\nness, social acceptability, and interruption when designing\\nVR entertainment applications is an important step to make\\nVR usable and acceptable during air travel.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,394,938],\"text\":\"This paper explores the social acceptability of using VR\\nfor in-flight entertainment through a two-part study, pre-\\nsenting new interaction concepts to address this issue. We\\ncompleted a survey study to identify user attitudes towards\\nthe acceptability of VR usage in-flight and elicit requirements\\nfor a VR in-flight entertainment application. Based on the\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,363,746,475],\"text\":\"survey results, we developed a VR cinema application de-\\nsigned with features to promote peripheral awareness and\\nallow for interruption. We completed a focus group study\\nusing the prototype to gather feedback on our design. Our\\nresults provide insights into the design of VR in-flight enter-\\ntainment applications for a near future where VR is more\\nwidely adopted. The key contributions of this paper are:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,490,747,619],\"text\":\"• Novel survey identifying user attitudes towards the\\nsocial acceptability of VR usage while travelling by air\\n• Evaluation of a VR prototype designed for air travel,\\ndemonstrating features to improve acceptability by\\nenabling peripheral awareness and interruption in VR\\n• Discussion of design considerations for creating so-\\ncially acceptable VR-in-flight applications, with broader\\nimplications that apply to designing social users of VR\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,641,627,678],\"text\":\"2 IN-FLIGHT ENTERTAINMENT\\nA Brief History\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,682,747,954],\"text\":\"Entertainment has always been a feature of long-distance\\ntravel, providing a \\\"diversion from speed and the risk of the\\ncatastrophic accident\\\" [19] . In-flight entertainment (IFE) is\\ncommonly thought to have originated on the Hindenburg\\nairship, where passengers could enjoy piano recitals in a\\nlounge deck [6] . In-flight movie screenings first became a\\nreality in 1961 [20] using shared projected displays. However,\\npassengers were mandated to close their window shades dur-\\ning daytime flights. This led to significant tensions between\\npassengers and staff, with author Alan Levy noting that he\\nwas almost assaulted \\\"merely for lifting a shade to glimpse\\nthe Grand Canyon and shedding unwanted light on a fluffy\\nTechnicolor marvel starring Sandra Dee\\\" [19] . Tensions be-\\ntween passengers were eased with the advent of personal\\nheadphones and seat-back displays. Modern day seat-back\\nIFE systems can range from 10.4 inches (Economy) to 23+\\ninches (First class) with noise cancelling headphones and\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 80\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"can cost up to $3 million per plane to install, and $8 million\\nor more when including content costs [28, 49] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,157,395,316],\"text\":\"However, the presence of seat-back displays is no-longer a\\nforegone conclusion, with the prior assumption that “IFE sur-\\nvives because its socioeconomic benefits outweigh its costs” [48]\\nbeing questioned. There is a rapidly increasing prevalence of\\npersonal devices [54, 55] , with up to 90 % of passengers bring-\\ning a personal screen on board [18] . This rise, coupled with\\nthe costs of providing seat-back IFE, has resulted in some\\nairlines opting not to provide seat-back displays [17, 40] . In-\\nstead, passengers will have (potentially pay-walled) internet\\nand IFE library access for their personal devices.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,327,324,345],\"text\":\"The Importance of In-Flight Entertainment\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,347,395,491],\"text\":\"From the airlines perspective, IFE is necessary because \\\"en-\\ntertainment (is) one of the factors that passengers attach great-\\nest importance to when considering) a ticket purchase\\\" [28] .\\nIndeed, there are suggestions that IFE is secondary in impor-\\ntance only to seating and legroom [3] and one of the primary\\nmeans of spending time in-flight, outside of relaxing and\\nsleeping [8, 47] . Moreover, passengers have been noted to be\\n\\\"willing to pay a relatively large amount for enhanced service\\nquality\\\" resultant from IFE use [10] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,491,395,827],\"text\":\"For passengers, entertainment is crucial to help pass the\\ntime and provide an \\\"opportunity to imagine themselves some-\\nwhere else, anywhere besides thousands of feet above the earth\\nin a metal tube\\\" [19] . Entertainment acts as \\\"an intermediary,\\nscreening out the fact of flight and the events of travel, (and) is\\ncrucial to keeping passengers calm, occupied and content.\\\" [19] .\\nQuality entertainment is a significant factor in the perceived\\ncomfort of passengers [3, 47] . For example, when considering\\nthe overall comfort of the airline seat, the position and ori-\\nentation of the screen is comparable with having aisle/space\\naccess [57] . IFE systems provide more than comfort, for ex-\\nample aiding \\\"mental distraction to decrease the psychological\\nstress\\\" of air travel [6] , providing guided exercises to de-\\ncrease the fatigue and health risks involved with air travel\\n[6] , reducing fear and anxiety [19] , increasing satisfaction\\nand confidence in airlines [37] and inspiring passenger loy-\\nalty [35] . Airlines recognise the importance of IFE, which\\nadds value for passengers willing to pay for better services\\n[10] and is a factor considered by passengers when purchas-\\ning tickets [28] . There are suggestions that IFE is secondary\\nin importance only to seating and legroom [3] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,836,394,854],\"text\":\"Techno-Cocoon: Isolation in Shared, Confined Spaces\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,395,954],\"text\":\"The role of IFE has taken on added importance as the seat-\\ning and cabin design of planes has evolved to accommodate\\nmore and more individuals. It has previously been noted\\nthat “a lack of personal space or perceived privacy for seated\\npassengers... elevates the traveller’s stress level” [2] and in-\\ncreases discomfort, with “space invaders” [35] a particular\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,298],\"text\":\"concern for aircraft travel. Against this context, IFE can cre-\\nate a greater sense of personal space, having been likened\\nto a \\\"tecono-coconut,\\\" offering \\\"a distraction that makes the\\ncramped conditions of the cabin barely tolerable\\\" [20] . Head-\\nphones in particular have been noted as being \\\"crucial for\\nsensory privacy and exertion of control\\\", acting as \\\"sensory\\nfilters... highlighting the notion of choice and user agency\\\"\\n[20] . VR has the potential to take this one step further by\\ncompletely overriding the visual senses, creating a private\\nspace for the viewer where an undesirable reality can be\\ncompletely shut out.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,747,683],\"text\":\"The capability for isolation and immersion is driven by pas-\\nsenger needs [20] , and is a primary selling point of first-class\\ncabins where passengers can \\\"pursue screen-based entertain-\\nments without interference from their neighbour or having to\\ninteract with anyone else\\\" [19] . For the economy passenger, it\\nis only effectively bestowed by headphones, which \\\"create an\\nillusion of sound inside an individual passenger's head, rather\\nthan in the shared collective space of the cabin/theater\\\" [20] .\\nThis led [2] to posit that the concept of a cocoon in-flight\\nshould be \\\"taken as inspiration for creating barriers (physical,\\nvisual, audio, etc.) that shield passengers against their vulner-\\nabilities\\\". However, this demand for isolation is by no means\\nuniversal, with it being noted that \\\"while Westerners often\\nlike to travel in their own little cocoons, in Asia there is an\\nemerging expectation for more of a `family and friends' expe-\\nrience\\\" [20] . More recently, this strong user-driven desire to\\nincrease privacy and separation from other air travellers has\\nled to the development of a range of unusual products such\\nas elastic enclosures [36] and pillows [45] that create physi-\\ncal barriers between passengers. The design of the cabin also\\nreflects a desire for privacy, with high seat-backs so \\\"that\\npassengers can eat their microwaved dinners in silence, watch-\\ning the flickering screen\\\" [19] . For those seeking isolation,\\nVR can provide this even in a confined physical space.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,695,619,713],\"text\":\"The Problems With Existing IFE\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,715,747,780],\"text\":\"There are, however, common problems when considering\\nIFE. The VR Hyperspace project suggested that passengers\\nare \\\"least satisfied with the amount and effectiveness of their\\npersonal space, and their ability to work\\\" [15] , noting that:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,782,715,886],\"text\":\"\\\"Already there are too many screens on the plane with\\nmonitors on the seats and passengers bringing on\\ntheir range of personal devices, e.g. iPads, tablets,\\nkindles. When people are trying to rest it is already\\ndifficult with the glare of all these devices. It would\\nbe good to focus some work on individual private\\nspaces.\\\"\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,747,954],\"text\":\"Screen sizes and viewing angles are incomparable with\\nusage in the home or office, being less immersive [14] . More-\\nover, passengers are not in full control of the position of\\nseat-back displays and personal devices, with the reclining\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 80\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,267],\"text\":\"passenger on the next aisle effectively controlling the posi- \\ntion/angle of the seat-back display. Reclining seats provide \\nlittle room for personal devices with larger displays, and \\nmeals/refreshments periodically take up the limited tray ta- \\nble space, preventing usage. And the passenger is continually, \\nto a significant degree, aware of the environment of the plane \\nand the activities of those around them, with seat-back dis- \\nplays on economy seats offering few barriers to intrusions \\nby others.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,277,327,295],\"text\":\"3 VR FOR IN-FLIGHT ENTERTAINMENT\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,298,395,507],\"text\":\"Given the desire for isolation when in-flight and the draw-\\nbacks of seat-back IFE and personal devices, there is a strong\\ncase to be made for using VR headsets. Passengers are al-\\nready exploring VR usage in-flight using standard applica-\\ntions [62] . Airlines also recognise the attractiveness of VR,\\npromoting luxury travel experiences by providing headsets\\nin-flight [5, 44] , with benefits even being shown regarding\\nsafety knowledge transfer regarding how to wear an aircraft\\nlife preserver [13] . There have also recently been a number\\nof well-publicised instances of VR headset usage in planes\\n[23, 26, 32] . As The Economist noted: \\\"VR headsets on planes\\nmean we can isolate ourselves from irritating cabin-mates\\\"\\n[23] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,507,395,746],\"text\":\"Previous work has explored in-flight VR by evaluating\\nperception of space and physical constraints. The VR Hyper-\\nspace project [11] , which finished in 2014 just prior to the\\nadvent of low-cost mobile consumer VR headsets such as the\\nGear VR, aimed to \\\"enhance the passenger comfort through\\n[...] (the adoption of Virtual and Mixed Reality technologies\\nin the future air cabin\\\" [11] . The results of the VR Hyper-\\nspace Project provided the first empirical evidence for the\\nfeasibility of VR in-flight, demonstrating that VR does not\\ninduce unacceptable levels of motion sickness under typical\\nflight movement and turbulence conditions [58] , and demon-\\nstrating that VR is capable of distracting passengers from\\nsources of discomfort like restricted leg room [34] . However,\\nthere is limited research on the requirements, design and\\nusability of VR applications designed with flight in mind.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,955],\"text\":\"In-flight VR applications could be greatly improved by\\nincorporating features designed specifically for passenger\\ncomfort, which would result in very different applications\\nthan those designed for home viewing and maximum im-\\nmersion. Ahmadpour et al. [ 2 ] classified passenger attitudes\\ntoward their environment into adjusting, avoiding, shield-\\ning, and approaching. VR addresses the first three concerns\\nin existing entertainment applications. User control over a\\nvirtual environment supports adjusting when content to be\\npositioned optimally based on user comfort, not the position\\nof the seat-back display. VR creates a private virtual space,\\nallowing users to avoid interactions with others. Invasions\\nof space can come from simply “ looking at others or what\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,317],\"text\":\"they are doing ” [35] , which is something a VR user can eas-\\nily control. The shielding of visual and aural senses while\\nusing VR also blocks out the undesirable behaviour of other\\npassengers. Ahmadpour also discusses the importance of\\nthe social connectedness during travel, and the ability to\\napproach others and engage with passengers and crew mem-\\nbers must also be supported [2] . Current VR applications are\\ndesigned to maximise immersion, and peripheral awareness\\nand interruption are not well supported by current applica-\\ntions VR like Netflix [43] . Research is needed to identify how\\nfeatures designed for air travel can still result in satisfying\\nand immersive VR experiences.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,375,720,393],\"text\":\"Social Acceptability and Barriers to VR Adoption\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,747,538],\"text\":\"VR Hyperspace suggested that acceptance of illusions, reli-\\nance to be immersed in virtual environments, and privacy\\nare significant barriers to acceptance of VR in-flight [16] .\\nHowever, we argue that the most significant challenge of\\nusing VR in-flight is social acceptance. Recent research has\\nexplored the social acceptability of using VR headsets in\\ndifferent contexts such as home, while travelling, and in\\nthird places [56] and from different perspectives, including\\nperformer and spectator [7] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,538,746,746],\"text\":\"Social acceptability is an issue when any new technol-\\nogy requires users to engage in highly visible or unusual\\nbehaviour in front of others [51] . In the confines of an air-\\nline seat, donning a headset and interacting in VR could\\nbe uncomfortable for both user and spectator (although the\\nconfident VR user is spared from disapproving looks [62] ).\\nPassengers may be unwilling to wear a VR headset given\\nconcerns about the acceptability of occluding reality and\\nworries about the opinions of other passengers [21] . The\\nanxiety of being immersed in VR in public is a serious bar-\\nrier to acceptance [29] . Although opinions of acceptability\\nwill change over time, early adopters face potentially awk-\\nward situations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,746,747,954],\"text\":\"Maintaining awareness of others and remaining approach-\\nable while in VR are significant issues. Designers of VR in-\\nflight entertainment must consider how VR users can main-\\ntain peripheral awareness without breaking the illusion of\\nprivacy and immersion created by the virtual environment.\\nNecessary interruptions (e.g. being offered refreshments, let-\\nting another passenger pass) must also be detected and con-\\nveyed to the VR user. The “bubble created through media\\ntechnologies (could) be burst through touch and gesture” [20] ,\\nbut touch may prove startling during a VR experience. De-\\nveloping new ways of managing interruption would make\\nVR use more acceptable and comfortable for users and spec-\\ntators.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 80\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300310_pdf_shortened_page_4_figure_002.png\",\"bbox\":[65,119,395,246],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A two-panel image displays a person wearing a VR headset while seated in an airplane cabin. The left panel shows the person facing forward, and the right panel shows their head tilted downwards and to the side. Rows of grey and beige seats and an \\\"EXIT\\\" sign are visible in the background of both panels.\"},{\"label\":\"figure_cap\",\"bbox\":[68,255,394,360],\"text\":\"Figure 2: The survey asks respondents to consider comfort,\\nsocial acceptability, and interruption for nine scenarios pre-\\nsented using images like these. Left: Using a VR headset\\nwhile sitting in the aisle seat. Right: Wearing an eyewear\\nwhile sitting in the window seat. Empty seats are shown to\\naid survey respondents in understanding which seating po-\\nsition they were to imagine themselves occupying.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,399,313,432],\"text\":\"4\\nPLANEVR: DESIGNING VR FOR AIR\\nPASSengers\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,436,394,565],\"text\":\"Air travel is an ideal scenario for escaping into VR, but there\\nare social barriers that must be addressed to create acceptable\\nand usable VR travel experiences. We completed a two-part\\nstudy that identified user attitudes towards VR during travel,\\nelicited design ideas for an in-flight VR entertainment appli-\\ncation, and completed a focus group study to evaluate a VR\\nprototype incorporating novel features supporting aware-\\nness and interruption.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,581,339,615],\"text\":\"Survey Study: Attitudes to VR for Aeroplane\\nPassengers\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,619,394,730],\"text\":\"Now is a critical time to assess social acceptability because\\nVR HEADs are on the cusp of more widespread use, and\\nearly adopters are already exploring their use during air\\ntravel [62] . There is a need to understand VR use in-flight\\nfrom both the user's and spectator's perspectives [7, 31] , iden-\\ntifying issues of peripheral awareness, social acceptability,\\ninterruption, and unintentional disruption.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,954],\"text\":\"However, there are obvious ethical and logistical issues\\ninvolved in performing in-situ study of user behaviours dur-\\ning air travel. Moreover, given the early state of adoption of\\nmobile VR, access to early adopters and passengers that have\\nhad some form of experience with VR use in-flight is likely\\nto prove difficult. As such, we designed a survey that could\\ninvestigate current attitudes to VR use in-flight within the\\ngeneral population to understand the immediate reactions\\nand concerns of the regular airline passengers that may soon\\nencounter VR being used in-flight, or may choose to use\\ntheir mobile VR headset as a means of IFE. This approach is\\ncommon in social acceptability research, particularly when\\ntechnology is not yet ready for real world deployment or eth-\\nical issues prevent use in the wild. For example, `imagined\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,236],\"text\":\"situations\\\" in both survey studies (e.g. [51] ) and group in-\\nterviews (e.g. [42] ) have been found to elicit valuable results\\nabout the social acceptability of gesture-based interaction.\\nVR is similarly difficult to deploy in real world settings at\\nthis time e.g. current devices have no emergency shut off.\\nImagined scenarios provide a first look at social acceptance\\nin this context.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,747,603],\"text\":\"Our survey study provides a novel snapshot of current\\nuser attitudes toward VR usage during travel that can inform\\nthe design of applications for entertainment and productiv-\\nity. The survey elicited responses about acceptance of VR,\\ncomfort with interruptions while travelling, and how this\\ncompares to existing aeronline activities. The survey pre-\\nsented nine scenarios made from a combination of three seat\\npositions (aisle, middle, and window) and three aeronline ac-\\ntivities (using VR, wearing an eyemask, and using a seat-back\\ndisplay). Each scenario was presented using a description\\nand an image, as shown in Figure 2 . The user in each sce-\\nnario is portrayed in the emergency exit row as a potential\\nbaseline for social acceptability. For each of the nine sce-\\nnarios, respondents were asked seven questions and asked\\nto imagine themselves in different positions. This included\\ntwo 5-point scale questions about comfort sitting in differ-\\nent positions relative to a VR/Seat-back display user, two\\n5-point scale questions about acceptability of using VR/Seat-\\nback display in for themselves and others, one 5-point scale\\nquestion about comfort interrupting a VR/Seat-back display\\nuser, and two open ended questions about interruption and\\nsocial acceptability. The survey also included demographic,\\nair travel, and VR experience questions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,603,747,826],\"text\":\"These scenarios were selected to understand how VR us-\\nage compares to existing aeroplane activities. The seat-back\\ndisplay is a widely used in-flight device, and gives the specta-\\nter a view of the user's current activity. Passengers can easily\\nsee others' seat-back displays and can use body language to\\nindicate they are attempting to gain attention. Wearing an\\neye mask is a similar activity to VR usage because the user's\\nface is obscured and their current activity (e.g. whether they\\nare asleep or awake) is not obvious simply by looking at\\nthem. VR similarly obscures the user's face and a spectator\\nhas no way of knowing what kind of content they may be\\nviewing. For both VR and eye mask, the user will not be able\\nto see others around them and will be unable to respond to\\nexternal visual interruptions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,836,514,854],\"text\":\"Survey Results\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,857,747,954],\"text\":\"Respondents were recruited using social media, mailing lists,\\nand other online communities. The results are based on\\neighty respondents, where respondents completed 73% of the\\nsurvey on average. 76% of the respondents were male. The\\nrespondents ranged in age from 16 to 70, with an average\\nage of 33 (standard deviation 10.8), with 86% of respondents\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 80\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,222],\"text\":\"reporting previous experience with VR headsets. Quanti-\\ntative analysis was completed using non-parametric statis-\\ntical tests for ordinal data. Where pair-wise comparisons\\nwere completed, p values were adjusted using the Bonferr-\\noni correction. Open-ended questions were analysed using\\na qualitative three-stage coding process [60] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,228,395,421],\"text\":\"Setbacks of Typical Devices. Figure 3 shows the satisfaction\\nratings for commonly used in-flight devices. For seat-back\\ndisplays and laptops, satisfaction was relatively low, with\\njust 48 % of respondents reporting they were either satisfied\\nor very satisfied. Hand held devices like tablets and smart\\nphones were rated more favourably, with over 70 % satis-\\nfaction for each. These relatively low levels of satisfaction\\nfor laptops and seat-back displays emphasise that there is a\\nneed for new approaches to IFE such as VR. The reliance on\\npersonal devices, which may be smaller in screen size than\\nthe available IFE, also reinforces that there is a demand for\\npersonnel content and applications.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300310_pdf_shortened_page_5_figure_004.png\",\"bbox\":[83,431,376,546],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A stacked bar chart displays satisfaction levels across four categories: Inflight, Laptop, Tablet, and Smartphone. Each bar is segmented by \\\"Very Satisfied,\\\" \\\"Satisfied,\\\" \\\"Neither,\\\" \\\"Unsatisfied,\\\" and \\\"Very Unsatisfied\\\" responses, ranging from 0% to 100% on the y-axis.\"},{\"label\":\"figure_cap\",\"bbox\":[67,560,394,607],\"text\":\"Figure 3: Respondents indicated their overall satisfaction\\nwith existing in-flight devices on a five-point scale (Very Sat-\\nisfied to Very Unsatisfied).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,625,395,866],\"text\":\"Respondents described the common shortcomings of their\\nexisting devices, for example that seat-back displays are too\\nsmall, with low quality audio output, are less responsive than\\na typical smart phone or tablet, and have a poor selection\\nof content available. In some cases, the seat-back displays\\nare also broken or unavailable. One of the only benefits of\\nseat-back displays is that battery life is not an issue. With\\nrespect to personal devices, respondents complained about\\nthe limited space available, the lack of power, short battery\\nlife, lack of privacy, and slow or non-existent WiFi. Other\\ndevices like tablets and smart phones had some benefits\\nover seat-back displays and laptops, such as a more compact\\ncarrying size, a way to keep kids busy, and USB charging\\ncapability. However, the small screen on hand held devices\\nmake these much less attractive for use on long flights.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,872,395,955],\"text\":\"Using VR While Travelling. There is a strong interest in using\\nVR during flights, with 75% of respondents indicating they\\nwould like to and 15% who already have. Interest in using\\nVR was not without some significant concerns. The biggest\\nissue brought up by respondents was the loss of awareness of\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,524],\"text\":\"others around them and the issues this would cause during\\nflight. The importance of maintaining a general awareness\\nwas noted, as described by one respondent as “I would feel\\nvulnerable surrounded by strangers with no way to know\\nwho might be approaching or what else is going on” (P27).\\nThe most common issue brought up by this lack of aware-\\nness was hitting other passengers or invading their space\\nunintentionally. Missing announcements and amenities were\\nalso a concern, with one respondent stating that “I would\\nfeel a bit cut off from the cabin and what was happening,\\nwould they miss me for food and drink as I didn't notice\\nwhen they came by?” (P60). This common theme suggests\\nthat developing features built into VR platforms and/or ap-\\nplications that enable peripheral awareness could mitigate\\nthese concerns. Respondents also mentioned more general\\nissues of feeling rude for putting on a headset, looking silly\\nand inconspicuous during use, and annoying other passen-\\ngers. Some of these issues may become less of a concern\\nwhen VR headsets become more common and social norms\\nand standards for VR use are developed. Motion sickness\\nwas also brought up as a potential issue. However, previous\\nwork indicates the flight movement and turbulence does not\\ncause severe motion sickness while using VR [58] , but users\\nwithout experience using VR in this context may still be\\nconcerned.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300310_pdf_shortened_page_5_figure_009.png\",\"bbox\":[426,528,733,729],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This stacked bar chart displays the percentage distribution of acceptability ratings, ranging from 1 (Very Acceptable) to 5 (Very Unacceptable), for various viewing conditions. The X-axis shows nine combinations of viewing methods (Seat-back, Eyemask, VR) and seat types (Window, Middle, Aisle). The Y-axis represents the percentage from 0% to 100%, with darker green indicating higher acceptability and darker red indicating higher unacceptability.\"},{\"label\":\"figure_cap\",\"bbox\":[420,757,746,818],\"text\":\"Figure 4: Respondents indicated the acceptability of three ac-\\ntivities (using seat-back display, wearing an eyemask, using\\nVR headset) when seated in the window, middle, or aisle seat\\non a five-point scale (Very Unacceptable to Very Acceptable).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,747,955],\"text\":\"Acceptance of VR Around the Cabin. We asked respondents\\nhow acceptable they found different activities based on where\\npeople were sitting in the cabin. Figure 4 shows the accept-\\nability ratings for the nine scenarios presented in the survey.\\nThe Friedman test shows there are significant differences be-\\ntween the acceptability of using a seat-back display, eyemask,\\nand VR headset (p = 0.0001, n=56 when incomplete responses\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 80\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,554],\"text\":\"were excluded). Pairwise comparisons between these condi-\\ntions using the Wilcoxon Signed Rank test show significant\\ndifferences between all conditions (Seat-back/Eyemask, p <\\n0.0001, Eyemask/VR, p < 0.0001, Seat-back/VR, p < 0.0001).\\nCritical values for all tested included a Bonferroni correction\\nwhere p must be less than 0.017 to be significant. The results\\nshow that VR usage was rated as significantly less accept-\\nable than using a seat-back display and wearing an eyemask.\\nAlthough we designed the survey to include the eyemask\\nbecause of its similarity to using VR, respondents pointed\\nout that sleeping was a necessary human activity and thus\\nneeded to be tolerated. Respondents also noted that where\\na passenger was sitting changed their ideas about what is\\nacceptable or not. For example, one respondent stated that\\n“in both the eyemask and VR cases, I feel like this is the ideal\\nwindow seat person to have next to me. They are not going\\nto bother me. I can pretend they don't exist” (P52). Other\\nrespondents said this would be a “waste” of the window\\nseat as the person \\\"should enjoy the real life spectacle of\\nflight at the window seat\\\" (P42). These response hint at the\\nearly tensions of IFE between the passengers that wished to\\nadopt new entertainment technologies and those that felt it\\nimpeded their own experience in-flight. When considering\\na VR user in the aisle seat, respondents agreed that those\\nsitting in the aisle are responsible for letting others in the\\nrow get up, which might be difficult if they were using a VR\\nheadset.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300310_pdf_shortened_page_6_figure_003.png\",\"bbox\":[82,561,378,769],\"reading_order\":3,\"tags\":[],\"alt_text\":\"A stacked bar chart displays comfort ratings for \\\"VR Headset,\\\" \\\"Eye Mask,\\\" and \\\"Seat-back Display.\\\" Each bar shows the percentage distribution across a 5-point scale, from \\\"5 (Very Uncomfortable)\\\" in red to \\\"1 (Very Comfortable)\\\" in dark green.\"},{\"label\":\"figure_cap\",\"bbox\":[68,789,394,850],\"text\":\"Figure 5: Respondents indications their comfort level with\\ninterrupting another passenger during different activities\\non a five-point scale (Very Uncomfortable to Very Comfort-\\nable).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,955],\"text\":\"Interruption and Space Invasion. Figure 5 shows the comfort\\nlevels of interrupting fellow passengers based on activity.\\nThe Friedman test shows there are significant differences\\nbetween comfort of interrupting people using a seat-back dis-\\nplay, wearing an eyewear, and using a VR headset ( p < 0.0001,\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,748,572],\"text\":\"n=56 when incomplete responses excluded). Pairwise com-\\nparisons using the Wilcoxon Signed Rank test show signifi-\\ncant differences between all conditions (Seat-back/Eyemask,\\np < 0.0004, Eyemask/VR, p < 0.0006, Seat-back/VR, p < 0.0001).\\nCritical values for all tested included a Bonferroni correction\\nwhere p must be less than 0.017 to be significant. Respon-\\ndents described how they would prefer to interrupt people\\ninvolved in these different activities. When using a seat-back\\ndisplay, interruption is straightforward by speaking to the\\nperson, waving at them, or gently nudging them to get at-\\ntention. Interrupting someone wearing an eyemask might\\nrequire more intrusive actions, waking them with a loud\\nspeech or direct touch, explaining the increased discomfort\\nwith interruption. Interrupting a VR user was even more un-\\ncomfortable, with one participant realising that “I’d have to\\ntouch the person whenever I need their attention. That makes\\nme most uncomfortable. Touching strangers - invading their\\npersonal space - is awkward.” (P63). Another respondent\\nnoted that they would not know when was a good time to in-\\nterrupt a VR user, commenting that “the HMD combines the\\nissues with occluded view with the issues of being unsure of\\nthe passenger’s availability since we don’t know if they are\\nwatching a movie, deep in some entertainment, or possibly\\neven still able to see you” (P59). However, one respondent\\nnoted that sleeping passengers could be unpleasant, com-\\nmenting that “the person in VR won’t potentially fall on top\\nof me whilst sleeping and not notice. The VR person is awake\\nand aware of her body movements” (P63).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,597,483,613],\"text\":\"Summary\",\"reading_order\":7,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[421,617,748,841],\"text\":\"Our survey reinforces the limitations of current options\\nfor IFE and the dissatisfaction felt by passengers. However,\\nwhilst VR has much potential for improving entertainment\\noptions, the survey also demonstrates that VR is currently\\nperceived as significantly less acceptable than existing in-\\nflight activities, with concerns regarding awareness of other\\npassengers and interruptions particularly prevalent. While\\nsome issues of social acceptability require social and cultural\\nchange, we would suggest that many of the issues brought\\nup by respondents can be solved through interaction design.\\nBased on the survey, we identified three key concepts which\\nwe used to develop a software intervention to improve the\\nsocial acceptability for an in-flight VR entertainment appli-\\ncation:\",\"reading_order\":8,\"tags\":[\"paper_conclusion\"]},{\"label\":\"list\",\"bbox\":[441,857,756,954],\"text\":\"• VR should provide awareness of the events/surroundings\\nof the plane, whilst preserving immersion and isola-\\ntion.\\n\\n• Interaction must not require extensive head or hand\\nmovements, as unintentional contact with other pas-\\nsengers would be unacceptable.\",\"reading_order\":9,\"tags\":[\"paper_conclusion\"]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 80\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 7\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300310", "source_image_path": "test_data/3290605-3300310/3290605-3300310_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300310/results/output_json/3290605-3300310_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"list\",\"bbox\":[88,125,394,173],\"text\":\"• Interruption needs to be supported in ways that are\\nnot abrupt for the VR user and acceptable for fellow\\npassengers and staff to perform\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,183,358,216],\"text\":\"5 FOCUS GROUP STUDY: PROTOTYPING VR\\nSOLUTIONS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,395,332],\"text\":\"The focus group study utilised a prototype of a VR in-flight\\nentertainment application. Given the safety and logistical\\nissues of running an evaluation in real air travel contexts, a\\nfocus group provides an ideal setting to gain feedback on the\\nnovel features of the application at this relatively early stage\\nof development. The results provide a basis for deploying\\nthese features in real-world VR applications.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,343,359,361],\"text\":\"PlaneVR: Prototype for In-Flight Entertainment\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,395,682],\"text\":\"PlaneVR was designed for entertainment as this is one of\\nthe most common activities to pass the time while traveling.\\nUsing PlaneVR, users can watch video content in a virtual\\nhome theatre designed to be spacious and relaxing. We chose\\na home theatre application for three reasons. Firstly, this set-\\nting overcomes display size dissatisfaction by simulating a\\nlarge cinema screen and creates the illusion of greater per-\\nsonal space. As a distraction during travel, a home theatre\\nis an attractive escape. Secondly, a simulated screen allows\\nusers to enjoy VR content without excessive movement since\\ncontent is displayed in front of the user, as opposed to 360\\ndegree content displayed around the user. Finally, this kind\\nof home entertainment setting is popular in existing VR ap-\\nplications and is likely to be familiar to users with previous\\nexperience of VR. Applications such as the Oculus home\\ntheatre and Netflix for Gear VR both use similar environ-\\nments designed for extended content viewing in VR. As an\\nestablished context for prolonged VR entertainment, a home\\ntheatre application is ideal for testing new interruptions and\\nawareness techniques.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,395,841],\"text\":\"The setting, as shown in Figure 6 , is a wood-panelled room\\nwith soft furnishings, decorations, and large windows. The\\npoint of view (Figure 6 , bottom) is rendered from the couch\\nposition in the centre of the room. The exterior includes\\na sunset view which can be seen through the windows on\\neither side of the room. A large television display is placed\\nin front of the user. The lighting in the room automatically\\ndims when media playback begins. The application includes\\nfour key features that have been developed to address the\\nneeds identified in the survey:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,395,953],\"text\":\"Mirror The environment includes two large mirrors on\\neither side of the display. When the user directs their gaze to\\neither of these mirrors, it will display the view from outside\\nof the VR headset using a camera at the front of the headset.\\nThis window allows a user to quickly look up from their\\nmedia and glimpse the outside world without removing the\\nheadset.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300310_pdf_shortened_page_7_figure_009.png\",\"bbox\":[417,119,748,334],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A simulated living room scene shows a gray couch facing a large television displaying a video of a city landscape. The room has textured wooden walls and floor, a peaked wooden ceiling, large windows, a standing lamp, and framed pictures on the wall.\"},{\"label\":\"figure_cap\",\"bbox\":[420,344,746,403],\"text\":\"Figure 6: Complete view of home theatre setting. Large win-\\ndows at each side create a spacious environment. The mir-\\nrors on each side of the display can be used to peek outside\\nof the headset using the forward-facing camera.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,426,747,522],\"text\":\"Peek If a larger view of the outside world is desired, users\\ncan toggle away the home theatre view and see only the view\\nfrom a camera at the front of the headset. This is rendered as\\na large canvas in front of the user, allowing them to quickly\\nstep out of the virtual environment without removing the\\nheadset.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,747,603],\"text\":\"Doorbell To allow people to interrupt the VR user, the\\ndoorbell feature displayed a visual prompt in VR when an\\nexternal button was pushed, enabling fellow passengers to\\ngain the VR user's attention without physically invading\\ntheir space.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,603,747,682],\"text\":\"Push If a more direct interruption is needed, the push fea-\\nture allowed people to interrupt the VR user. Push switches\\nthe virtual environment to the forward-facing camera view\\nwhen an external button is pushed. This forces the VR user\\nto attend to the outside world immediately when triggered.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,694,542,711],\"text\":\"Hardware: Gear VR\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,714,747,858],\"text\":\"The application was developed for Samsung Gear VR [53] ,\\nwhich uses a mobile phone and headset to create a mobile VR\\nexperience. The Gear VR headset uses rotational tracking to\\nupdate the field of view when a user moves their head. The\\nright-hand side of the headset incorporates a touch pad and\\nfour buttons for user input. While wearing the headset, gaze\\ncan also be used for input. The headset can be paired with\\na hand held Bluetooth controller with a touch-pad, buttons,\\nand rotational tracking for raycasting input.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,747,954],\"text\":\"Our study utilised a 2017 Gear VR headset with controller\\nand a Samsung S7 phone. The headset weighs 345 grams\\nand supports of 101\\\" field of view. The application used only\\nstandard sensors and no additional hardware was required to\\nrun the application. The mirror and peek, and push features\\nwere implemented using the main camera on the mobile\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 80\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300310/results/markdown/3290605-3300310_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[1,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[101,119,714,180],\"text\":\"Comparing Data from Chatbot and Web Surveys\\n\\nEffects of Platform and Conversational Style on Survey Response Quality\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[115,199,261,263],\"text\":\"Soomin Kim\\nSeoul National University\\nSeoul, Korea\\nsoomink@snu.ac.kr\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[333,199,480,263],\"text\":\"Joonhwan Lee\\n\\nSeoul National University\\n\\nSeoul, Korea\\n\\njoonhwan@snu.ac.kr\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[554,199,700,263],\"text\":\"Gahgege Gweon\\nSeoul National University\\nSeoul, Korea\\nggweon@snu.ac.kr\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,273,141,290],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,294,395,598],\"text\":\"This study aims to explore the feasibility of a text-based vir-\\ntual agent as a new survey method to overcome the web sur-\\nvey’s common response quality problems, which are caused\\nby respondents' inattention. To this end, we conducted a\\n2 (platform: web vs. chatbot) $\\\\times$ 2 (conversational style: for-\\nmal vs. casual) experiment. We used satisficing theory to\\ncompare the responses' data quality. We found that the par-\\nticipants in the chatbot survey, as compared to those in the\\nweb survey, were more likely to produce differentiated re-\\nsponses and were less likely to satisfice; the chatbot survey\\nthus resulted in higher-quality data. Moreover, when a casual\\nconversational style is used, the participants were less likely\\nto satisfice-although such effects were only found in the\\nchatbot condition. These results imply that conversational\\ninteractivity occurs when a chat interface is accompanied\\nby messages with effective tone. Based on an analysis of the\\nqualitative responses, we also showed that a chatbot could\\nperform part of a human interviewer's role by applying ef-\\nfective communication strategies.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,615,173,633],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,637,395,668],\"text\":\"• Human-centered computing → User interface design:\\nUser studies.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,686,150,704],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,708,394,741],\"text\":\"Conversational agent: chatbot; human AI interaction; conver-\\nsational interface; interview interface; user experience design\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,274,555,289],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,291,747,379],\"text\":\"Soomin Kim, Joonwhan Lee, and Galgehne Gweon. 2019. Comparing\\nData from Chatbot and Web Surveys: Effects of Platform and Con-\\nversational Style on Survey Response Quality. In CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019),\\nMay 4–9, 2019, Glasgow, Scotland, UK. ACM, New York, NY, USA,\\n12 pages. https://doi.org/10.1145/3290605.3300316\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,390,550,407],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,714],\"text\":\"Surveys are used to gather information from a large num-\\nber of users through standardized questionnaires; diverse\\ndisciplines have adopted them as a representative research\\nmethod. In HCI research, surveys are also used to gather\\nusers' attitudes or perceptions and to assess artifacts' usabil-\\nity [31, 32] . Modes of data collection for surveys have been\\nadapted to technology and media environments. Surveys,\\nwhich have been traditionally represented by face-to-face or\\ntelephone interviews, are evolving as a way to utilize the In-\\nternet in response to its explosive growth among the general\\npopulation. Compared with traditional surveys, web-based\\nsurveys can collect and analyze large amounts of data quickly\\nand economically. Web surveys are also less restrictive be-\\ncause respondents can access them at their convenience.\\nAdditionally, there are fewer measurement errors caused by\\nthe variability between interviewers, which can commonly\\noccur in face-to-face and telephone surveys [20, 42] . Given\\nsuch advantages, web surveys are presented as an alternative\\nfor overcoming the limitations of traditional survey methods.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,715,747,906],\"text\":\"Despite these advantages, web surveys in particular do\\nhave some inevitable limitations, one of which is that they\\nproduce responses that are less reliable than those from face-\\nto-face or telephone surveys due to respondents' insincere\\nanswers [50] . In face-to-face or telephone surveys, interview-\\ners can encourage respondents to participate in the surveys\\n[19] , ask them to clarify their responses [19] , clarify the\\nquestionnaires [9, 40] , and monitor their answers to confirm\\ntheir sincerity. However, a web survey is a self-administered\\nmethod, so it is difficult for researchers to control respon-\\ndents, thereby leading to unreliable or even inaccurate re-\\nsponses [12, 13, 39] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,954],\"text\":\"As described above, web surveys' response quality prob-\\nlem derives from respondents' feigned answers, which in\\nturn occur because of the lack of an interviewer. If the lack\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,899,273,952],\"text\":\"CIR 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Association for Computing Machinery,\\nACM ISBN 978-1-4305-3970-2/19/05...$15.00\\nhttps://doi.org/10.1145%3F960550.3303116\",\"reading_order\":20,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,995,121,1012],\"text\":\"Paper 86\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,267],\"text\":\"of an interviewer causes response quality problems in web\\nsurveys, we might ask whether a conversational agent can\\nprevent such problems by partly performing the role of a\\nhuman interviewer. In today's environment, in which con-\\nversational agents are used in everyday life [28] , it is worth\\nconsidering their possible use as virtual interviewers. In light\\nof the growing trend toward conversational agents, we em-\\nphasize the conversational aspect that they provide, thus\\nimbuing interactivity in a traditional survey system [36] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,395,587],\"text\":\"This study examines two aspects of interactivity in a sur-\\nvey system: reciprocal message exchange and conversational\\nstyle. In particular, this study focuses on (a) how a survey's\\nplatform influences its response data quality and (b) how a\\nsurvey's conversational style moderates the way in which\\nthe participants respond to different platforms. First, we com-\\npare response quality and usability for a chatbot survey and\\na web survey. The text-based chatbot used in this study is\\nable to convey interactivity in the form of back-and-forth\\nmessage exchanges with the user [36, 53] . Because conversa-\\ntional interaction facilitates cognitive functioning [52] , this\\nstudy's first hypothesis is that the chatbot survey partici-\\npants, as compared to the web survey participants, exert\\na greater engagement and thus generate higher-quality re-\\nsponses. Second, as the survey platform only represents a\\nsurface-level variation, the second hypothesis is that con-\\nversational style moderates the relative effect of the survey\\nplatform. Specifically, this work examines whether conver-\\nsational style (formal vs. casual) influences participants' re-\\nsponses and their survey experiences.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,587,395,873],\"text\":\"We conduct a user study that employs quantitative and\\nqualitative methods. The standard for evaluating data quality\\nis based on satisficing theory, which assesses data quality\\nin relation to the respondents' satisficing behavior [13, 22] .\\nGiving optimal answers demands a high cognitive load, so\\nsome respondents use satisficing heuristics to reduce their\\ncognitive burdens [22, 23] . This satisficing behavior creates\\na measurement error due to the resulting inaccuracies in the\\nrespondents' answers, thus leading to poor data quality. One\\nrepresentative satisficing behavior is non-differentiation in a\\nrating task (i.e., a \\\"straight-line\\\" response). In this study, we\\nuse the differentiation response index as an objective metric\\nto assess response quality [30] . We also measure the levels of\\nusability (enjoyment and ease of use) as subjective ratings;\\nwe used it to estimate users' perceptions of their experiences\\nwith the survey system. Furthermore, we conduct qualitative\\nthematic analysis for a deeper understanding of the chatbot\\nrespondents' behavior.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,955],\"text\":\"This research makes several important contributions. First,\\nour findings support the feasibility of conducting a survey\\nwith a text-based chatbot that provides some of a human\\ninterviewer's social function. Second, our findings extend\\nthe previous work, which is focused on responses to virtual\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,221],\"text\":\"interviews' open-ended questions [2, 24, 27, 47] and on\\nethnographic data [47] , by including Likert-scale responses.\\nThird, our findings extend the work on data-quality eval-\\nuations which has focused on the degree of respondents'\\nself-disclosure [2, 24, 27] , comprehension [10] , and qualita-\\ntive feedback [47] by including non-differentiation ratio.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,243,551,259],\"text\":\"2 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,264,638,280],\"text\":\"Satisficing Behavior in Web Survey\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,283,747,571],\"text\":\"In a web survey, respondents evaluate and respond to ques-\\ntionnaires by themselves. The advantage of this self-administe\\nmethod is the ease of measurement. However, a self-administe\\nsurvey is controversial for its validity due to several well-\\nknown problems, one of which is respondents' satisficing\\nbehavior [22] . Inspired by Simon's [43] notion of satisficing,\\nKrosnick [22] proposed that some respondents tend to gen-\\nerate satisfying responses instead of accurate responses to\\nreduce their cognitive burden. This is because responding\\naccurately and sincerely to the survey questions requires\\na high level of cognitive demands [23] . The representative\\nsatisficing behavior is non-differentiation or straight-lineing,\\na non-discriminatory and equally responsive behavior in\\na battery of scaled questions. A response error occurs be-\\ncause of this distorted or inaccurate information provided\\nby the respondent. Even if the sampling error is reduced by\\napplying a sophisticated sampling method, the increasing\\nresponse error leads to the low quality of the whole survey.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,747,809],\"text\":\"Researchers have shown that web surveys tend to have\\nhigher response errors than offline surveys because web\\nsurveys are self-administered [50] . This means that online\\nsurveys are more likely to produce satisficing responses than\\noffline surveys are. In an offline survey, human interviewers\\npromote conscientious responses by discouraging careless\\nbehavior and encouraging participation [19] . These inter-\\nviewers’ verbal and nonverbal interactions draw the respon-\\ndents’ attention and allow them to appropriately answer\\neach question [16] . However, these interactions are omitted\\nin a web survey, which leads to satisfying responses. In fact,\\nstudies have found that online surveys are more likely than\\ntelephone survey and face-to-face surveys to be susceptible\\nto satisfying behavior and to thus produce poor-quality data\\n[12, 13, 39] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,747,955],\"text\":\"To summarize, scholars have theoretically and empirically\\nproven that web survey respondents engage in more satisfac-\\nting than do their counterparts in face-to-face or telephone\\nsurveys, as no interactive process occurs in a web environ-\\nment. To mitigate this problem, we focus in this study on\\nconversational interactivity, which focused on reciprocal ex-\\nchange of messages in a social interaction [36, 53] . When\\nappropriate interaction is added to an noninteractive survey\\nsystem, participants will be expected to exert more cognitive\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 86\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"engagement when answering the questions. In this paper,\\nwe examine whether this conversational interactivity op-\\nerates when respondents are conducting a survey through\\na text-based chatbot which provides interviewer presence.\\nTherefore, we test the following research question:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[89,220,395,284],\"text\":\"• RQ, Can a chatbot platform with a relevant conversa-\\ntional style produce conversational interactivity, thus\\nreducing the satisfying behavior that often occurs in\\nnoninteractive web surveys?\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,309,393,328],\"text\":\"Conversational Interaction with Text-based Chatbots\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,331,395,474],\"text\":\"Conversational interfaces have become integral to modern\\ncommunication [28] . The concept of conversational inter-\\nactivity has numerous meanings in the various domains of\\nHCI and CMC. In this study, we use the construct of con-\\nversational interactivity to highlight a relational exchange\\nbetween a respondent and a virtual interviewer [36] . Users\\ncan perceive interactivity from a sequence of back-and-forth\\nexchanges when chatbots synchronously and socially react\\nto those users' input.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,474,395,777],\"text\":\"Chatbots that interact via auditory or textual methods are\\nrepresentative conversational agents and are being accepted\\nin various fields. Although studies about conversational\\nagents have tended to separate social and task-oriented inter-\\nactions [7, 18] , recent works have been undertaken to achieve\\nboth functional and interactive aspects [25] . Moreover, the\\npopularity of chatbots in recent years has heightened the\\nneeds for facilitating interaction between human and chat-\\nbots, not only achieving functionality. This research trend\\nof integrating instrumental and social goals is being applied\\nin diverse domains including customer support [6, 17, 51] ,\\nhealthcare [21] , and counseling [5, 11] . Recently, the ap-\\nproach of combining functionality and interactivity using\\ntext-based chatbots has been applied in the field of user re-\\nsearch. For instance, Tallyn et al. [47] attempted to gather\\nusers' ethnographic data via a text-based chatbot to deter-\\nmine whether a chatbot can be used as an ethnographic tool\\nby making up for the lack of a human ethnographer with\\ninteractivity.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,777,395,889],\"text\":\"In line with previous studies, in this study, we proceed\\nfrom an integrative perspective that combines instrumental\\nusage and conversational interactivity rather than separating\\nthem. The goal of this study is to improve a survey's user\\nexperience through the use of an interactive conversational\\ninterface and by gathering high-quality user input. Taken\\ntogether, we expect that:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[89,904,395,955],\"text\":\"• H1. A chatbot survey, as compared to a web survey, will\\nproduce higher-quality response data (H1a), greater\\nease-of-use (H1b), and higher enjoyment (H1c).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,315],\"text\":\"Although survey platforms can provide different levels of\\ninteractivity, the platform itself only represents a surface-\\nlevel variation for manipulating conversational interactivity.\\nTo fill this void, we also examine the effect of message-level\\nvariation. Previous researchers have used text-based chat-\\nbots to manipulate message-related variables and thus im-\\nprove conversational interactivity. These researchers have\\nalso shown an increased interest in improving chatbots' in-\\nteractivity with empathic responses [17, 51] or typefaces [6]\\nfor use in customer-support situations. In these customer-\\ncare situations, using an agent that can adjust itself to the\\ncustomers' emotional needs is crucial.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,746,553],\"text\":\"In healthcare and counseling, researchers have focused\\non chatbots' interpersonal strategies, as social dynamics are\\nimportant in those situations. For example, a chatbot that\\nwas built for a childhood obesity intervention applied several\\nsocial strategies [21] . It was able to efficiently perform its\\nfunction of recommending ad-hoc tasks for obese patients by\\nsocially interacting with users. Similarly, researchers have\\nused chatbots as mental health counselors that provide in-\\nformation and counseling and diagnose conditions through\\nrelational conversation [5] . Woebet, a text-based therapy\\nchatbot, offers cognitive behavior therapy, which applies sev-\\neral social discourse strategies [11] . Participants in a chatbot\\ncondition experienced a significant reduction in depression,\\nwhereas participants who received information only in an\\nebook did not.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,554,746,825],\"text\":\"As previous researchers have shown, the chosen method\\nof improving conversational interactivity must be applica-\\nble to the characteristics of the task. In this study, we focus\\non providing the chatbot with a conversational style. Users\\nconsider not only with what a message is but also how it\\nis delivered [4] . Moreover, it is known that the human in-\\nterviewer’s style influences the survey response quality and\\nrespondents’ attitude in the context of human-human inter-\\naction. People prefer a friendly speaking interviewer, and\\nwhen an interviewer is active, the participants are more ac-\\ntively participating in the survey [14] . Respondents also have\\na more favorable attitude toward an interpersonal and casual\\ninterviewer than a professional and formal interviewer [15] .\\nIn addition, considering that the survey used in this study is\\naimed at adolescent participants, it is likely more appropriate\\nfor the agent to be casual and friendly than formal. Thus, we\\ntest the following hypotheses:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,833,746,898],\"text\":\"• H2. A casual conversational style, as compared to a for-\\nmal conversational style, will produce higher-quality\\nresponse data (H2a), greater ease-of-use (H2b), and\\nhigher enjoyment (H2c).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,746,955],\"text\":\"However, conversational style may moderate the effect\\nthat a survey platform has on user experience and data qual-\\nity. Because a traditional web survey usually adopts a formal\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 86\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,206],\"text\":\"language style, the use of casual language in a web survey\\nmay engender embarrassment. On the other hand, a casual\\none could be appropriate for a chatbot survey because users\\nexpect social interactions when using conversational agents\\n[5, 17, 28, 51] . Thus, we propose the following hypothesis:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,213,394,262],\"text\":\"• H3. The chatbot's data-quality and usability effects will\\nbe more pronounced when the survey uses a casual\\nrather than formal conversational style.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,278,255,296],\"text\":\"Virtual Agents as Interviewers\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,394,410],\"text\":\"HCI researchers have developed survey methodologies that\\nuse new technologies. In this study, we implement a text-\\nbased chatbot as a new survey method. Researchers have\\nimproved the quality of user input through diverse methods,\\nand have applied several standards to evaluate the effects of\\nvirtual interviewers. These criteria vary depending on the\\ncharacteristics and contexts of the interview.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,411,394,921],\"text\":\"The most commonly used standard for evaluating data\\nquality is the respondents' self-disclosure in open-ended\\ninterview situations. To date, the literature on this topic\\nhas included contradictory findings about respondents' self-\\ndisclosure. Participants who believe that they are communi-\\ncating with a computer were more willing to disclose their\\ninformation than participants who believe that they are hav-\\ning an interview with a human interviewer in mental health\\ncontexts [27] . This is because people feel less fear about\\ngetting a negative evaluation. Similarly, people have shown\\nto more willingly expose their sensitive information and to\\nevaluate the interview process as being more pleasant when\\ncommunicating with a wordiness agent as compared to a tac-\\nituent agent [2] . On the other hand, this self-disclosure effect\\ndoes not exist when embedded agents ask respondents sensi-\\ntive questions. Participants have been shown to expose more\\ninformation to a computer-assisted, voice-only interface than\\nto an embedded virtual interviewer or a human interviewer,\\nas they perceive greater anonymity in the absence of facial\\nrepresentation [26] . Tourangeau et al. [49] also found that,\\nin a web survey, people disclose less information regarding\\nsensitive topics, such as cocaine and marijuana use, when the\\ninterface is more humanized. Researchers have also studied\\nthe degree of respondents' disclosure to virtual interview-\\ners with different personalities. The participants were more\\nlikely to divulge information to a virtual agent that had a\\nreserved and assertive personality than to one with a warm\\nand cheerful personality [24] . Indeed, many scholars have\\nfocused on respondents' information disclosure in response\\nto sensitive questions, as anonymity is important in such\\ninterviews. This implies that it is essential to configure a\\nproper evaluation index for each interview situation.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,394,955],\"text\":\"Meanwhile, Conrad et al. [10] applied a new standard to\\nevaluate data quality for questions regarding less sensitive\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,252],\"text\":\"and more mundane topics. Instead of measuring the respon-\\ndents’ disclosure, the researchers used objective measures\\nsuch as the number of requests for clarification, response\\naccuracy and gaze behavior to detect the respondents’ com-\\nprehension and engagement. Conrad et al. found that agents\\nwith high dialogue capability produced more accurate an-\\nswers and more conscientious task performance, irrespective\\nof the agents’ facial expressions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,747,477],\"text\":\"The researchers in the above studies have provided a the-\\noretical and empirical basis for virtual agents to perform as\\ninterviewers. However, the literature on virtual interview-\\ners has largely focused on open-ended interview situations.\\nThey have not dealt with the effects of virtual interviewers\\nin a structured survey with scaled items. The present study\\nwas conducted to fill this gap in the lack of research by ex-\\namining the utility of a virtual interviewer for a structured\\nsurvey. In addition, we apply a different measure to evaluate\\nuser input quality—one that is more suitable for use with\\nLiker-scaled questionnaires. Our work has implications for\\ndetermining how best to introduce the appropriate criteria\\nfor scale survey items so as to verify the effectiveness of the\\nvirtual interviewer.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,498,505,516],\"text\":\"3 METHOD\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,520,557,536],\"text\":\"Design and Procedure\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,540,747,781],\"text\":\"This study uses a 2 (platform: web vs. chatbot) $\\\\times$ 2 ( conversa-\\ntional style: formal vs. casual) between-subjects design. We\\nrandomly assigned the participants to one of the four condi-\\ntions. Participants in both conditions responded to the same\\nquestionnaire. The questionnaire was composed of demo-\\ngraphic information and questions on Internet usage behav-\\nior which was developed by the National Information Society\\nAgency of Korea [1] . The questionnaires were composed of\\nthe following items: internet usage (10-item), usage motiva-\\ntion (18-item), individual context (18-item), family context\\n(24-item), and society context (16-item). The questions on\\ninternet usage were asked on a 4-point scale, whereas the\\nother questions were in the 5-point scale. After completing\\nthe main questionnaire, follow-up questions about the us-\\nability and perception of the survey system were requested.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,804,497,823],\"text\":\"Participants\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,826,746,955],\"text\":\"The experiment was conducted for adolescents in Korea\\nsince the applied survey questionnaires are developed for\\nteenagers. A total of 117 adolescents participated in our study\\n( $M_{age}=17.81$ , $SD_{age}=1.47$ ; 51 % female), all of whom are us-\\ning Facebook messenger and have experienced a web survey.\\nThe qualification for the use of messenger and web question-\\nnaire was made to partially control for the prior experience\\nof the survey system used in our experiment.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 86\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300316_pdf_shortened_page_4_figure_002.png\",\"bbox\":[84,132,379,747],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays four different user interface designs for a survey on motivations for using the internet. Each interface presents questions with \\\"Never\\\" to \\\"Always\\\" Likert scale response options, varying in presentation from formal web forms to casual chatbot conversations.\"},{\"label\":\"figure_cap\",\"bbox\":[86,767,375,827],\"text\":\"Figure 1: Examples of 4 experimental conditions of 2\\n(platform: web vs. chatbot) $\\\\times$ 2 (conversational style:\\nformal vs. casual) between subjects design. All\\nquestionnaires are translated from Korean.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,869,273,886],\"text\":\"Manipulation of Survey Platform\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,890,394,954],\"text\":\"We encouraged the web survey participants to answer the\\nsurvey questions via a web survey instrument, SurveyMon-\\nkey. This web survey could be completed using either a desk-\\ntop computer or a mobile device. Examples of the web survey\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,171],\"text\":\"are presented in Figure 1 (a) and (b). As shown, we used a\\ngrid format to ensure the same scaled options were used for\\nmultiple items; this helps to avoid repeating information.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,172,746,252],\"text\":\"For the chatbot survey, we designed a chatbot agent that\\nwould run on Facebook Messenger. Participants interacted\\nwith the chatbot according to the survey flow, as shown in\\nFigure 1 (c) and (d). The chatbot survey could be completed\\non either a desktop computer or a mobile device.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,263,652,279],\"text\":\"Manipulation of Conversational Style\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,283,746,333],\"text\":\"The conversational style intervention consisted of two con-\\nditions: formal and casual. We changed the conversational\\nstyle by manipulating the text of the survey [8, 44] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,339,747,435],\"text\":\"Formal Conversational Style. A formal tone involves liter-\\nary language with a standardized form and proper grammar\\nand punctuation. This differs from the casual style, which\\nincludes everyday, informal language [8, 44] . For the formal\\ncondition, we used the original survey items, as they were\\nwritten in formal language.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,747,651],\"text\":\"Casual Conversational Style. In the casual conversational\\nstyle, we applied colloquial rather than formal language so as\\nto present a casual and friendly tone. Moreover, a casual style\\nincludes shortcuts (such as those commonly found in text\\nmessaging) and incorrect grammar and punctuation [8, 44] .\\nFor example, we used common expression used in everyday\\nlife (e.g., formal, “ Please go on to the next section , ” vs. casual,\\n“ Way to go! Let's go to the next step! ” ) and abbreviation (e.g.,\\n“ D'you ” , “ RU ” ). In addition, we changed the survey items\\nthat were written (in the formal style) as a noun phrase or\\ndeclarative sentence to interrogative sentences for the casual\\nstyle (e.g., formal, “ To relieve stressful events , ” vs. casual, “ Do\\nyou surf the net to relieve kinda stressful events? ” )\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,651,749,794],\"text\":\"Although we focus primarily on operationalizing conver-\\nsational style through language use, we also include occa-\\nsional emojis to convey a casual tone [48] . In CMC settings,\\nusers often supplement text messages with visual cues such\\nas emojis and emoticons, thus improving communication\\nand expressing intimacy and social information [38] . Simi-\\nlarly, in this study, we use emojis because a language style by\\nitself is not sufficient to convey casualness in a CMC setting\\n(Figure 1 (d)).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,804,598,823],\"text\":\"Pretest for Survey Reliability\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,826,747,954],\"text\":\"Although we applied different conversational style, the con-\\ntents of the survey items were hardly changed for the chatbot\\nsurvey to maintain the internal meaning of the original ques-\\ntionnaire (e.g., formal item, “ To spend Time, ” vs. casual item:\\n“ D'you use the Internet to spend time? ” ). A pretest was per-\\nformed with test-retest reliability for 10 pretest participants\\nto verify whether the two versions of the survey are identical,\\nresulting in a significant reliability coefficient ( r = 0 . 91).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 86\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"sec_2\",\"bbox\":[69,125,130,139],\"text\":\"Measures\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,287],\"text\":\"Dropout Rate. We computed the dropout rate by calculating\\nthe percentage of respondents who quit before the study was\\ncompleted. Because both the surveys could be easily accessed,\\nwe could maintain relationships with the respondents during\\nthe experiment. We sent messages to any participants who\\ndid not submit the survey within three days after they had\\nagreed to start the survey, asking them to call-back. Thus, the\\ndropout rate was defined as the percentage of all participants\\nwho did not complete the survey after one call-back request.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,296,394,407],\"text\":\"Non-differentiation. Several measures can be used to estimate\\nresponse quality, including the DK response rate, the item\\nnonresponse rate, and the non-differentiation index [13] . We\\nexcluded DK response rate because our survey questions had\\nno DK options. We also excluded the item nonresponse rate\\nfrom this study because we also applied this condition of\\nnonresponse disallowance.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,408,394,585],\"text\":\"Instead, we adopted the level of non-differentiation, based\\non a battery of scaled items, as a measure of data quality. We\\ncalculated the index of response differentiation $\\\\rho$ to infer the\\ndegree of non-differentiation for each of the 13 item batteries\\nusing rating scales [30] . We used the average of these 13 rates\\nas the dependent variable. According to this scale, the index\\nis 0 if a respondent answers with the same scale for all items\\nand approaches to 1 if a respondent answers with a different\\nscale for each item. Thus, a higher $\\\\rho$ value indicates that a\\nrespondent more strongly differentiates the response options;\\nthis could be regarded as a lower degree of satisficing [22] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,593,394,800],\"text\":\"Usability . For the usability constructs on post-test measure,\\nease of use and enjoyment levels were measured. We adopted\\nthese subjective usability ratings to complement the objec-\\ntive differentiation index. In several studies examining virtual\\nagent's usability and effects, researchers have used single or\\ndouble items to measure their variables [25, 35, 41] ; thus, we\\nalso used two items each to measure ease of use and enjoy-\\nment. The two questions asking ease of use were used: \\\"The\\nsurvey system is easy to use,\\\" and \\\"Using the survey system\\nis effortless\\\" [29] . Moreover, enjoyment level was measured\\nwith two questions which are \\\"I am satisfied with the survey\\nsystem,\\\" and \\\"It is fun to use the survey system\\\" [29] . These\\nitems were scored using a 1 to 5 Likert scale.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,808,394,955],\"text\":\"Qualitative Responses. We gathered qualitative responses us-\\ning open-ended questions to gain more insight into the users'\\nperceptions regarding the survey system. We focused our\\nqualitative analysis on a chatbot survey system which we\\nintroduced as a new survey method. The chatbot survey\\nparticipants were asked about their experience using the\\nchatbot (e.g., the best and worst aspects of using it, the dif-\\nference in experience compared to web surveys, perceived\\nimpressions, perceived personality, and whether they prefer\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,190],\"text\":\"the web survey or the chatbot survey). Since we recruited\\nthe participants who have experience in web surveys, the\\ndifference in experience between the two systems were also\\nasked to compare the web survey and the chatbot survey.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,214,507,231],\"text\":\"Data Analysis\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,234,746,409],\"text\":\"A total of 106 participant data were statistically analyzed,\\nexcept for 11 participants who did not complete the exper-\\niment (three for the formal web survey, two for the casual\\nweb survey, four for the formal chatbot survey and two for\\nthe casual chatbot survey). We used factorial ANOVA to test\\nwhether the main effects and interaction effect exist. Before\\nconducting statistical analysis, we examined if ANOVA as-\\nsumptions were qualified in our data. A homoscedasticity\\ntest was conducted to evaluate the homogeneity assump-\\ntion using the Brown-Forsythe test which revealed that all\\nvariables did not show significant differences in variance.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,409,746,506],\"text\":\"For the qualitative responses, we conducted a thematic\\nanalysis in which we structured the collected text responses\\nthrough coding, with units for the main subjects [3] . Two\\nresearchers conducted this thematic analysis. The results of\\nthis process provided a deeper understanding of the partici-\\npants' chatbot usage behavior.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,531,503,548],\"text\":\"4 RESULTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,552,699,570],\"text\":\"Manipulation Check for Conversational Style\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,572,747,733],\"text\":\"To establish if the survey applying a casual tone is perceived\\nas more casual and friendly, as compared to that using a for-\\nmal tone, participants were asked to rate the survey system\\non 10-point differential scales: formal / casual [44] and seri-\\nous / friendly [24] . An independent samples t-test for the av-\\neraged ratings significantly supports the manipulation of con-\\nversational style. Perceived casualness was greater in the ca-\\nsual tone-of-voice condition ( $M_{casual} = 7.83$ , $SD_{casual} = 2.10$ )\\nto compared the formal tone-of-voice condition ( $M_{formal} =\\n3.96$ , $SD_{formal} = 1.87$ ), $t(104) = 5.56$ , $p < 0.001$ .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,757,545,775],\"text\":\"Descriptive analysis\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,747,954],\"text\":\"Response Time. Both web survey and chatbot survey auto-\\nmatically recorded a timestamp. The web survey participants\\nachieved a significantly faster time to complete the survey\\n( $M_{web}=17^\\\\circ30'$ , $SD_{Chatbot}=2^\\\\circ52'$ ) than the chatbot survey\\nparticipants ( $M_{chatbot}=26^\\\\circ44'$ , $SD_{Chatbot}=5^\\\\circ05'$ ). Five\\nrespondents in chatbot condition were excluded from this\\nanalysis since their completion time took more than 23 hours.\\nThese participants completed the survey over 24 hours. This\\nresponse pattern reflects the advantage of the chatbot that\\nrespondents can easily reconnect to messenger and reply\\nfrom the part where they stopped.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 86\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[327,123,486,138],\"text\":\"Table 1: Descriptive Analysis\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[156,155,657,257],\"text\":\"
VariableCasual ChatbotFormal ChatbotCasual WebFormal Web
MSDMSDMSDMSD
Response Differentiation0.620.080.520.070.500.090.530.09
Ease of Use3.980.793.650.763.690.623.640.66
Enjoyment4.170.733.500.873.740.613.520.82
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This table presents statistical data, showing the Mean (M) and Standard Deviation (SD) for \\\"Response Differentiation,\\\" \\\"Ease of Use,\\\" and \\\"Enjoyment.\\\" These metrics are broken down across four conditions: Casual Chatbot, Formal Chatbot, Casual Web, and Formal Web.\",\"figure_path\":\"tables/3290605-3300316_pdf_shortened_page_6_tab_3.png\"},{\"label\":\"anno\",\"bbox\":[139,269,676,283],\"text\":\"Note: The value of response differentiation index distributes between 0 and 1, a higher value indicates more differentiation.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300316_pdf_shortened_page_6_figure_005.png\",\"bbox\":[88,307,727,484],\"reading_order\":5,\"tags\":[],\"alt_text\":\"This image displays three line graphs comparing \\\"Casual Tone\\\" and \\\"Formal Tone\\\" across \\\"Chatbot\\\" and \\\"Web\\\" conditions. The first graph measures \\\"Response Differentiation Ratio,\\\" the second \\\"Ease of Use,\\\" and the third \\\"Enjoyment.\\\" Each graph shows two lines, one dashed with circles for Casual Tone and one solid with triangles for Formal Tone.\"},{\"label\":\"figure_cap\",\"bbox\":[68,502,746,563],\"text\":\"Figure 2: Results of Factorial ANOVA. The platform has a significant main effect on the differentiation ratio. The chatbot\\nsurvey is thus more likely than the web survey to produce differentiated responses and less likely to induce satisficing behavior,\\nthus resulting in higher-quality data. A significant interaction effect exists between platform and conversational style. Speech\\ntone has different effects in the web and chatbot surveys.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,595,395,772],\"text\":\"Dropout Rate. It was found that 5 of 58 web survey partici-\\npants dropped the survey (8.6 % dropout rate); 6 of 59 chat-\\nhot survey participant dropped the survey (10.2 % dropout\\nrate). Two conditions have shown no significant difference\\nin dropout rate. The reason for the low dropout rate in both\\nconditions is maybe because the participants were in an ex-\\nperimental situation rather than the general environment\\nin which the survey is conducted. They showed a high com-\\npletion rate in both conditions since they voluntarily partici-\\npated in the experiment. This result may differ in real survey\\nsettings and should be verified with a larger population.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,789,190,805],\"text\":\"Non-differentiation\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,395,955],\"text\":\"How did the respondents' response quality differ across the\\nsurvey conditions? The 2 (web vs. chatbot) $\\\\times$ 2 (formal vs.\\ncasual) ANOVA for the general response differentiation in-\\ndex $\\\\rho$ yields main effect for the survey platform ( $F(1, 102)$\\n= 9.83, $p < 0.01$ ) but not for the conversational style ( $F(1,\\n102)$ = 3.84, $p = 0.053$ ). Thus, H1a is supported, but H2a is\\nnot. The respondents in the web survey condition provided\\nless differentiation than did the respondents in the chatbot\\nsurvey condition (Table 1 ). As mentioned, a higher $\\\\rho$ value\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,595,746,691],\"text\":\"indicates that a respondent more strongly differentiates their\\nresponse options which could be regarded as a lower degree\\nof satisficing. Therefore, the chatbot survey participants were\\nmore likely to answer in a less satisficing way than were\\nthe web survey participants; the chatbot survey participants\\nthus provided divergent responses.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,692,746,882],\"text\":\"This difference in satisfying response between the two\\nconditions can be explained by a difference in interactiv-\\nity. The chatbot survey features a conversational interface,\\nwhereas the web survey employs a table matrix. In the lat-\\nter interface, similar questions are grouped in a grid form;\\nrespondents may thus lose their attention and answer in-\\nadvertently when similar types of questions are repeatedly\\npresented. On the other hand, when these questions are dis-\\nplayed in a conversational interface, respondents perceive\\nthe questions as interpersonal interactions rather than as\\ntasks to complete, so they focus more on the survey questions\\nand are more engaged.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,882,746,930],\"text\":\"We also conducted independent samples t- test to compare\\nthe chatbot and web conditions with identical tone-of-voice.\\nRegarding casual conversational style, an analysis of the\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 86\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300316", "source_image_path": "test_data/3290605-3300316/3290605-3300316_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300316/results/output_json/3290605-3300316_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,283],\"text\":\"general response differentiation index $p$ reveals that the re-\\nspondents in the web survey condition provide less differen-\\ntiation than do those in the chatbot survey condition ( $t(52)$ =\\n4.71, $p < 0.001$ ). However, this effect disappears in the formal\\nconversational style ( $t(50) = 0.48$ , $p = 0.63$ ). It is noteworthy\\nto mention that there is no significant difference between\\nthe two platforms when the formal conversational style is\\napplied. This result suggests that the significant effect of the\\nplatform is caused by the combination of the platform and\\nthe conversational style.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,410],\"text\":\"The 2 × 2 ANOVA reveals a significant interaction be-\\ntween the survey platform and the conversational style (F(1,\\n102) = 14.33, p < 0.001), supporting H3 (see Figure 2 ). When\\nparticipants take a survey with a chatbot, a casual style drives\\nmore differentiated answer than do formal style (Table 1 ).\\nIn contrast, in a web survey condition, participants do not\\ndiffer in their response quality whether conversational style\\nis casual or formal (Table 1 ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,395,620],\"text\":\"To summarize, the conversational style influences the re-\\nspondents’ satisficing behavior in the chatbot condition but\\nnot in the web condition. In the chatbot survey, a casual\\nconversational style increases the differentiation in the par-\\nticipants’ responses. However, in the web survey, a casual\\nconversational style does not change the level of differentia-\\ntion. This means that the effect of the conversational style\\ndepends on the survey platform. The humanlike conversa-\\ntional style only has effects on the chatbot survey. Regarding\\nthe main effect of the survey platform, the chatbot survey’s\\neffect on data quality is not merely caused by the external\\ninterface feature. The main effect is derived since the chatbot\\ninterface is accompanied by the casual conversational style.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,661,126,679],\"text\":\"$$\\n Usability \\n$$\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,395,842],\"text\":\"Analysis of ease of use reveals that there are no significant\\nmain effects for platform ( $F(1, 102) = 1.306$ , $p = 0.256$ ) and\\nconversational style ( $F(1, 102) = 1.877$ , $p = 0.174$ ). There is no\\ndifference of ease of use between the chatbot condition and\\nthe web condition; the casual style and the formal style. Also,\\nthere is no significant interaction effect of survey platform\\nand conversational style on ease of use ( $F(1, 102) = 1.007$ , $p =\\n0.32$ ). Thus, H1b and H2b are all rejected. The survey systems\\nare quite similar in terms of interface usability regardless of\\nplatform and conversational style.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,394,955],\"text\":\"The factorial ANOVA reveals that conversational style has\\na main effect on enjoyment ( $F(1, 102) = 8.967, p < 0.01$ ) but\\nthat survey platform does not ( $F(1, 102) = 1.880, p = 0.17$ ).\\nThus, H1c is not supported, but H2c is supported. There is\\nno observed significant interaction between platform and\\nconversational style in terms of enjoyment ( $F(1, 102) = 2.253$ ,\\n$p = 0.136$ ), thus partially rejecting H3.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,539,141],\"text\":\"Qualitative Results\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,209],\"text\":\"The thematic map was constructed based on the participants'\\nresponses for the questions. The result of the intercoder\\nreliability test showed a strong agreement (Cronbach's $\\\\alpha$ =\\n0.81). Four major themes are as follows:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,222,747,397],\"text\":\"Not Task but an Interaction. The first theme that emerged\\nwas the conversational interactivity of a chatbot. The users\\nperceived the act of conducting a survey with a chatbot as\\na social interaction rather than as a task. One in the casual\\nchatbot condition reported, “I did not feel like the chatbot as\\na robot, but I felt like talking to a real person,” and another in\\nthe same condition said, “It was like having a conversation\\nwith a friend because I received a reply in real time.” However,\\nthis effect was not only observed in casual formal chatbot\\nsurvey participants: “I was disappointed because it seemed\\nthat they just moved existing survey to the messenger.”\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,397,747,557],\"text\":\"A possible interpretation is that converting survey ques-\\ntionnaires to social interactions by using adequate interface\\nand conversation strategy helps users to focus on the ques-\\ntions. This corresponds with the notion that users expect\\nconversational interaction even when they are doing a func-\\ntional task [25] . Conversational interactivity interactions can\\nconvert mechanical work into social interaction, increasing\\nuser engagement and enjoyment. We conveyed conversa-\\ntional interactivity by harmonizing the survey interface and\\nmessage characteristics in the casual chatbot condition.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,748,891],\"text\":\"A Casual Tone-of-Voice Heights Intimacy for Chatbot\\nUsers. This study's results revealed that users perceived this\\ninteraction effect to mainly be the result of the chatbot's\\npersonality. The participants in the casual chatbot condition\\nfelt intimacy with the chatbot because of its friendly manner\\nand described it as \\\"friendly,\\\" \\\"kind,\\\" \\\"warm,\\\" \\\"empathetic,\\\"\\nand \\\"understanding.\\\" The chatbot's casual conversational\\nstyle made the users feel comfortable and engaged in their\\nconversations. One participant reported, \\\"The chatbot was\\nkind enough to answer the question easily!\\\" On the other hand,\\nparticipants in the formal chatbot condition demonstrated\\nthe chatbot's impression as \\\"stiff,\\\" \\\"unfriendly,\\\" \\\"boring,\\\" and\\n\\\"rigorous.\\\" One participant mentioned that \\\"I did not feel like\\nchatting because the conversation tone was rigid.\\\" However,\\nthese results can not be generalized to other ages or other\\nenvironments, although our results correspond with pre-\\nvious studies [5, 14, 15] . For example, the current casual\\nconversational style can have a negative effect on the senior\\nor professional group. Therefore, it is necessary to conduct\\nfurther research on users with different backgrounds.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,904,747,955],\"text\":\"Playful Interaction Creates Engagement. A number of users\\nin the casual chatbot condition mentioned that they enjoyed\\nhaving conversations with the chatbot. This enjoyment was\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 86\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300316/results/markdown/3290605-3300316_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[71,47,156,58],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[108,118,707,182],\"text\":\"Direct Finger Manipulation of 3D Object Image\\nwith Ultrasound Haptic Feedback\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[86,201,289,264],\"text\":\"Atsushi Matsubayashi\\n\\nThe University of Tokyo\\nBunkyo-ku, Tokyo\\n\\nmatsubayashighapis.ku-tokyo.ac.jp\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[310,203,503,264],\"text\":\"Yasutoshi Makino\\n\\nThe University of Tokyo\\nKashiwa-shi, Chiba\\n\\nyasutoshi_makino@k.u-tokyo.ac.jp\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[529,203,721,264],\"text\":\"Hiroyuki Shinoda\\n\\nThe University of Tokyo\\nKashiwa-shi, Chiba\\n\\nhiroyuki-shinoda@k.u-tokyo.ac.jp\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_0_figure_007.png\",\"bbox\":[83,282,717,460],\"reading_order\":7,\"tags\":[],\"alt_text\":\"This multi-panel image illustrates a tactile interaction system, showing a human hand manipulating virtual 3D blocks projected onto a transparent screen in panel (a). Panel (b) displays a 3D point cloud model of a hand interacting with a virtual cube, highlighting an interaction point. Panel (c) presents a scientific plot, specifically a heat map, showing a cross-section of a fingertip with color intensity indicating a distribution (e.g., pressure) and several small black dots on its surface.\"},{\"label\":\"figure_cap\",\"bbox\":[68,468,747,499],\"text\":\"Figure 1: (a) A user can grasp and move a 3D object image, (b) The cross section of the finger is estimated, (c) The ultrasound\\nfocus moves around the cross section and generates a pressure distribution on the finger surface.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,504,140,522],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,526,395,750],\"text\":\"In this study, we prototype and examine a system that al-\\nlows a user to manipulate a 3D virtual object with multiple\\nfingers without wearing any device. An autostereoscopic\\ndisplay produces a 3D image and a depth sensor measures\\nthe movement of the fingers. When a user touches a virtual\\nobject, haptic feedback is provided by ultrasound phased\\narrays. By estimating the cross section of the finger in con-\\ntact with the virtual object and by creating a force pattern\\naround it, it is possible for the user to recognize the position\\nof the surface relative to the finger. To evaluate our system,\\nwe conducted two experiments to show that the proposed\\nfeedback method is effective in recognizing the object sur-\\nface and thereby enables the user to grasp the object quickly\\nwithout seeing it.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,504,524,522],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,525,748,557],\"text\":\"• Human-centered computing — Human computer in-\\nteraction (HCI): Interactive systems and tools.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,574,502,591],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,594,746,611],\"text\":\"Touch/Haptic/Pointing/Gesture; Virtual/Augmented Reality\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,624,555,639],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,642,746,725],\"text\":\"Atsushi Matsubayashi, Yasutoshi Makino, and Hiroyuki Shinoda.\\n2019. Direct Finger Manipulation of 3D Object Image with Ultra-\\nsound Haptic Feedback. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4-9, 2019, Glasgow,\\nScotland, UK . ACM, New York, NY, USA, 11 pages. https://doi.org/\\n10.1145/3290605.3300317\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,757,549,774],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,748,954],\"text\":\"Recently, with the development of 3D display and sens-\\ning technology, interaction with stereoscopic images has\\nattracted much attention. A VR system that enables users to\\ntouch and manipulate a 3D object image is not only used for\\nvisualizing images in simulation, telexistence, or gaming, but\\nalso for supporting a user as an intuitive interface system.\\nAn interactive system that a user can operate naturally and\\nintuitively, as if manipulating a real object, can make various\\noperations easy and efficient. In particular, such a system\\nhas a great potential to improve the operability of a task\\nin 3D modeling, which is unintuitive with a conventional\",\"reading_order\":18,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[69,820,212,873],\"reading_order\":19,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[70,879,340,906],\"text\":\"This work is licensed under a Creative Commons Attribution-\\nNonCommercial-NoDerivs International 4.0 License.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,912,274,954],\"text\":\"© 2019 Copyright held by the owner/author(s).\\nACM ISBN 978-1-4503-5970-2/19/05.\\nhttps://doi.org/10.1145/3296065.3300317\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,121,1012],\"text\":\"Paper 87\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"2D display and pointing device. Haptic feedback is an indis-\\npensable element in the system that fully utilizes the human\\ninherent ability for object handling.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,650],\"text\":\"In this study, we prototype and examine a system that al-\\nlows a user to manipulate a 3D virtual object using multiple\\nfingers without wearing any device. For example, as shown\\nin Figure 1 (a), a user can hold a 3D virtual object with two\\nfingers and move it freely with haptic feedback. The sys-\\ntem performs a physical simulation according to the hand\\nposture measured by depth sensors and makes the result\\nreflect on the image in the 3D display, which creates a visual\\ninteraction. Simultaneously, haptic feedback is provided by\\nultrasound phased arrays. By controlling the phase of each\\ntransducer, an ultrasound focus can be created at an arbitrary\\nposition in the air, so that the user can feel the tactile sensa-\\ntion at any contact point in the workspace without wearing\\nany device. Furthermore, this system can generate a pressure\\ndistribution on the finger depending on its contact state with\\nthe surface by moving the focal point of the ultrasound at a\\nhigh speed. In our algorithm, the cross section of the finger\\npenetrating the virtual object (Figure 1 (b)) is calculated and\\nthe focus moves along the intersection line so that the user\\ncan perceive a time-averaged pressure distribution spreading\\non the finger surface (Figure 1 (c)). The pressure distribution\\nthat spreads as the finger enters the object surface can make\\nthe user feel an expansion of the contact area and recognize\\nthe penetrating depth of the object surface. Accurate position\\nrecognition of the virtual object surface can prevent exces-\\nsive penetration of the finger that causes unintended object\\nreactions in the physics simulation. As the result, it enables\\nthe user to perform certain operations without seeing the\\nobject, which is often necessary for an environment where\\nvisual occlusion is an issue.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,651,394,808],\"text\":\"To evaluate the effectiveness of ultrasound haptic feed-\\nback quantitatively, we conducted experiments using the\\nprototype system. We compared the variable contact area\\nmethod, as explained above, with a nonvariable one. The\\nresult of the first experiment shows that the former feedback\\nmethod improves the accuracy of the angle recognition of\\nthe object surface. The result of the second experiment indi-\\ncates that it is possible to grab a virtual object quickly with\\nonly tactile feedback, and that the former method enriches\\nthe reality of objects.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,890],\"text\":\"This is the first system that enables a user to manipulate\\na 3D object image with haptic feedback without wearing\\nany device. In addition, it is the first trial of a mid-air hap-\\ntics system that provides the pressure distribution on finger\\nsurfaces according to the contact condition.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,124,557,139],\"text\":\"2 RELATED WORKS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,143,633,160],\"text\":\"Interaction with 3D virtual objects\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,164,747,483],\"text\":\"Many research efforts have been made to develop a system\\nthat enables interaction with 3D images. Kim et al. proposed\\na system for fingertip interaction [17] . In this system, the\\nfingertip is captured by two cameras and its position is deter-\\nmined by stereo geometry. A user can touch the 3D image,\\nreproduced by an integral 3D display, with fingertips. Butler\\net al. presented Vermeer, which enables the user to interact\\nwith a 360° viewable 3D display [4] . In this system, a 3D\\nimage is reproduced by a spinning directional diffuser and\\na high frame rate projector, and the touchable image is re-\\nconstructed by a pair of parabolic mirrors facing each other.\\nHiligles et al. proposed Holodesk, which is an interactive sys-\\ntem combining an optical see through display and a Kinect\\ncamera [11] . In this system, a virtual image of a 3D scene is\\nrendered in accordance with the user's head position, so that\\nthe user can directly interact with the virtual object floating\\nin midair. Recently, a system in which a sensing device and\\ndisplay are integrated has been proposed by Wang et al. [30]\\n[29] . Because an optical sensor array is embedded in an LCD,\\nthis system does not require a registration between them.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,483,746,706],\"text\":\"These systems provide only visual information for users\\nto recognize the spatial information of a 3D image. However,\\nhaptic information is also important for spatial recognition.\\nYoshida et al. proposed RePro 3D, which is a system that en-\\nables haptic interaction with stereoscopic images displayed\\nby multiple projectors and retroreflective materials [31] . In\\nthis system, haptic feedback is presented from hand-mounted\\ndevices. Han et al. also proposed a system for interacting\\nwith 3D images, projected in the same way as HoloDesk,\\nwith haptic devices attached to the finger [8] . Generally, the\\nmethod of presenting haptic feedback by attaching a haptic\\ndevice to the human body has a problem that the device\\naffects the 3D image and the attachment impairs the conve-\\nnience of the interface.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,707,746,882],\"text\":\"Recently, several methods of presenting mid-air haptic\\nfeedback have been proposed. Sodhi et al. proposed a tac-\\ntile display using a ring-shaped air flow called a vortex ring\\n[26] . Although this display has a simple mechanism and is\\neasy to create, the range and resolution of the tactile sen-\\nsation that can be presented is limited both spatially and\\ntemporally. Iwamoto et al. proposed a device with a higher\\nspatial and temporal resolution using acoustic radiation pres-\\nsure of ultrasound waves called airborne ultrasound tactile\\ndisplay [15] . Carter et al. also presented a method, named\\nUltrahaptic, using ultrasound transducers [5] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,882,746,929],\"text\":\"Several previous works enable ultrasonic haptic interac-\\ntion with a floating image. Haptonimme [22] enables haptic\\ninteraction with a floating 2D image reconstructed in the\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 87\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,411],\"text\":\"air using a special mirror device. Ultrasound haptic feed-\\nback is presented at the contact point, but an interaction\\ncan be performed with only one finger because the image is\\ntwo-dimensional. Sand et al. proposed a system combining a\\nhead-mounted display and an ultrasound transducer array\\n[25] . Although this system enables 3D tactile interaction, in\\nthe experiment, only 2D interaction using a virtual keyboard\\nwas performed. HaptoClone [21] realizes real-time interac-\\ntion with a floating 3D image. However, because the image is\\nan optical copy of a real object, it is impossible to freely create\\n3D images and interact with them. In these systems, haptic\\nfeedback is provided by creating an ultrasound focus at the\\ncontact position of the finger, but a pressure distribution on\\nthe finger is not produced. Though users can understand that\\ntheir hand is touching the object, it is difficult to perceive\\nthe relative positional relationship between their fingers and\\nthe object surface. Therefore, a handling task with multiple\\nfingers has not been performed.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,422,226,441],\"text\":\"Displaying haptic objects\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,443,393,506],\"text\":\"Haptic feedback is an important research field in interacting\\nwith virtual objects, and many methods to display touchable\\nobjects using ultrasound waves have been proposed. These\\nmethods can be broadly classified into two categories.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,507,394,778],\"text\":\"The first one is to create a haptic image in midair. Gavrilov\\nproposed a method for generating a two-dimensional hap-\\ntic image in water by generating multiple focal points [6] .\\nA method of using multiple focal points was also used by\\nKorres et al. to generate three-dimensional haptic objects\\nin midair [18] . In contrast, several methods for generating\\nspatial sound pressure distributions have been proposed.\\nHasegawa et al. proposed a method to generate a three-\\ndimensional distribution with transducers located in a three-\\ndimensional disposition [10] . Inoue et al. also proposed a\\nmethod of creating a three-dimensional haptic shape by con-\\ntrolling the ultrasound pressure distribution [12] . In these\\nmethods, because a haptic image is created in advance, the\\ninfluence of the delay of hand sensing is less. However, the\\nresolution of the haptic image is low and it is difficult to\\npresent the sharp pressure change the moment the finger\\ntouches the object.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,954],\"text\":\"The other strategy for displaying haptic objects is to con-\\ntrol the pressure of a finger based on prompt feedback from\\nthe finger motion sensing. The method to generate a focus\\nat the contact point is categorized under this. Long et. al.\\nproposed a method of controlling the sound pressure at the\\nintersection of the object with the hand [20] . This method\\nenables to recognize the three-dimensional shape with the\\npalm, but it is difficult to apply this to a small area such as a\\nfingertip. Inoue et al. proposed a method of dividing the fin-\\nger surface with a mesh and controlling the sound pressure\\ndistribution on it [12] . Although this method can reproduce\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,376,746,473],\"text\":\"the pressure distribution of the finger surface that touches\\nthe object, it is difficult to generate an accurate mesh model,\\nand the cost of numerical calculation is high. We propose\\na feedback method with a low computational cost, which\\ncan generate the pressure distribution of the fingertip corre-\\nsponding to the contact surface.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_2_figure_008.png\",\"bbox\":[438,114,726,325],\"reading_order\":8,\"tags\":[],\"alt_text\":\"An experimental setup features an autostereoscopic display in the center, showing a red cube, flanked by black ribbed panels and framed by a metal structure. Above the display are labeled \\\"Ultrasound transducers,\\\" and below it are a \\\"Depth sensor\\\" and another component.\"},{\"label\":\"figure_cap\",\"bbox\":[464,334,702,352],\"text\":\"Figure 2: Configuration of proposed system\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,485,578,502],\"text\":\"3 PROTOTYPE SYSTEM\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,505,746,602],\"text\":\"Figure 2 shows the configuration of the prototype system.\\nAn autostereoscopic display created by Kakeya et al. [16]\\n[32] generates a floating image. Depth sensors capture the\\nhand shape, and when the user touches the 3D object im-\\nage, ultrasound transducers provide haptic feedback at the\\ncontact point.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,614,507,632],\"text\":\"Hand sensing\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,634,747,954],\"text\":\"To interact with a virtual object, it is required to measure\\nthe user's hand shape. The prototype system uses RealSense\\nD415 and D435 (Intel Corporation) [2] to sense the user's\\nhands moving. As shown in Figure 2 , we set four RealSense\\ncameras to acquire the depth information of all sides of the\\nhand. These sensors use stereo vision to calculate the depth,\\nso that they do not interfere with each other. As shown\\nin Figure 3 , the background is cut out from the raw depth\\nimage acquired by RealSense, and subsequently smoothened\\nby a bilateral filter [23] . From the processed depth image, a\\npoint cloud representing the shape of the hand is obtained by\\nreprojecting each pixel to the three-dimensional space using\\nthe camera parameters. The point cloud is down-sampled\\nby a voxel grid filter to speed up subsequent processing\\nand equalize the point cloud density. We set the interval\\nof the grid to 0.5 mm in the prototype system. From the\\ndown-sampled point cloud, the system performs a physics\\nsimulation and reflects the result on the 3D image. In the\\nprototype system, the resolution of the depth image captured\\nby each depth sensor is 848 × 480, and the refresh rate is 30\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 87\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_3_figure_002.png\",\"bbox\":[97,114,364,361],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The figure illustrates a data processing pipeline, starting with a \\\"Raw depth map\\\" of a hand. This raw map is then refined into a \\\"Smoothed foreground\\\" image of the hand, which is subsequently transformed into a \\\"Point cloud\\\" 3D representation of the hand, with a transparent cube overlaid.\"},{\"label\":\"figure_cap\",\"bbox\":[68,371,394,416],\"text\":\"Figure 3: Excluding the background from raw depth im-\\nages, smoothing them, and reprojecting them to the three-\\ndimensional space\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,440,394,489],\"text\":\"Hz. The voxel grid filter is implemented with point cloud\\nlibrary [24] , which is an open source library for point cloud\\nprocessing.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,520,185,535],\"text\":\"Physics simulation\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,540,395,843],\"text\":\"When the point cloud exists inside the virtual object, the\\nsystem regards that the hand is touching the object, and the\\nposition and angle of the object are changed accordingly.\\nTo enable operation with multiple fingers, the point cloud\\ninside the object is clustered based on the distance between\\npoints. The centroid of each cluster is regarded as a fingertip\\nposition, and a physical simulation is performed according to\\nits movement. The force applied to the object is determined\\nbased on a method that uses a proxy, called a god-object\\n[33] , which is mainly used for 3D pointing devices such as\\nPhantom [3] . As shown in Figure 4 (a), the god-object is\\nplaced at the fingertip position when the finger penetrates\\ninto the object for the first time. The position of the god-\\nobject $\\\\mathbf{x}_g \\\\in \\\\mathbb{R}^3$ represents the contact position between the\\nfinger and the object. Thereafter, until the finger leaves the\\nobject, a force is applied to the object at $\\\\mathbf{x}_g$ as if it is connected\\nwith a spring and damper to the fingertip. Let $\\\\mathbf{x} \\\\in \\\\mathbb{R}^3$ be the\\ncurrent fingertip representative position. The applied force\\n$\\\\mathbf{f} \\\\in \\\\mathbb{R}^3$ is calculated as\",\"reading_order\":6,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[151,849,305,865],\"text\":\"$$f=K\\\\left(x-x_{g}\\\\right)+D\\\\left(\\\\dot{x}-\\\\dot{x}_{g}\\\\right)$$\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,954],\"text\":\"where $K$ is a proportionality constant to the distance, and\\n$D$ is a proportionality constant to the relative velocity. The\\ncomponent horizontal to the plane of this force represents\\nthe frictional force. When it exceeds the maximum static\\nfrictional force, the fingertip is considered to be sliding on\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,561,746,642],\"text\":\"the surface of the object and the god-object moves so that\\nthe applied force becomes dynamic friction [9] as shown in\\nFigure 4 (a). Let $\\\\mu_s$ and $\\\\mu_d$ be the coefficients of static and\\ndynamic friction, respectively, and $n \\\\in \\\\mathbb{R}^3$ and $t \\\\in \\\\mathbb{R}^3$ be the\\nnormal and tangential unit vectors, respectively. If\",\"reading_order\":9,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[504,652,661,668],\"text\":\"$$\\\\left(x-x_{g}\\\\right) \\\\cdot t>\\\\mu_{s}\\\\left(x-x_{g}\\\\right) \\\\cdot n,$$\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,677,746,742],\"text\":\"then the position of the god-object is updated. In the above\\nstationary determination, the force that is proportional to\\nthe velocity is ignored for the stability of the simulation. The\\nupdated position of the god-object $x_g \\\\in \\\\mathbb{R}^3$ is calculated as\",\"reading_order\":11,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[467,751,697,771],\"text\":\"$$ x _ { g } ^ { * } = x _ { g } + \\\\left( \\\\left( x - x _ { g } \\\\right) \\\\cdot t - \\\\mu _ { d } \\\\left( x - x _ { g } \\\\right) \\\\cdot n \\\\right) t .$$\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_3_figure_013.png\",\"bbox\":[472,132,684,436],\"reading_order\":13,\"tags\":[],\"alt_text\":\"Two diagrams illustrate a hand interacting with a virtual object on a surface, showing the relationship between a \\\"God-object\\\" (green dot, labeled `x_g` or `x_g^*`) and a \\\"Centroid\\\" (blue dot, labeled `x`). Arrows indicate vectors between these points, and panel b includes normal (`n`) and tangential (`t`) axes.\"},{\"label\":\"figure_cap\",\"bbox\":[421,460,746,533],\"text\":\"Figure 4: (a) A god-object is generated at the position\\ntouched by the finger, and then a force is added to the ob-\\nject according to the fingertip position. (b) When the friction\\nforce exceeds the maximum static friction, the god-object\\nmoves.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,778,746,841],\"text\":\"Similar to the method proposed by Talvas et al. [28] , by\\nputting multiple god-objects applying torque to the rotation\\naround the fingertip, the system enables the user to stably\\ngrasp an object.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,842,747,953],\"text\":\"In the prototype system, all physical operations including\\napplying gravity, collision processing with other objects, etc.\\nare implemented with bullet physics [1] , which is an open\\nsource physics engine. The physics simulation is done at\\n60 Hz, while the hand tracking refresh rate is 30 Hz. The\\nposition of the virtual object is updated twice by a set of\\npoint clouds.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 87\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,124,170,140],\"text\":\"Haptic feedback\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,143,394,335],\"text\":\"Haptic feedback is added to the contact points of fingers\\nwith virtual objects. As shown in Figure 2, ultrasound trans-\\nducers are arranged around the operation area, and the\\nphase of each transducer is controlled to create the focal\\npoints of ultrasound waves. When a focal point is blocked by\\nthe human body surface, vibrotactile sensation is generated\\nbased on the acoustic radiation pressure. We use a simple\\nsummation method to generate multiple focal points. Let\\n$x_n \\\\in \\\\mathbb{R}^3, n = \\\\{1, \\\\dots, N\\\\}$ be the position of each focal point\\nand $x_m \\\\in \\\\mathbb{R}^3, m = \\\\{1, \\\\dots, M\\\\}$ be the position of each trans-\\nducer. The complex amplitude of each transducer $q_m \\\\in \\\\mathbb{C}$\\ncan be calculated as\",\"reading_order\":3,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[138,342,322,387],\"text\":\"$$q _ { m } = \\\\sum _ { n = 1 } ^ { N } \\\\| \\\\mathbf x _ { n } - \\\\mathbf x _ { m } \\\\| \\\\, e ^ { 2 \\\\pi i \\\\frac L c \\\\| \\\\mathbf x _ { n } - \\\\mathbf x _ { m } \\\\| }$$\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,395,395,762],\"text\":\"where $c$ is the speed of sound and $f$ is the frequency of the\\nultrasound waves, and for this system $f = 40000$ Hz. Humans\\ncan only feel the vibrations of frequencies up to 1 kHz [19] ,\\nnot those of ultrasound waves. In previous systems [22]\\n[25] [21] , a perceptible vibrotactile sensation was generated\\nby applying an amplitude modulation of about 100 – 250 Hz\\nbecause this method has a low acoustic power efficiency.\\nRecently, it has been reported that a stronger stimulation\\nis perceived by vibrating the focus position along the skin\\nwhile keeping the acoustic power constant [27] . By moving\\nthe focal points around the contact surfaces of the finger\\nand the object, our system efficiently generates a perceptible\\nvibrotactile sensation and pressure pattern on the finger\\nsurface according to the shape of the contact surface. As\\nshown in Figure 5 (a), the points whose distance to the object\\nplane is less than a certain threshold value are extracted and\\napproximated by an ellipse to estimate the sectional shape\\nof the finger and the object. For an ellipse regression, we use\\nthe method proposed by Halir et al. [7] . By moving the focal\\npoints along the ellipses as shown in Figure 5 (b), the user\\ncan perceive a time-averaged pressure distribution spreading\\non the finger surface and thereby recognize the position of\\nthe object surface relative to the finger.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,762,394,890],\"text\":\"As described in the previous subsection, the prototype\\nsystem clusters a point cloud within the virtual object by\\ngathering points at distances within a certain threshold and\\nregards each cluster as a finger. Because an ellipse regression\\nis performed for each cluster, it is possible to generate pres-\\nsure distributions on multiple fingers. If two nearby fingers\\ntouch a virtual object, they may be recognized as one, and\\none pressure ellipse is generated on their contact surface.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,954],\"text\":\"The architecture of the ultrasound transducer array used\\nin the system is that proposed by Inoue et al. [14] . Because\\nthe phase and amplitude of the ultrasound transducers are\\nswitched at a constant period, the focal point moves over\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,361,747,521],\"text\":\"several points on the ellipse discretely and sequentially. The\\nfocal position update rate is limited (up to 1000 Hz), so that\\nthere is a trade-off between the spatial smoothness of the\\npressure distribution generated on a fingertip and the simul-\\ntaneity of the stimuli. The larger the number of points at\\nwhich the focus is generated, the smoother the distribution,\\nbut the frequency of revolving around the ellipse decreases\\nand the stimuli become less simultaneous. The current sys-\\ntem provides 10 pressure points at 100 Hz to maintain a\\nbalance between the two.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_4_figure_009.png\",\"bbox\":[417,118,749,263],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image features two distinct parts: 'a' displays a textured grayscale hand with an overlaid white square containing a red and blue abstract shape, while 'b' shows a diagram of ultrasound transducers emitting waves towards a hand, with a highlighted \\\"Focal point\\\" on one of its fingers.\"},{\"label\":\"figure_cap\",\"bbox\":[420,270,747,330],\"text\":\"Figure 5: (a) The points close to the object surface (red) is ap-\\nproximated by an ellipse (blue) and the cross section shape\\nof the finger is estimated. (b) The ultrasound focus revolves\\naround the cross section of the finger.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,533,609,550],\"text\":\"Simulation of pressure pattern\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,553,748,905],\"text\":\"We conducted a numerical simulation of the acoustic radia-\\ntion pressure distribution of the finger surface based on the\\nboundary element method (BEM). We used a mesh model 5\\ncm from the tip of the finger, which consists of 4322 meshes.\\nFigure 6 shows the coordinate system and arrangement of the\\nultrasound transducers in the prototype system. The vertices\\nof the mesh model were regarded as a point cloud obtained\\nfrom a depth sensor, and our feedback method determined\\n10 focus positions and the output of each transducer when\\nthe finger touched the surface. Then, based on the BEM, the\\nacoustic radiation pressure distribution on the finger sur-\\nface is calculated. The numerical calculation method is the\\nsame as that used by Inoue et al. [13] . Figure 7 shows an\\nexample of the average of the pressure distributions, each\\nof which occurs when one of the ten focal points is created.\\nA pressure pattern conforming to the sectional shape of the\\nfinger is generated. Although the transducers are arranged\\nsurrounding the finger, no significant pressure is generated\\non the back of the finger because of interference. The spatial\\nresolution (approximately 5 mm) seems higher than when a\\nfinger is irradiated only by a single panel of the phased array\\nfacing the finger.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,954],\"text\":\"The top row of Figure 8 shows the transition of the pres-\\nsure distribution when the position of the surface changes.\\nAs the finger touches the surface, the pressure distribution\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 87\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_5_figure_002.png\",\"bbox\":[90,132,366,331],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a 3D scatter plot showing a hollow, cube-like structure composed of six rectangular planar arrays of blue points. The x, y, and z axes are labeled in millimeters, indicating a spatial arrangement.\"},{\"label\":\"figure_cap\",\"bbox\":[67,353,393,384],\"text\":\"Figure 6: The coordinate system and the arrangement of the\\nultrasound transducers in the prototype system\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_5_figure_004.png\",\"bbox\":[68,403,388,528],\"reading_order\":4,\"tags\":[],\"alt_text\":\"Two heatmaps display color-coded values on a finger-like shape, with 'z [mm]' on the vertical axis and 'x [mm]' on the horizontal axis, and color bars ranging from 0 to 1. The left heatmap shows concentrated red and yellow regions (high values) near the fingertip, along with several black dots, while the right heatmap primarily displays blue regions (low values) with only very faint higher values at the tip.\"},{\"label\":\"figure_cap\",\"bbox\":[67,536,394,612],\"text\":\"Figure 7: An example of a time-averaged acoustic radiation\\npressure distribution on the finger (left: finger pad, right:\\nback). The asterisks represent positions of 10 focal points\\non the estimated ellipse. The distribution is normalized by\\nthe maximum value.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[67,634,395,955],\"text\":\"of the finger surface spreads (Figure 8 (a)–(c)). It is consid-\\nered that the expansion of the pressure pattern makes the\\nuser feel an increase of contact surface than when touch-\\ning the actual object, as a result, the reality of the object is\\nenhanced. Furthermore, from the expansion of the pressure\\npattern according to the sectional shape of the finger, the\\nuser can recognize the position of the face relative to the\\nfinger. It is important to determine the position of the surface\\nif the finger penetrates deep (Figure 8 (d)), which can cause\\nunintended object reactions in the physics simulation. We\\nconducted experiments to examine the effect of ultrasound\\nhaptic feedback on the reality of an object and the position\\nrecognition of its surface. Furthermore, in the experiments,\\nwe compared our method of focus revolving around the esti-\\nmated ellipse (hereinafter called dynamic focus method) to\\nthe method of generating only one focal point at the center\\nof the ellipse (hereinafter called static focus method). The\\nbottom row of Figure 8 shows the transition of the pressure\\ndistribution in the static focus method. The pressure distri-\\nbution does not spread according to the entry of the finger,\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,156],\"text\":\"and when the finger penetrates deep, a high-pressure region\\nis generated off the virtual object surface.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,169,525,186],\"text\":\"4 USER STUDY\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,191,746,270],\"text\":\"To evaluate the effectiveness of ultrasound haptic feedback\\nand compare feedback methods quantitatively, we conducted\\ntwo experiments In these experiments, participants repeat-\\nedly perform tasks sitting in front of the prototype system\\nas shown in Figure 9 .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,284,506,301],\"text\":\"Experiment 1\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,304,746,400],\"text\":\"We conducted an experiment in which participants were\\nasked to estimate the angle and position of the object sur-\\nface only from the haptic sensation. The purpose of this\\nexperiment is to find out how effective ultrasound haptic\\npresentation is in recognizing the angle and position of the\\nobject surface.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,410,748,955],\"text\":\"Procedure. First, the face was displayed on the 3D display\\nas shown in Figure 10 (a) and the participants were given\\ntime to get accustomed to the haptic feedback generated\\nwhile touching the face for about 2 min. During this time,\\nthe participants could freely change the angle and position\\nof the face using the keyboard, and perceive a change in the\\ncorresponding haptic feedback. Then, the subject repeatedly\\nestimated the position and angle of the face using the tac-\\ntile information only. As shown in Figure 10 (b), the surface\\nthat could be touched (haptic surface) and the surface that\\ncould be viewed (visual surface) were presented at different\\npositions. The participants changed the position and angle\\nof the visual surface to match the haptic feedback by key-\\nboard operations. The participants continued this operation\\nuntil the positions and angles of the two surfaces matched.\\nThe difference between the two surfaces after the operation\\nwas used to evaluate the extent to which the surfaces were\\nrecognized. The participants wore headphones during the\\nexperiment to prevent the influence of noise generated dur-\\ning the haptic feedback presentation. The visual surface was\\na square of side 5 cm. The tactile surface was a circle with\\nradius 1 cm, and haptic feedback was presented only when\\nthe center of the ellipse was inside this circle. The above\\nprocedure was performed 20 times each during the dynamic\\nand static methods. Six of the eleven participants performed\\nthe experiment with the dynamic focus method first and\\nfive performed the experiment with the static method first.\\nChanges in the angle of the surface were limited to the roll\\ndirection with respect to the line of sight, and the angle of\\nthe haptic surface was randomly varied between -45 - 45\\ndegree in each task. The participants could change the angle\\nby 0.5 degree by one keyboard operation. The position of the\\nhaptic surface was limited to the movement in the vertical\\ndirection, and it was randomly changed in the range of 2 cm\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 87\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_6_figure_002.png\",\"bbox\":[65,118,743,462],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays eight 3D plots, arranged in two rows, each depicting a conical, finger-like object in a 3D coordinate system. A heat map ranging from blue (low intensity) to red/yellow (high intensity) is overlaid on the surface of each object, showing areas of concentrated activity. In several plots, small black dots are visible, indicating specific points on the object's surface where the heat map's high-intensity regions are located.\"},{\"label\":\"figure_cap\",\"bbox\":[67,471,747,518],\"text\":\"Figure 8: The transition of pressure distribution when the position of the surface changes. In the proposed method (top row),\\nthe value is the average of the distributions generated by 10 focal points at the positions marked by asterisks. In the static\\nfocus method (bottom row), the distribution is generated by a single focal point at the centroid of the asterisks.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_6_figure_004.png\",\"bbox\":[96,533,363,715],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A person wearing headphones and a grey sweater sits at a desk, reaching into a large, transparent-cased electronic apparatus. This apparatus is densely packed with multiple circuit boards, interconnected by numerous red, white, and black wires.\"},{\"label\":\"figure_cap\",\"bbox\":[67,723,393,755],\"text\":\"Figure 9: The participants perform the experiment sitting in\\nfront of the prototype system\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,808,394,841],\"text\":\"in each task. The participants could change the position by\\n0.5 mm with one keyboard operation.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,953],\"text\":\"We used only one depth sensor (RealSense SR300) to detect\\nthe hand shape in this experiment as shown in Figure 10 (a),\\nwhose setup is different from that described in the previous\\nsection. Because the participants touched the virtual surface\\nonly from above, it was possible to measure the shape of the\\nfinger with only one depth sensor placed at the bottom of\\nthe virtual surface.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_6_figure_008.png\",\"bbox\":[481,532,686,839],\"reading_order\":8,\"tags\":[],\"alt_text\":\"This figure shows a haptic 3D display system where a hand interacts with a virtual object. Panel (a) depicts a person's hand touching a transparent screen displaying a red virtual rectangle. Panel (b) is a schematic diagram illustrating a hand interacting with a \\\"Haptic Surface\\\" while a \\\"Visual Surface\\\" (red rectangle) is rendered on a 3D display.\"},{\"label\":\"figure_cap\",\"bbox\":[420,848,747,923],\"text\":\"Figure 10: (a) The participants touched the surface on the\\n3D display and got accustomed to the haptic feedback. (b)\\nThe participants estimated the position and angle of the face\\nfrom the haptic feedback and manipulated the face on the\\n3D display to match it.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,998,119,1012],\"text\":\"Paper 87\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,998,743,1012],\"text\":\"Page 7\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300317", "source_image_path": "test_data/3290605-3300317/3290605-3300317_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300317/results/output_json/3290605-3300317_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_7_figure_002.png\",\"bbox\":[113,124,334,302],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This bar chart displays the \\\"Angle error [deg]\\\" for two conditions: \\\"Dynamic focus\\\" and \\\"Static focus\\\". The \\\"Dynamic focus\\\" condition, represented by a blue bar, shows an angle error of approximately 9 degrees, while the \\\"Static focus\\\" condition, represented by an orange bar, shows an angle error of approximately 11 degrees. Both bars include vertical error bars indicating variability.\"},{\"label\":\"figure_cap\",\"bbox\":[67,317,394,348],\"text\":\"Figure 11: Mean and standard deviation of angle estimation\\nerror\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_7_figure_004.png\",\"bbox\":[118,355,332,532],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This bar chart displays \\\"Position error [mm]\\\" on the y-axis, ranging from 0 to 7. Two categories are compared on the x-axis: \\\"Dynamic focus\\\" (blue bar) and \\\"Static focus\\\" (orange bar). Both bars show a mean value with error bars extending vertically.\"},{\"label\":\"figure_cap\",\"bbox\":[67,543,394,575],\"text\":\"Figure 12: Mean and standard deviation of position estima-\\ntion error\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,607,395,769],\"text\":\"Result. In this experiment, there were 11 participants (six\\nmale and five female) aged between 21 and 26 and all right-\\nhanded. The mean and standard deviation of the estimation\\nerror are shown in Figure 11 and 12 . For angle estimation,\\nthe average value using the dynamic focus method is smaller\\nthan that using the static focus method, and a paired t-test\\nyielded a significant difference between them (p < 0.05).\\nHowever, for position estimation, the difference between the\\ndynamic and static focus methods is small, and there is no\\nsignificant difference in the paired t-test (p > 0.05).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,777,395,955],\"text\":\"Discussion. The result of the angle estimation shows that\\nultrasound haptic feedback is effective in recognizing the\\nangle of the surface, and in particular, the dynamic focus\\nmethod gives the angle information to the user with a higher\\naccuracy (error of about 9 degrees). In the position estima-\\ntion, no significant difference was obtained between the two\\nmethods, but both estimation errors were about 4.5 mm, in-\\ndicating that the position of the surface can be estimated\\nusing any of the feedback methods. An accurate recognition\\nof the position of the surface only from tactile sensation\\nmakes it possible to grasp the object without looking at it.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300317_pdf_shortened_page_7_figure_008.png\",\"bbox\":[432,118,737,417],\"reading_order\":8,\"tags\":[],\"alt_text\":\"The figure shows a lab setup with a red cube on a platform inside a machine (a), alongside two 3D diagrams (b, c) illustrating spatial tasks. Diagram (b) depicts a hand reaching for a red cube on a surface, with dimensions 15cm x 20cm x 20cm marked. Diagram (c) shows a red cube partially hidden by a barrier on a surface, with a 10cm height indicated.\"},{\"label\":\"figure_cap\",\"bbox\":[420,427,745,489],\"text\":\"Figure 13: (a) A cube is displayed. The participants repeat-\\nedly performed the task of grasping and lifting it. (b) The\\noperation area was covered with invisible walls. (c) The par-\\nticipants cannot see the cube behind the wall.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,512,747,641],\"text\":\"In this experiment, a change of only one degree of freedom\\nis estimated for both the angle and position. However, even\\nif we can recognize a change of only one degree of freedom,\\nwe can grab the cubes that are hidden from our view. For\\nexample, if the user knows the plane on which the bottom\\nof the cube is placed, it is possible to estimate the state of\\nthe cube by recognizing the position and angle of the face\\nwith the first touch.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,653,506,669],\"text\":\"Experiment 2\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,672,746,785],\"text\":\"For the second experiment, the participants performed the\\ntask of lifting the cubes with the condition that they can or\\ncannot see it. We evaluated the operability of each feedback\\nmethod from the time required for the operation. In addition,\\nthe participants answered a questionnaire and evaluated\\nthe subjective operability and reality of the object in each\\nfeedback method.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,792,747,955],\"text\":\"Procedure 1. A cube is displayed, as shown in the Figure 13\\n(a), and the participants repeatedly performed the task of\\ngrasping and lifting it under one of the three feedback con-\\nditions (dynamic focus, static focus, and no haptic feedback).\\nWhen the cube was lifted by 5 cm or more for 1.5 s, one task\\nwas completed. We evaluated the operability of the system\\nfrom the time of the first touch on the cube to the comple-\\ntion of the task. Three tasks under each of the three feedback\\nconditions were regarded as one set and the participants\\nperformed twenty-five sets of tasks (total seventy-five tasks).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 87\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300317/results/markdown/3290605-3300317_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[77,119,741,183],\"text\":\"ExerCube vs. Personal Trainer: Evaluating a Holistic,\\nImmersive, and Adaptive Fitness Game Setup\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[99,201,277,280],\"text\":\"Anna Lisa Martin-Niedecken\\nDepartment of Design\\nZurich University of the Arts\\nZurich, Switzerland\\nanna.martin@hdk.ch\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[323,201,490,280],\"text\":\"Katja Rogers\\n\\nInstitute of Media Informatics\\n\\nUlm University\\nUlm, Germany\\nkatja.rogers@uni-ulm.de\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[523,201,730,278],\"text\":\"Laia Turmo Vidal\\n\\nDepartment of Informatics and Media\\n\\nUppsala University\\nUppsala, Sweden\\nlaia.turmo@im.uu.se\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[233,292,364,374],\"text\":\"Elisa D. Mekler\\n\\nFaculty of Psychology\\nUniversity of Basel\\nBasel, Switzerland\\n\\nelisa.mekler@unibas.ch\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[413,293,622,374],\"text\":\"Elena Márquez Segura\\n\\nDepartment of Informatics and Media\\n\\nUppsala University\\nUppsala, Sweden\\nelena.marquez@im.uu.se\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300318_pdf_shortened_page_0_figure_009.png\",\"bbox\":[65,391,751,565],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A triptych shows different fitness activities. The left panel features two men performing a training drill in a gym. The middle panel shows a person standing in front of a large, curved screen displaying an interactive, gamified workout with blue and purple abstract graphics. The right panel depicts a person punching with a hand-held weight against a bright blue screen showing digital performance metrics and futuristic visuals.\"},{\"label\":\"figure_cap\",\"bbox\":[68,572,746,618],\"text\":\"Figure 1: The ExerCube (middle, right) provides players with a playful full-body functional fitness experience that is on par\\nwith personal training sessions (left). The player is surrounded by three walls, which serve as projection screens and a haptic\\ninterface for energetic bodily interactions. Movements are tracked with two HTC Vive trackers attached to players' wrists.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,635,141,653],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,657,395,768],\"text\":\"Today's spectrum of playful fitness solutions features sys-\\ntems that are clearly game-first or fitness-first in design;\\nhardly any sufficiently incorporate both areas. Consequently,\\nexisting applications and evaluations often lack in focus on\\nattractiveness and effectiveness, which should be addressed\\non the levels of body, controller, and game scenario following\\na holistic design approach. To contribute to this topic and as\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,636,748,811],\"text\":\"a proof-of-concept, we designed the ExerCube, an adaptive\\nfitness game setup. We evaluated participants' multi-sensory\\nand bodily experiences with a non-adaptive and an adap-\\ntive ExerCube version and compared them with personal\\ntraining to reveal insights to inform the next iteration of the\\nExerCube. Regarding flow, enjoyment and motivation, the\\nExerCube is on par with personal training. Results further\\nreveal differences in perception of exertion, types and quality\\nof movement, social factors, feedback, and audio experiences.\\nFinally, we derive considerations for future research and de-\\nvelopment directions in holistic fitness game setups.\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,831,525,849],\"text\":\"CCS CONCEPTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,854,747,886],\"text\":\"• Applied computing → Computer games: • Human-\\ncentered computing → Empirical studies in HCI;\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,907,502,923],\"text\":\"KEYWORDS\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,927,730,944],\"text\":\"ExerCube; fitness game; exertion game; adaptivity; flow.\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"fnote\",\"bbox\":[69,784,394,891],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,892,273,904],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,908,272,946],\"text\":\"© 2019 Association for Computing Machinery\\nhttps://doi.org/10.1145/3296065.3305818\\nhttps://doi.org/10.1145/3296065.3305818\",\"reading_order\":20,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 88\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,125,204,138],\"text\":\"ACM Reference Format:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,139,394,243],\"text\":\"Anna Lisa Martin-Diedecken, Katja Rogers, Luisa Turro Vidal, Elisa\\nD. Mekler, and Elena Márquez Segura. 2019. EverCube vs. Personal\\nTrainer: Evaluating a Holistic, Immersive, and Adaptive Fitness\\nGame Setup. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland,\\nUK . ACM, New York, NY, USA, 15 pages. https://doi.org/10.1145/\\n3290605.3300318\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,261,197,277],\"text\":\"1 INTRODUCTION\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,282,395,824],\"text\":\"For many years now, exertion games—games in which play-\\ners exercise in order to play—have been embraced by digital\\nnative users. Sports science and health-related studies on\\ncommercially available and bespoke exergames such as the\\nNintendo Wii [65] confirm the potential of these playful\\ntraining technologies to increase energy expenditure [60] ,\\npositively affect learning of sensor-motor and coordinative\\nskills [19, 43] , strength and endurance [75] and exercise\\nprogram compliance [28] . This multifaceted game genre\\nhas also captured attention in HCI (often referred to as\\nexergames [66] , active video games [13] , movement-based\\ngames [57] or motion games [38] ). Today, exertion games can\\nbe played in many contexts (e.g., at home, in public spaces,\\nor the gym), and aim to provide an effective and attractive\\nworkout experience for a wide variety of users. The spectrum\\nof playful training solutions thus encompasses a wide range.\\nExergames like the Nintendo Wii [65] are associated with\\nthe gaming sector, featuring state-of-the-art game design\\nand controllers, but lack in proper training concepts [69, 88] .\\nIn contrast, other game-based fitness applications like Techn-\\nogym Skillware [81] clearly belong to the fitness sector, cov-\\nering professional adaptive workouts and accurate tracking\\ndevices, but pay less attention to game design. This bipolar\\ndivision has been echoed by existing related work in the con-\\ntext of specific sports-based exergames and general exertion\\ngames [33, 38, 49, 58] . The majority of applications lack in\\nfocus on the combination of attractiveness and effectiveness;\\nthese should be addressed on the levels of players' body (e.g.,\\nsteering movements based on traditional training concepts),\\ncontroller (tracking system and interactive hardware), and\\ngame scenario (audio-visual appearance, game mechanics,\\nand balancing) following a holistic design approach to es-\\ntablish playful fitness solutions as beneficial additions or\\nalternatives to traditional fitness training.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,824,395,953],\"text\":\"Towards a better understanding of the interdependent el-\\nements of an attractive and effective fitness game, how they\\nimpact users' multi-sensory and bodily experiences, and how\\nthey can be designed in a holistic manner, we: i) introduce\\nthe research-based design of the ExerCube, an immersive\\nand adaptive fitness game setup following a holistic design\\napproach on the levels of body, controller, and game sce-\\nnation; ii) present findings from a user study comparing the\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,221],\"text\":\"ExerCube with its non-adaptive counterpart and a personal\\ntraining session, focused on benefits of game adaptivity, and\\nthe participants' bodily and multi-sensory (and in particular,\\nauditory) experiences; and iii) derive considerations to in-\\nform further development of the ExerCube, as well as future\\nresearch in holistic fitness game design.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,235,549,251],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,256,746,541],\"text\":\"HCI research has often stated the need to re-think exertion\\ngame design to better integrate game mechanics and fitness\\nconcepts [33, 38, 49, 58] . Beyond the two extremes of play-\\nful training solutions, several applications do successfully\\nincorporate elements from the opposite side (game design\\nor fitness), yet overall their design approach remains closely\\nlinked to either game-first (e.g., Beat Saber [47] ) or fitness-\\nfirst (e.g., ICAROS [24] ). Playful training solutions that suf-\\nficiently cover both fields of expertise — game design and\\nsports — remain sparse. Two examples of digitally augmented\\nexercise setups have successfully demonstrated benefits of\\na thoughtful and holistic design approach: ValoClimb, an\\naugmented playful climbing wall [39] and ValoJump, a game-\\nbased trampoline platform [40] . Both developed from re-\\nsearch projects into commercially available fitness products,\\nand target one-to-one training of sports-specific movements\\nvia respective training devices. For more general full-body\\nfitness training, there remains a huge gap.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,541,746,702],\"text\":\"HCI research and sport science offer numerous guidelines\\nand frameworks aiming for more attractive and effective\\nfull-body motion games [27, 30, 48, 49, 57, 58] . Insights into\\nplayer experiences with existing motion-based games yield\\nconsiderations for their design on the levels of body, con-\\ntroller and game scenario. By designing along these levels in\\na holistic manner, fitness game setups can achieve an optimal\\nattractive and effective training experience. In the following,\\nwe elaborate on selected insights on the three levels in more\\ndetail.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,712,747,953],\"text\":\"Body. In general, the inclusion of holistic physical activity\\ninto gameplay is found to be a positive predictor for im-\\nmersion and engagement [6] . Segura et al. [48] highlight\\ntechnological, physical, and social issues that arise during\\nthe design process of “body games”, and highlight bodily en-\\ngagement as a source of enjoyment, and thus an important\\ndesign resource. Overall guidelines by Mueller and Ishis-\\nter [57] suggest embracing movement ambiguity resulting\\nfrom tracking inaccuracies. Marshall et al. [49] criticize ex-\\nisting exertion games for a lack of meaningful degrees and\\nnature of body movements, as well as connection of exertion\\nand game design. They propose strategies for the design of\\nexertion trajectories (e.g., create a trajectory across individ-\\nual play sessions for skill-learning, in consideration of cog-\\nnitive load and the exertion trajectory), design around pain\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 88\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,267],\"text\":\"(e.g., celebrating positive pain), and design for social facets\\nof exertion (e.g., around by-standers). Further, most existing,\\ncommercially available exergames for consoles such as Wii\\nSports [64] , Wii Fit [65] , and Kinect Sports [68] have been\\ncriticized for disregarding performance aspects that are key\\nto successful workouts, e.g., accuracy and precision [69, 88]\\nas well as intensity [30] . By validating inaccurate movements\\nwith successful game performance, these games lack feed-\\nback information regarding movement mistakes [69, 82, 88] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,274,394,627],\"text\":\"Controller. In the context of movement-based games, game\\ncontrollers have been criticized for limiting bodily design po-\\ntentials [48] or “ instrumentalizing ” the body too much [32] .\\nThe same applies to existing products available on the fit-\\nness market; the implemented fitness devices act as game\\ncontrollers, but often lack a meaningful and natural connec-\\ntion between exertion and game design [49] . To counteract\\nthis problems, Mueller and Isbister [57] among others sug-\\ngest incorporating limits of sensor technology as a design\\nresource (i.e., give room for errors). Kim et al. found that an\\nembodied exergame interface improves user experience, en-\\nergy expenditure, and intention to repeat the experience [42] .\\nThe precision of movement recognition [63] , as well as the\\nnatural integration thereof into the game scenario and the\\nrelated movement feedback are decisive indicators for the\\n“ incorporation ” of the game controller, and for the immersion\\ninto the game world [67] . We can clearly identify a need for\\nbody-centered controllers that serve as an additional physi-\\ncal playground, easily integrate into players' body scheme,\\nprovide a balance of guided and free movements, and allow\\nfor social exertion and social play in cooperative as well as\\ncompetitive settings.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,394,873],\"text\":\"Game Scenario. The look and feel of immersive, virtual\\ngame scenarios for fitness settings should appeal to the target\\ngroup and involve specific preferences for game mechanics,\\nlevels, visuals, sound, and narrative, making it important\\nto involve the target group in the design process from the\\nstart [50, 53] . The literature offers suggestions for key el-\\nements of the game scenario. For example, games should\\ninclude immediate celebration of movement articulation,\\nyet also accommodate high cognitive load (especially dur-\\ning learning phases) by providing direct and constrained\\namounts of feedback [57] . Others recommend achievable\\nshort-term challenges to foster long-term motivation, and\\nhelping players to identify rhythm in their movements, for\\nexample by setting movements to specific sound, and visual-\\nizing previous and upcoming movements [57, 58] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,954],\"text\":\"Exergame experiences are closely related to immersion\\nand the experience of flow. Flow [10] describes the feeling\\nof complete and energized focus on an activity, alongside\\nhigh levels of enjoyment and fulfillment. A prerequisite to\\nthis experience is a match between a person's skills and the\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,298],\"text\":\"challenges associated with their task. Flow has also been\\ndefined as a result of immersion or involvement in an ac-\\ntivity (e.g., while playing) [84] . In its application to a both\\nphysically and mentally challenging exergame, this has been\\ndescribed as “ dual flow ” [73] . With regards to dual flow, an\\noptimal exergame experience requires a balance between\\ngame-related challenge and player skills, as well as between\\nthe intensity of required movement input and players' fit-\\nness levels. It is thus important that exergames provide an\\nadequate challenge that matches individual skill levels, and\\ntheir progression over time [49, 58] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,746,508],\"text\":\"Game research is increasingly exploring adaptivity as a\\nbalancing mechanism [1, 51] , to increase engagement and\\nimmersion in competitive play [3, 12, 71] and exercise mo-\\ntivation [52] . However, how well adaptivity is accepted by\\nplayers depends on the situation; negative side effects can\\naffect self-esteem [3, 20, 23, 83] . In body-centered games,\\nbalancing can keep exertion within a desired range, for ex-\\nample by monitoring heart rate [27, 59, 78] . Further, it can\\nbe adjusted through internal mechanisms (player-based ad-\\njustments, e.g., adding weights to wrists) or external mecha-\\nnisms, i.e., environment-based adjustments (e.g., changes to\\nthe physical location, social factors such as the opponent, or\\nthe mechanics and components of the game setup) [1] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,520,747,728],\"text\":\"Audio in (Exer-)Games. As the impact of audio in exergames\\nhas not yet been examined in detail, but has been shown to af-\\nfect athlete's motivation and performance in sports [41] , we\\npresent this aspect separately. In traditional games, audio is\\nused to support cognitive appraisal and hide the medium [14] .\\nBackground music (BGM) in particular facilitates immersion,\\nbut can also decrease it (e.g., when unsuitable) [15] . While\\nBGM is perceived less consciously than visuals, it affects\\nengagement and immersion, and through these, flow and\\npresence [5, 61] . Specific attributes (e.g., speed) can improve\\nplayer performance, control, and flow, yet adverse effects are\\nspeculated to occur when music overshadows sound effects\\n(SFx), by impairing feedback functionality [9, 21, 37] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,728,747,952],\"text\":\"In the context of exergames, there are few empirical stud-\\nies with suitable sample sizes that show beneficial effects of\\nmusic on performance and gameplay experiences, although\\nguidelines for increasing motivation in exergames have listed\\nmusic as a requirement [87] . One notable example showed\\nan increase in running performance, however the music\\nwas overlaid with motivational commands, making it diffi-\\ncult to pinpoint the cause [76] . Another example revealed\\nthat exergame music had an impact on some gameplay ex-\\nperience dimensions [86] . Outside of games, the effects of\\nmusic during exercise are promising but sometimes show\\nmixed results. A review of the literature in the context of\\ntraditional exercise (without videogames) has concluded a\\nnumber of ergonomic and psychological benefits of music for\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 88\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 3\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"endurance-based exercise, particularly a reduction in per-\\nceived exertion [41] . However, evidence varies particularly\\nfor higher intensity exercise; it is speculated that physiologi-\\ncal processes override sensory distraction provided by music;\\nfurther, effects appear to decrease for trained athletes.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,394,381],\"text\":\"In mixed reality games, audio is said to be crucial, due\\nto its medium-masking attributes [44] . It has been shown\\nto affect presence in VR [11, 44] . Yet in modern VR games,\\naudio beyond what is necessary for user feedback (i.e., ambi-\\nent noises and BGM, as opposed to feedback-based SFX) is\\nperceived less prominently, possibly due to the greater im-\\npact of the sensory experience as a whole, as well as novelty\\nbias [72] . Thus, for mixed-reality exergames, audio may be\\nparticularly important in masking perceived exertion, but\\nits effects might also be overpowered by the sensory whole-\\nbody experience.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,399,191,415],\"text\":\"3 THE EXERCUBE\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,419,395,772],\"text\":\"The ExerCube (Fig. 1 ) is a holistic, immersive, and adaptive\\nfitness game setup, aimed for use in gyms in the near future.\\nIt was developed in an iterative research-based design pro-\\ncess by an interdisciplinary team of sport scientists, game\\ndesigners, and HCI researchers in close collaboration with\\nthe target audience: adults between $\\\\pm$ 18 – 50 years of age who\\nare open towards new technology [53] . The development\\nfollowed a threefold holistic design approach, consisting of\\nthe levels of the player's body (steering movements based\\non a functional training concept), the controller (tracking\\nsystem and interactive hardware), and the virtual game sce-\\nnario (audio-visual appearance, game mechanics and balanc-\\ning). Each design level was created in heavy dependence of\\nthe others, and by taking into account potential interdepen-\\ndencies of experiences with single or multiple levels of the\\nplayful system (e.g., the hardware supports intense physical\\ninteractivity, but also provides a playful experience). The\\nExerCube design was informed by related research and de-\\nvelopment, as well as by field research in training concepts\\nand fitness gaming. For this paper, we tested the third itera-\\ntion ExerCube prototype, which will be further developed\\nbased on the results.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,789,395,950],\"text\":\"Body. The ExerCube follows a full-body workout concept\\nthat challenges motor-cognition and coordination, at the\\nsame time allowing for a playful and dynamic bodily expe-\\nrience for various player and fitness skill types. Its multi-\\npurpose functional training concept incorporates natural-\\nfeeling movements which can easily be transferred to in-\\ngame steering [49] . Functional training is well known for\\nits overall training effects of increasing endurance, strength,\\nand flexibility [85] . It has been defined as emphasizing mul-\\ntiple muscle and joint activities, combining upper and lower\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,155],\"text\":\"body movements, and utilizing more of the body in each\\nmovement [7] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,156,746,266],\"text\":\"We implemented six dynamic movement levels which\\ngradually guide the player through a training progression\\nthat is meaningful in the context of movement science, and\\nincludes a warm-up phase (levels 1+2) followed by an inten-\\nsity increase to players' individual anaerobe to high inten-\\nsity training peak (levels 3 to 6) based on players' individual\\nmotor-cognitive and -coordinative skills:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,277,747,456],\"text\":\"• Level 1: Lateral shuffle-step with extension or flexion\\nof the body to the upper, middle, and lower sections of\\nthe side walls with touch of the wall + squat (1 min).\\n• Level 2: Level 1 + basic jump (1 min).\\n• Level 3: Level 2 + lateral rotation to the middle of the\\nright and left wall with punch into the wall (2 min).\\n• Level 4: Level 3 + deep lunge with knee bend to the\\nfront left and front right with punch into the side walls\\n(2 min).\\n• Level 5: Level 4 + squat jump forwards (2 min).\\n• Level 6: Level 5 + burpee (2 min).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,469,747,838],\"text\":\"Controller. The HTC Vive system was used to track play-\\ners’ movement and body position. Players wear two HTC\\ntrackers, attached to their wrists with a specifically devel-\\noped mount. The Vive cameras track players' arm positions\\nin relation to their spatial position in the ExerCube and the\\npre-set targets. Players also wear a heart rate (HR) sensor dur-\\ning the play session. To create a virtual and physical fluently\\ninterconnected play space, we designed an open cube-like\\ntrapezc (hereafter referred to as \\\"cube\\\"), which physically\\nimmerses the player without isolating them, serving as part\\nof the game controller (haptic device) and as a projection\\nscreen (interface). The cube measures -9m $^2$ (length open end:\\n3.50m; length front wall: 2.60m x height: 2.90m; straight line\\ndepth: 2.50m). It consists of a solid steel frame covered with\\nwooden plates. To provide an engaging haptic and tactile ex-\\nperience, the wooden plates are coated with a bouncy foam\\nmaterial, allowing players to punch the walls. The transition\\nof the front to the side walls is slightly curved, to generate a\\nflowing and immersive form. Three projectors are mounted\\non the frame above, and project the game scenario onto the\\nwalls of the cube [49, 57] . The projection can adjust the play\\nspace size to players' height (i.e., restricting the cube to the\\nfront part for smaller players).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,852,746,950],\"text\":\"The Scenaria. The audio-visual appearance and theme\\nof the ExerCube were inspired by individual wishes and\\npreferences of the target audience [53] . First, the player is\\nguided through a movement tutorial in a virtual training\\nroom. Next, the first-person single player game takes the\\nplayer on a rapid sci-fi themed underwater race. The player\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 88\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,460],\"text\":\"navigates an avatar on a hoverboard, speeding along a rac-\\ning track and passing by various differently coloured gates.\\nEach gate features a colour-coded game element relating to\\na specific functional workout movement. Shortly before the\\nplayer passes through a yellow or red gate, the gate rotates\\ntowards the right or left to provide a target on the wall which\\nthe player needs to either touch or punch at the target po-\\nsition. Red gates further provide obstacles that players can\\novercome by jumping, or squatting low. The game interface\\ndisplays the number of successfully overcome gates (combos)\\nas a score. As soon as players make a mistake, this count\\nresets to zero. Additionally, the track is divided into sections;\\nplayers get points for successfully completed sections, while\\npoints are deducted if the player performs poorly. Players\\nfurther receive immediate feedback on their performance,\\nthrough visuals (mistake: graphics turn red; success: coins\\nappear) and audio (see below), corresponding to existing\\nguidelines [34, 87] . To provide a learning aid regarding the\\nin-game steering movements, players are guided by a mentor\\n(virtual character in front of them), who disappears after five\\nminutes of playing.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,460,394,571],\"text\":\"To calibrate individually optimal performance, the Exer-\\nCube features an automated yet experimental game adaptiv-\\nity algorithm [49, 58] . Game difficulty is adjusted to players'\\nindividual game and fitness skills in two ways: speed of race\\nand music is tied to players' HR (pre-set range of HR), while\\nthe time frame of gate rotations is related to the number of\\nmistakes made (i.e., players' cognitive and mental focus).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,571,395,762],\"text\":\"Both game adjustments are gradually adapted indepen-\\ndently over all training levels on a 10-point difficulty scale.\\nIf a player performs error-free for 20 seconds, the cognitive\\ndifficulty will increase by one notch until they make three\\nmistakes within 20 seconds, inducing a difficulty decrease by\\none notch. Beyond the gradual progression of training levels,\\nthere is no physical difficulty adjustment during the first\\n1.5 min of the game. Based on players' HR, game speed is\\nthen gradually adjusted ( $HR < 150$ bpm for 0.5 min; increase\\nspeed slightly by one notch; $HR > 175$ bpm for 1 min; de-\\ncrease speed slightly by one notch; $HR > 190$ bpm; decrease\\nspeed strongly by 2 notches).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,395,940],\"text\":\"Since HR is a challenging game balancing parameter, we\\nused a pre-set range of HR which was informed by previous\\ntests with the ExerCube and related work from sport science,\\nincluding a comprehensive study [62] yielding the following\\nformula to calculate age-predicted maximal HR: $HR_{max} =$\\n$211 - 0.64 \\\\times age$ . This aligns well with previous studies and\\nmeta-analyses [22, 80] which suggested similar formulas.\\nGiven the mean age of our participants (M=34.45, SD=8.70)\\nand that we aimed at an anaerobic to high intensity training\\n(80 to 90 % of $HR_{max}$ ), we set the HR target range around\\n$HR_{target} = 151$ to $180$ bpm (i.e., based on $HR_{max} = 189$ bpm).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,156],\"text\":\"For the study, the ExerCube also has a non-adaptive variant,\\nwith static medium physical and cognitive challenge.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,156,747,284],\"text\":\"The ExerCube audio design covers both feedback-based\\nSFX and BGM, which were specifically developed by a pro-\\nfessional sound designer. SFX appear when the player suc-\\ncessfully overcomes a gate (combo sound) or misses one (e.g.,\\ncrashed into obstacle). The atmospheric BGM reflects the\\nunderwater scifi theme. Its speed and rhythm are adaptive;\\nwith players' higher HR and good in-game performance the\\nmusic increases in bpm, and becomes more bass-driven.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,294,527,310],\"text\":\"4 EVALUATION\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,315,747,411],\"text\":\"Towards a better understanding of the interdependent ele-\\nments of an attractive and effective fitness game and how\\nthey impact users' multi-sensory and bodily experiences,\\nand to examine benefits of adaptivity, we compared the Ex-\\nerCube with its non-adaptive counterpart and a personal\\ntraining (PT) session.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,422,472,439],\"text\":\"Method\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,444,747,634],\"text\":\"The user study was set up as a within-subject experiment\\nwith three conditions: The ExerCube with adaptive difficulty,\\nadaptive BGM and feedback SFX; the ExerCube with non-\\nadaptive difficulty, non-adaptive BGM and feedback SFX; and\\na control group, wherein participants engaged with a profes-\\nsional PT session with only BGM (Fig. 1 ). The same physical\\nexercises and (non-adaptive/adaptive) BGM were featured\\nin all three conditions. In the PT condition, the feedback\\nsounds were replaced by the verbal and physical feedback\\nof the trainer, who reacted with adjustments in training dif-\\nficulty and complexity to each participant (comparable to\\nadaptive ExerCube session).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,635,747,730],\"text\":\"The within-subject design facilitated a valid comparison\\nbetween different conditions, and is commonly used in the\\nfitness/exercise domain [26] . Furthermore, we provided par-\\nticipants with a 10 – 20 min break after each condition to\\nensure resting HR before they started with the next condi-\\ntion.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,742,497,758],\"text\":\"Participants\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,748,954],\"text\":\"The study was originally performed with 60 participants,\\nacross whom the counterbalancing was evenly applied. Due to\\ntechnical difficulties (WiFi), we could only consider the\\ndata of 36 to 40 participants (40 participants for the quanti-\\ntative results, and 36 for qualitative (interviews)). N=40 par-\\nticipants (19 women, 21 men), aged 16 to 62 years (M=34.45,\\nSD=8.70) reported gaming habits diverse in game literacy.\\nAll participants engaged in a variety of physical activities to\\nsome extent, with fitness classes (n = 29) and jogging (n = 21)\\nbeing the most popular. More than half of the participants\\n(n = 25) had prior experience with exergames, mostly with\\nthe Wii Fit.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 88\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_2\",\"bbox\":[69,125,129,139],\"text\":\"Measures\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,143,395,335],\"text\":\"To assess players' experience of flow, we employed Rhein-\\nberg’s Flow Short Scale [18, 70] , which includes the con-\\nstructs flow ( $a=0.90$ ) and worry ( $a=0.77$ ) on a 7-point Likert\\nscale. We also used the scale resulting from the GameFlow\\nmodel of player enjoyment [43, 79] to calculate an overall en-\\njoyment score ( $a=0.68$ , 7 items on a 6-point scale, including\\nimmersion). Additionally, participants were asked to rate a\\nseries of single-item measures capturing different aspects of\\nthe player experience such as enjoyment, motivation, as well\\nas feeling overwhelming, insufficient, or optimal challenge,\\nas well as a particular focus on how the ExerCube's audio\\naffected their experience.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,336,395,400],\"text\":\"Qualitative experiences were assessed via semi-structured\\ninterviews targeting aspects of all three levels of the holistic\\napproach. Interviews were audio- and all sessions video-\\nrecorded for subsequent qualitative and interaction analysis.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,421,134,438],\"text\":\"Procedure\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,442,395,682],\"text\":\"After consent forms, participants provided demographic in-\\nformation and reported sports and gaming habits. Further-\\nmore, we asked them if they had cardiovascular problems,\\na screening parameter, and whether they worked with in-\\ndividual HR max or other individual HR-values. Then they\\nwere introduced to the ExerCube by a study investigator in\\na familiarization phase. Participants who started in the PT\\ncondition were also introduced by a study investigator. All\\nparticipants engaged with all three conditions for 10 min-\\nutes each, in counterbalanced order and were looked after\\nby a certified trainer. Each session was video recorded and\\ntracked (logs of in-game performance and HR), and followed\\nby the surveys. At the end, we conducted semi-structured\\ninterviews with 36 participants (<25 min). Twelve interviews\\nwere conducted with two participants at once.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,704,123,721],\"text\":\"Analysis\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,724,395,867],\"text\":\"The interviews were assessed by two of the authors following\\nan iterative thematic coding approach based on qualitative\\ncontent analysis [54] , beginning with the levels of holistic\\ndesign as first categories. For five interviews at a time, the\\ncoders individually transcribed and coded the data. In three\\niterations, the coders discussed emerging results after each\\nset of five interviews until agreement was reached. A code-\\nbook was developed based on the third iteration, and used by\\nthe coders to individually assess the remaining interviews.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,868,395,949],\"text\":\"The videos were analyzed by two other authors of this\\npaper following a qualitative analysis approach based on eth-\\nnomethodological methods (IA) [36] , using concepts from\\nmovement analysis (e.g., within Laban Movement Analy-\\nsis [45] ), and biomechanics of human movement and anatomy\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,125,747,251],\"text\":\"[8] . An initial screening of all videos was performed, to iden-\\ntify salient features, including body orientation and move-\\nment patterns, as well as physical interaction with the game\\ninterface. The coding scheme then followed major observed\\npatterns across all conditions, including movement trajec-\\ntories and patterns, gaze orientation, as well as reoccurring\\ninteractive strategies during the gameplay. Finally, a focused\\nmicro-analysis of a selection of snippets was performed.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,252,747,332],\"text\":\"The log files are omitted for scope, however we did briefly\\ncheck the HR variance of some participants in the adaptive\\nExerCube condition. Over the full session this ranged from\\n131 bpm during the warm-up to 194 bpm in the peak exercise\\nlevel.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,348,501,365],\"text\":\"5 RESULTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,369,746,400],\"text\":\"In the following, we report on all quantitative and qualitative\\nresults.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,419,517,436],\"text\":\"Questionnaires\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,440,747,790],\"text\":\"To check whether the three conditions differed in terms of\\nflow, game flow, and worry, we conducted a series of repeated\\nmeasures analyses of variance (ANOVAs), with Greenhouse-\\nGeisser correction where necessary. All descriptive values\\nand test results are listed in Table 1 . The conditions did not\\nsignificantly differ in experienced flow, overall game flow\\nscore, or perceived worry. We explored the immersion item\\nin the game flow survey separately; there was a significant\\ndifference between conditions, F-value=6.18, $\\\\eta^2$ =0.08 (small\\neffect [2]), $p<$.01. Tukey's HSD as a post-hoc test showed the\\nadaptive condition was significantly more immersive than\\nthe PT condition ( $p<$.01). We also investigated the additional\\nitems on the game experience. There was no difference in\\nexperienced enjoyment, motivation, or feeling overwhelmed.\\nHowever, there was a significant difference in optimal chal-\\nlenge, F-value=5.30, $\\\\eta^2$ =0.06, $p<$.01. Tukey's HSD showed\\nchallenge was rated less optimal in the non-adaptive con-\\ndition compared to the PT condition ( $p<$.02). There was a\\nsignificant difference in insufficient challenge. F-value=4.54,\\n$\\\\eta^2$ =0.06, $p<$.05. Tukey's HSD showed the non-adaptive condi-\\ntion was rated significantly higher for insufficient challenge\\nthan the PT condition ( $p<$.05).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,791,747,951],\"text\":\"With regards to audio, no significant differences were ob-\\nserved with regards to whether participants were consciously\\naware of the music during the experience. However, the de-\\ngree to which the music was remembered by participants var-\\nied significantly, F-value=3.7, $\\\\eta^{2}$ =0.09, $p$ <.05. Post-hoc anal-\\nysis revealed that participants thought the music was more\\nmemorable in the adaptive compared to the PT condition\\n( $p$ <.05). Regarding the perceived importance of the music for\\nthe experience, the ANOVA first indicated a significant dif-\\nference, F-value=6.82, $\\\\eta^{2}$ =0.15, $p$ <.01, however, Tukey's HSD\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 88\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"tab\",\"bbox\":[79,123,733,358],\"text\":\"
Variable$M_{adaptive}$SD$M_{non-adaptive}$SD$M_{personaltraining}$SDF-value (df)$\\\\eta^{2}$p
Flow5.620.815.490.95.531.080.3 (78).008.74
Game Flow4.890.474.760.584.940.572.13 (78).05.13
Worry2.911.612.891.633.251.682.95 (78).07.06
Immersion5.680.575.450.825.180.756.18 (78).17.003*
Enjoyment5.330.865.450.855.20.851.07 (78).03.33
Motivation5.750.545.680.695.550.711.66 (78).04.2
Optimal Challenge4.91.154.830.965.40.785.3 (78).12.007*
Feeling Overwhelmed2.851.082.71.092.781.310.19 (78).005.83
Insufficient Challenge2.131.182.41.321.6814.55 (78).1.01*
Aware of Music2.181.012.281.012.551.152.58 (78).06.08
Remember Music4.81.844.71.833.952.153.7 (78).09.03*
Importance Music5.21.915.331.614.32.16.82 (78).15.003
Motivation Music5.181.935.351.594.252.018.01 (78).17<.001*
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This table presents statistical results, displaying mean values (M) and standard deviations (SD) for various psychological variables across three conditions: adaptive, non-adaptive, and personal training. It includes F-values, degrees of freedom, partial eta-squared (η²), and p-values, with asterisks indicating statistical significance for certain p-values. The variables cover aspects like flow, immersion, challenge, worry, enjoyment, motivation, and music perception.\",\"figure_path\":\"tables/3290605-3300318_pdf_shortened_page_6_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,361,747,394],\"text\":\"Table 1: Descriptive statistics and ANOVA results; measures with significant differences between conditions after\\npost-hoc tests are indicated with $*$ .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,421,395,487],\"text\":\"Table 2: Mapping of participant IDs to study condi-\\ntions; for example, $a_{MAP}$ means the participant expe-\\nrienced the ExerCube conditions first — adaptive, then\\nnon-adaptive — , followed by personal training (PT).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,494,394,542],\"text\":\"
a-p-aP4, P7, P13, P33na-p-aP6, P8, P12, P15, P19, P22, P23, P25, P35
na-a-pP1, P3, P30, P32, P36p-a-naP4, P5, P12, P19, P20, P24, P26
p-a-naP2, P10, P13, P17, P23, P34a-p-aP7, P15, P19, P28, P29
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"This image presents a two-column list. The left column contains six unique three-part sequences, formed by permuting \\\"a\\\", \\\"p\\\", and \\\"na\\\" and separated by hyphens or dots. The right column lists comma-separated \\\"P\\\" codes (e.g., P1, P2) corresponding to each sequence.\",\"figure_path\":\"tables/3290605-3300318_pdf_shortened_page_6_tab_5.png\"},{\"label\":\"half_para\",\"bbox\":[68,561,395,739],\"text\":\"contradicted this. Whether music was perceived as motivat- ing also differed between conditions, F-value=2.56, $p^2$ =0.06,\\n$p<$.001. Compared to the PT condition, music was experi-\\nenced as more motivating in the adaptive $(p<.01)$ and the\\nnon-adaptive condition $(p<.001)$ . As SFX were only rated in\\nthe ExerCube conditions, we conducted t-tests for dependent\\nsamples. No significant differences emerged with regards to\\nwhether participants were aware of the SFX, their perceived\\nimportance for the experience and whether SFX were expe-\\nrienced as motivating. Overall, music and SFX were rated\\nvery favorably, indicating a ceiling effect.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,749,243,766],\"text\":\"Interviews & Video Material\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,769,395,850],\"text\":\"In the following, all quotes indicate the participant ID; Table 2\\nlists the order in which they experienced the conditions.\\nWe refer to the ExecCube condition with adaptive difficulty\\nwith the subscript $_{a}$ , the non-adaptive version as $_{na}$ , and the\\npersonal training condition as $_{p}$ .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,856,395,955],\"text\":\"Players' Overall Experience. When participants were asked\\nto describe their most memorable impression, they elabo-\\nrated on their immersion experience (\\\"totally present in the\\ngame world\\\"=P33), and overall excitement (\\\"full of focus,\\ncognitively as well as physically, on the game, [...] entirely\\nexhausted after a few minutes and full of endorphins\\\"=P8).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,422,748,886],\"text\":\"All participants reported that the steering movements felt\\nnatural and familiar. From a somatic perspective, we relate\\nthis to the kinds of movements and movement qualities of\\nthe in-game “everyday actions” (e.g., reaching, ducking, hop-\\nping). Nevertheless, participants experienced a strong learn-\\ning curve with the ExerCube components (steering move-\\nments, tracking system and hardware, as well as game me-\\nchanics). Especially in their first ExerCube session, some\\nplayers felt slightly over-challenged during the first min-\\nutes (“didn’t really know what I’m doing”—P17). This was\\ncompounded by tracking limitations and issues of commu-\\nnicating timing for steering movements, causing some par-\\nticipants to experience short moments of frustration (“I was\\nfrustrated because it didn’t register my movements”—P22). This\\nis also reflected in the videos through frustration gestures\\nand sounds upon missing a target. However, when consider-\\ning the overall ExerCube sessions (after the initial learning\\ncurve), participants generally felt neither overwhelmed nor\\ninsufficiently challenged (“fit just right”—P8). Almost all par-\\nticipants indicated an experience of immersion and flow,\\nin particular, losing track of time (“time flew by [...] a very\\nimmersive experience where you really forgot yourself”—P24;\\n“you have no chance to think of anything but what is coming\\nto you in that moment [...] you lose any sense of time”—P29)\\nand dissociation (“you can forget yourself! [through the game]”\\nP20). From a somatic perspective, a strong mental focus was\\nobserved in the videos in the form of postural readiness, i.e.,\\nmany maintained a default base posture looking forwards,\\nwith slightly flexed knees and elbows.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,901,747,951],\"text\":\"Comparison of Experiences. Particularly with the adaptive\\ncondition, most participants experienced optimal challenge\\nand a great feeling of interactivity: \\\"[a] it got faster and faster\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 88\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,746,1012],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300318", "source_image_path": "test_data/3290605-3300318/3290605-3300318_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300318/results/output_json/3290605-3300318_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,283],\"text\":\"[...] that was fun, yeah, it was challenging [vs. ta] was a\\nlittle boring\\\"—P15:\\\"[ta] was sub-challenged [vs. ta] then it\\ngot cool [...] there was an improvement\\\"—P22. In the videos,\\nthis was reflected in bodily engagement that evolved as the\\nchallenge increased. The readiness poses early in the game\\n(e.g., low positions with flexed knees, gaze on front wall), and\\nstrategies to safely score (e.g., waiting on the target ahead of\\ntime), progressed to hectic movements, like thrusting jumps\\nfrom one wall to the opposite, accompanied by laughter or a\\nfrustration gestures upon missing a target.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,475],\"text\":\"Some explicitly noticed the adaptivity: \\\"The first time [ $u_{sa}$\\nI couldn't do anything, and the second time [ $s_{s}$ ] was great\\nbecause it was tailored to me\\\" – P13. They appreciated when\\nthe game sped up or slowed down in moments of physical\\nor cognitive over- or underload: \\\"I noticed that the game\\ngot slower and gave me more time to think [...] very pleasant\\nbecause I needed the time\\\" – P16; \\\"it's cooler when it adapts\\n[...] you see I'm getting better somehow, and then the game\\nalso gets more challenging\\\" – P19. Only some participants felt\\nthwarted if the game slowed down, but this frustration then\\nalso turned into increased motivation: \\\"then I'm even more\\nmotivated [...] until it works\\\" – P7.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,475,395,794],\"text\":\"Several factors emerged as distinct between participants'\\nexperience in the ExerCube conditions, and the PT condition.\\nIn the following, we report several aspects of our findings in\\nwhich we observed contrasts between the ExerCube and the\\nPT, following the three mentioned design levels. Contrasting\\nthemes are bolded. We begin with the keywords the parti-\\ncians chose to succinctly summarize their experience with\\neach condition, which the differences. For the PT, keywords\\ntalked of the focus on feedback ( correction ), being challenged\\n( pressure , pushed to the limit, drill ), personal characteristics\\nthat they associated with the trainer ( experience , expertise, se-\\nriousness ), and aspects relating to a social connection ( feeling\\nexposed, face to face, you want to please [the trainer] ), as well\\nas being motivated through him. For the ExerCube, the most\\ncommon association was playfulness (most commonly fun,\\nbut also play a game ), while others referred to absorption\\n( flow, total involvement, loss of time ), and potential novelty\\naspects ( curiosity ). It showed direct contrasts with workouts\\n( doesn't feel like sport ) and the motivation described appeared\\nmore intrinsic: no pressure but still willing to perform .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,806,395,951],\"text\":\"Player: Body and Mind. There was a difference in partici-\\npants' mental focus. In the ExerCube conditions, players\\nwere focused on the game (“ you're not explicitly conscious\\nwith your body [...] you're more driven by the game ” -P9; “ very\\nclearly only concentrated on the game ” -P33; “ [my focus] was\\ndefinitely on collecting points ” -P16). Generally, participants\\nreported experiencing a strong cognitive challenge and were\\nextremely focused and concentrated throughout the Exer-\\nCube sessions (‘ it keeps challenging you [...] always have to\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,283],\"text\":\"think ” -P31). This relates to the observations of bodily pos-\\nture readiness explained before. Also, the heightened focus\\non in-game targets and scoring translated into target-focused\\nmovement, consisting of postural and gestural strategies (e.g.,\\ndouble-tapping, pressing with two hands, and punching on\\nthe walls). These could be understood as strategies to ensure\\na target is hit. In contrast, in the PT, participants focused\\non the trainer (see social factors below) or their own body\\n( “ was able to focus more on the body ” -P20; “ more focused on\\nthe movement pattern ” -P4).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,747,523],\"text\":\"The difference in mental focus was accompanied by a dis-\\ntinct difference in perception of exertion . Despite clear\\nsigns of exertion in the videos, such as panting, and pos-\\ntural cues (e.g., resting hands on hips, or hands on knees\\nwhile leaning forwards in lieu of a full squat), almost all\\nparticipants reportedly did not consciously notice the phys-\\nical exertion during the ExerCube sessions: “ I noticed the\\nphysical exertion afterwards, but never during ” – P23. Instead,\\nthey perceived the effects of the physical strain (e.g., heavy\\nlegs, sweat) only after finishing the game ( “ had to physically\\nperform, but didn't notice it at all during, what I noticed is –\\nafterwards when I exited – I was sweating ” – P26). Only a few\\nparticipants (who were less physically active) perceived indi-\\ncations of physical exertion towards the end of the ExerCube\\nsessions ( “I noticed that I'm not quite fit enough for it” – P7).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,889],\"text\":\"For some, this was an ambivalent experience: despite en-\\njoying that they did not notice the physical exhaustion, some\\nexpressed negative connotations since they felt like the miss-\\ning focus on their movements might have caused posture or\\nexecution errors: “ I focused less on my body because I was very\\nconcentrated on the game [...] I didn't concentrate on executing\\nit cleanly ” -P16. This indicates that there was a difference in\\nexecution of movements . In the videos, this is reflected\\nby more indulgent postures and movements compared to the\\nPT condition. For example, in-game, reaching targets on the\\nside often involved a small transversal motion (few steps),\\nand leaning towards the target from the feet (or one foot).\\nThis contrasted with the canonical full transversal motion\\nto the side with shoulder abduction (arm reaching to the\\nside), which movements in the PT condition more closely fol-\\nlowed. Both movements and posture during the PT condition\\nwere more uniform throughout. In comparison, movements\\nin the the ExerCube condition, specially the adaptive one,\\ndepended more on other factors, such as how tired the play-\\ners were, and the difficulty level. In situations of increased\\nspeed, players changed some of the earlier target-focused\\nmovements and strategies, like waiting for the target while\\nleaning on the wall.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,747,938],\"text\":\"Another prominent difference consisted of social factors,\\nwhich were more prevalent in the PT condition. The presence\\nof another person as part of the trainer-student relationship\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 88\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 8\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300318/results/markdown/3290605-3300318_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[93,118,721,215],\"text\":\"Tough Times at Transitional Homeless Shelters:\\nConsidering the Impact of Financial Insecurity on\\nDigital Security and Privacy\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[97,229,719,295],\"text\":\"Manya Sleeper, Tara Matthews*\\n, Kathleen O'Learyt, Anna Turner, Jill Palzkill Woelfer, Martin Shelton,\\n\\nAndrew Oplinger, Andrea Schou, Sunny Consolvo\\n\\nGoogle, Mountain View, CA, USA\\n{manya,katieole,annatum,jillwoelfer,martinshelton,anoaplinger,aschou,sconsolvo}@google.com\",\"reading_order\":4,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[319,296,497,339],\"text\":\"*Independent, Pullman, WA USA\\ntaramatthews@gmail.com\\n*Google Seattle WA USA\",\"reading_order\":5,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,356,141,373],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,377,395,632],\"text\":\"Addressing digital security and privacy issues can be partic-\\nularly difficult for users who face challenging circumstances.\\nWe performed semi-structured interviews with residents and\\nstaff at 4 transitional homeless shelters in the U.S. San Fran-\\ncisco Bay Area (n=15 residents, 3 staff) to explore their digital\\nsecurity and privacy challenges. Based on these interviews,\\nwe outline four tough times themes — challenges experienced\\nby our financially insecure participants that impacted their\\ndigital security and privacy — which included: (1) limited\\nfinancial resources, (2) limited access to reliable devices and\\nInternet, (3) untrusted relationships, and (4) ongoing stress.\\nWe provide examples of how each theme impacts digital se-\\ncurity and privacy practices and needs. We then use these\\nthemes to provide a framework outlining opportunities for\\ntechnology creators to better support users facing security\\nand privacy challenges related to financial insecurity.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,646,172,662],\"text\":\"CCS CONCEPTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,666,404,717],\"text\":\"• Security and privacy $\\\\rightarrow$ Social aspects of security and\\nprivacy:Usability in security and privacy;• Human-centered\\ncomputing $\\\\rightarrow$ Empirical studies in HCI;\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,730,149,747],\"text\":\"KEYWORDS\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,751,394,784],\"text\":\"Security; privacy; user study; financial insecurity; homeless-\\nness; optimistic; user vision; qualitative study\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,357,555,372],\"text\":\"ACM Reference Format:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,372,747,489],\"text\":\"Manya Sleeper, Tara Matthews, Kathleen O'Leary, Anna Turner,\\nJill Palizkill Woelfer, Martin Shelton, Andrew Oplinger, Andreas\\nSchou, Sunny Consolvo. 2019. Tough Times at Transitional Home-\\nless Shelters: Considering the Impact of Financial Insecurity on\\nDigital Security and Privacy. In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland UK . ACM, New York, NY, USA, 12 pages. https:\\n//doi.org/10.1145/3290695.3303918\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,501,549,518],\"text\":\"1 INTRODUCTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,747,664],\"text\":\"Many people worldwide face financial insecurity. For exam-\\nple, 41 % of U.S. adults would not be able to easily access\\n$400 [21] . Financial insecurity can contribute to “digital in-\\nequalities” [26] with wide-ranging effects on technology use.\\nPeople with limited means might, for example, rely on older\\ntechnology, have limited Internet access, and rely on mobile\\ndevices [1] . These limitations can have varied impacts. In\\nthis paper we focus on impacts to digital security and privacy\\n(S&P), which has not been the focus of prior work.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,905],\"text\":\"Despite the challenges faced by many financially insecure\\nusers, technology affordances tend to focus on a techno-\\noptimistic vision of the user and their ability to interact with\\ntechnology [43] . Such an “ optimistic user vision ” (as we refer\\nto this concept in this paper) can include the assumption that\\nusers have access to trusted personal devices, have reliable\\nInternet access, and will benefit from increased technology.\\nIt can be tempting to focus on this optimistic user who can\\nreadily adopt new technologies. Unfortunately, however, af-\\nfordances that focus on this type of vision might not fully\\naccount for the challenges associated with financial inse-\\ncurity, which can limit the inclusivity of design [25, 43, 44] .\\nFinancially vulnerable users need the technology community\\nto also understand and prioritize the (sometimes mundane)\\nissues that can limit their digital inclusion.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,954],\"text\":\"In this paper we focus on how an intersecting set of chal-\\nlenges associated with financial insecurity (which we refer to\\nas tough times ) can uniquely impact digital S & P practices and\",\"reading_order\":17,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[70,819,194,866],\"reading_order\":18,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[70,871,337,898],\"text\":\"This work is licensed under a Creative Commons Attribution-\\nNoDerivs International 4.0 License.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,910,274,951],\"text\":\"c 2019 Copyright held by the owner/author(s).\\nhttps://doi.org/10.1145/3290690.3308319\",\"reading_order\":20,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 89\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,189],\"text\":\"needs. The consequences of S&P issues can be high, ranging\\nfrom theft to stalking [16, 20, 39] . At the same time, address-\\ning S&P issues can be particularly difficult for users who face\\nchallenging circumstances [20] . Our results include:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,191,395,335],\"text\":\"• Tough times themes : An outline of four types of chal-\\nlenging circumstances associated with financial inse-\\ncurity, specifically (1) limited financial resources, (2)\\nlimited access to reliable devices and the internet, (3)\\nthe need to cope with untrusted relationships, and (4)\\nongoing stress.\\n• S&P impact of tough times : Examples of how these\\nfour challenges can uniquely impact digital S&P for\\nfinancially vulnerable users.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,338,395,514],\"text\":\"To identify these themes and examples, we performed\\n18 semi-structured interviews with residents and staff of\\ntransitional homeless shelters. We explored the role digital\\nS&P played in residents' lives, their S&P practices, and S&P\\nissues they faced. We focused on financially vulnerable users\\nin a developed region by interviewing participants living in\\nthe San Francisco Bay Area (U.S.). Our participants needed\\nto use technology as part of their everyday lives, but also\\nfaced tough times challenges. Throughout the paper, when\\nwe refer to \\\"financially vulnerable users,\\\" we refer to those\\nwho live in developed regions.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,514,394,626],\"text\":\"Through a qualitative exploration of these themes, we\\nseek to both build empathy for, and understanding of the\\nneeds of, financially vulnerable users. We also consolidate\\nthe study results into a tough times framework, which we\\nuse to discuss ways to help the technology community pri-\\noritize design improvements to address a set of S & P issues\\nfinancially distressed users experience.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[67,636,197,654],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,658,394,769],\"text\":\"We extend prior work on how financial insecurity impacts\\nthe ability to meet an optimistic user vision assumed by tech-\\nnology creators, as well as prior work focused on S & P expe-\\nriences in specific circumstances (e.g., developing regions,\\namong survivors of intimate partner abuse). Undiquely, we\\nfocus on how financial insecurity in developed, technology-\\nrich areas can impact digital S & P experiences.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,781,313,798],\"text\":\"Financial insecurity and technology use\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,801,394,866],\"text\":\"Broadly, financial insecurity can impact technology use, es-\\npecially when technology creators focus affordances on a\\nmore optimistic user vision. This dynamic can contribute to\\na range of barriers to technology use [25] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,394,954],\"text\":\"Barriers to meeting an optimistic user vision. Financial inse-\\ncurity is associated with a variety of barriers to meeting an\\noptimistic user vision of technology engagement (i.e., the\\nassumption that users have access to trusted personal de-\\nvices, have reliable Internet access, and will benefit from\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,221],\"text\":\"increased technology). In the U.S., lower income levels tend\\nto be correlated with lower rates of household Internet ac-\\ncess and higher rates of mobile-only access [1] . For example,\\nYardi and Bruckman found that lower socioeconomic status\\n(SES) users who became unemployed were forced to choose\\nbetween a laptop, cell phone, or broadband Internet [47] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,221,747,411],\"text\":\"One area where these barriers can be particularly appar-\\nent is the use of employment and government benefits sites.\\nTechnology can play an important role in improving finan-\\ncial status, especially when job and government systems\\nare digital [3, 25, 35] . However, lower resourced users can\\nencounter barriers to these financial benefits when these\\nsystems' affordances assume a more optimistic user vision.\\nPrior work has found, for example, a variety of skill and\\nsocial barriers for users of job search sites who have low\\nincomes [7, 14, 25, 41] . Similarly, users who lack reliable\\nInternet access might have trouble accessing government\\nbenefits and job search resources [25, 47] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,421,747,568],\"text\":\"Technology use by people who are homeless. People who are\\nhomeless face financial insecurity, as well as many other\\nchallenges, which can prevent them from meeting the as-\\nsumptions of an optimistic user vision. A variety of work has\\nexamined the technology use and needs of homeless popula-\\ntions. Like other groups, people who are homeless use tech-\\nnology in their everyday lives [15, 18, 23, 24, 28, 30, 43, 44]\\nand can be disempowered and experience negative outcomes\\nwhen they lose access to digital resources [18] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,569,747,696],\"text\":\"As in prior work, we study a sample of people experiencing\\nhomelessness, specifically who were housed in transitional\\nshelter housing. We extend prior work by focusing on the\\nchallenges they face associated with financial vulnerability\\nand specifically on their S & P experiences. To explore the in-\\ntersection of financial vulnerability and S & P experiences we\\ndraw on a framework used by Woelfer and Hendry in work\\nwith homeless young people [43, 44] (details in Methods)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,709,494,727],\"text\":\"Digital S&P\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,730,747,843],\"text\":\"S&P features can be critically important to online safety.\\nThus, it can be important for designers to consider the S&P\\nchallenges of financially insecure users both to design more\\ninclusive S&P features and to increase overall digital equality.\\nFor example, S&P issues can reduce access to technology –\\nusers whose needs are not met sometimes abandon devices\\nor accounts, or self-censor content [16, 20, 39] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,855,747,952],\"text\":\"Challenges of S & P design. Research has broadly focused on\\nincreasing the usability of S & P features, typically focusing\\non general users [6] . However, Redmiles et al. [27] found that\\npeople with lower SES experience S & P events at similar rates\\nto people with higher SES. Given that financially vulnerable\\nusers face a number of barriers to technology engagement,\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,120,1013],\"text\":\"Paper 89\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,746,1013],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,393,156],\"text\":\"it is important to understand how the challenges they face\\ncan impact their S&P strategies and needs.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,394,316],\"text\":\"In a few cases, S&P-focused research has gone beyond an\\noptimistic or general vision of the user to focus on specific\\npopulations. Dumphy et al. emphasize the value of this ap-\\nproach for S&P “to make more pronounced the needs that\\nmany of us have” [9] . We briefly summarize findings from\\nsuch work with survivors of intimate partner abuse [11, 12,\\n20] and users in developing countries (ICT4D) [33, 38] , to\\nhighlight both the valuable insights that can be gained from\\nconsidering participants from specific populations and how\\nour study extends prior research.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,316,394,476],\"text\":\"Prior work has explored S&P practices and risks demon-\\nstrated by survivors of intimate partner abuse. Survivors\\nface many dangerous dynamics — such as online stalking,\\nharassment, and control by their abusers — that can shape\\ntheir S&P risks and strategies [11, 12, 20] . Design directions\\nhave been proposed to support survivors' needs, including\\nan increased focus on usability to account for survivors' high\\nstress levels and a focus on ways to provide transparency into\\naccount use [11, 20] . We extend this work by also exploring\\nthe impact of relations beyond intimate partners.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,476,394,651],\"text\":\"Digital S & P needs and practices can also be shaped by\\nICT4D dynamics. Vashinstha et al. [38] reviewed 10 years\\nof S & P work in the ICT4D space and outlined how S & P\\npractices and risks in developing countries can be shaped by\\ncultural norms, knowledge gaps, device sharing, contextual\\nreasons for technology use, and a strong need for usable\\nlow-cost technology. Technology might not be designed for\\nthese factors, which can contribute to ad hoc or culturally\\nspecific S & P strategies [33, 38] . More inclusive design for\\nS & P in these contexts can, therefore, focus on accounting\\nfor culturally and contextually specific norms [33] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,651,394,810],\"text\":\"Our participants had some overlapping needs with users\\nin ICT4D environments. For example, they also needed to\\nprioritize low cost technology. However, we extend work in\\nthe ICT4D space by focusing on participants in a technology-\\nrich region of the U.S. where technology use is expected\\nfor everyday activities. Participants also faced many of the\\nsame cultural norms as people who met an optimistic user\\nvision. Working with these participants allowed us to focus\\non how challenges they faced due to financial vulnerability\\n(in a technology-rich environment) impacted their S & P.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,820,159,837],\"text\":\"3 METHODS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,394,889],\"text\":\"To explore S&P challenges related to financial insecurity, we\\nperformed 18 semi-structured interviews with residents and\\nstaff at 4 transitional homeless shelter sites.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,900,302,918],\"text\":\"Shelter collaboration and participants\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,953],\"text\":\"Participants were 15 residents (11 female, 4 male) and 3 staff\\nmembers from 4 transitional housing shelter locations (1\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,267],\"text\":\"serving adults, 3 serving families) run by 1 shelter network in\\nthe U.S. San Francisco (SF) Bay Area (California). The shelter\\nnetwork provided services to homeless adults and families at\\na variety of locations in the area. Residents were required to\\napply and meet a number of requirements (e.g., they needed\\nto be homeless or facing eviction). They were then provided\\nwith housing on a temporary basis, typically a few months.\\nResidents of family shelters (most of our participants) were\\nprovided with apartment-style housing.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,267,747,380],\"text\":\"We collaborated with the shelter network to co-create the\\nstudy proposal, ask for advice on running study sessions (e.g.,\\ncommunication style), recruit participants, and determine\\nappropriate incentives. Staff members recruited participants\\nbased on criteria provided by the researchers. Participants\\nwere over 18 years old, used the Internet, and self-reported\\nhaving a technology-related security or privacy concern.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,380,747,492],\"text\":\"To protect participant privacy, we only collected limited\\ndemographics. Based on their residence in the shelters, we\\nknew all participants had relatively limited financial means.\\nHowever, because they were homeless in a relatively wealthy\\narea, many had jobs and/or were in school. We recruited most\\nparticipants from family shelters, and these participants also\\nhad children living with them.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,508,747,748],\"text\":\"Setting and context. The shelter network was in the SF Bay\\nArea, which is a relatively wealthy, major metropolitan area\\nwith high housing costs. Similar to many locations in the\\nU.S. [25] , our participants lived in a technology-rich environ-\\nment where they were expected to use the Internet regularly.\\nThese expectations arose partially from explicit shelter and\\ngovernment-driven requirements and processes. For exam-\\nple, the shelter organization sometimes required residents\\nto use the shelter support services, which could include job\\nand housing search. In the SF Bay Area, job and housing\\nsearch often require Internet use. Participants also needed\\nto interact with official government systems online. Several\\nparticipants were veterans and needed to use online systems\\nfor veterans' job and benefits services. Government jobs and\\nwelfare systems in the state also tend to be digitized.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,748,747,876],\"text\":\"More generally, participants also needed to use the In-\\nternet for many everyday activities, including education,\\npurchases, directions, running personal businesses, saving\\ndocuments and photos, communicating with friends and fam-\\nily, and accessing entertainment. The need for digital access\\nmeant they tended to prioritize maintaining online access\\nover other expenses. All participants also had access to at\\nleast one device, even if the device was older or shared.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,895,589,912],\"text\":\"Semi-structured interviews\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,916,747,949],\"text\":\"We performed semi-structured interviews in the summer of\\n2015 (31-69 minutes long, median of 54 minutes) focused on\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 89\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,746,1013],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,172],\"text\":\"participants' technology use and S&P experiences. Each in-\\nterview was performed by two interviewers, audio recorded,\\nand transcribed (with the participant's consent).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,172,394,267],\"text\":\"To start each session we reviewed our informed consent\\nand gave the participant a $100 gift card. The amount was\\napproved by the shelter organization and an ethics review\\nprocess at Google. Participants were also provided with con-\\nsent documents and given the opportunity to opt out before\\nthe study (and at any time during the study).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,281,394,409],\"text\":\"Shelter resident interviews. Resident interviews (n=15, re-\\nferred to as P1...P15 in the paper) then used an experience-\\ncentered approach, focused on their experiences with tech-\\nnology and digital S&P 9 . The interview began with an \\\"ice\\nbreaker\\\" survey in which they outlined devices and accounts\\nthey used. We probed: (1) \\\"Which of these devices are most\\nimportant to you and why?\\\" and (2) \\\"Are any of these devices\\nused by anyone else?\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,409,394,665],\"text\":\"We next asked participants questions about their digital\\nS & P experiences: (1) \\\"Can you tell me about a time when\\nsomeone gained access to information about you that you did\\nnot want them to have?\\\" and (2) \\\"Can you tell me about a time\\nwhen someone else gained access to one of your accounts or\\ndevices? Or tried to?\\\" We followed up with probes: \\\"What\\nhappened as a result?\\\" \\\"What did you do next?\\\" \\\"How has\\nthis affected how you use technology?\\\" Finally, participants\\nperformed a card sort activity, in which they ordered state-\\nments about digital S & P features and strategies (e.g., “cus-\\ntomize privacy settings,\\\" \\\"use 2-factor verification,\\\" \\\"delete\\nan account\\\") by how strongly they felt each was most or\\nleast like them. We used the sorted online safety features as\\nadditional prompts (e.g., \\\"Why did you place this card here?\\\"\\n\\\"Can you tell me a story about a time when you needed to\\ndo [strategy?]\\\" ) and analyzed the results qualitatively.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,677,395,951],\"text\":\"Shelter staff interviews. We also interviewed 3 shelter staff\\nmembers (referred to as SW1, SW2, and SW3) as they are\\nimportant stakeholders in the residents' access to and use\\nof technology [43, 46] . The staff members first described\\ntheir roles and technologies the residents used. Next, we\\nasked them to describe a specific situation during which a\\nresident they worked with was attacked or threatened using\\ndigital means (without revealing personal information). We\\nnext asked them to describe the technology-related concerns\\nthe residents had ( “ What types of information are they con-\\ncerned about? ” “ What are they worried about happening\\nas a result? ” “ Who are they worried about? ” “ How are they\\naddressing their concerns? ” ). Finally, we asked staff mem-\\nbers to explain “ What do you think your clients should be\\ndoing or using but are not, to protect themselves online? ”\\nStaff members also described their own technology use and\\nS & P experiences, but we do not report on those results.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,253],\"text\":\"Additional study. Portions of four interviews were also in-\\ncluded in a separate analysis for a study run concurrently on\\nS & P experiences for survivors of intimate partner abuse [20] .\\nWe included the full interviews in this analysis as well, and\\nreport on experiences relevant to our tough times themes.\\nWe do so because the participants were part of the original\\nsample, and the majority of the results related to financial\\ninsecurity do not overlap results reported previously.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,270,612,287],\"text\":\"Anonymization and well-being\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,289,746,370],\"text\":\"We took several steps to protect participant privacy. We\\nremoved personally identifiable information from the tran-\\nscripts (e.g., granular locations, names, workplaces, ages of\\nchildren, etc.). In addition, we removed unique word choices\\nor methods of speaking from quotes, for example filler words.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,370,746,530],\"text\":\"We also took steps to minimize potential harm to par-\\nticipants and researchers. We tried to protect participants\\nfrom undue emotional distress by focusing the interviews\\non questions designed to elicit S&P and technology-related\\nexperiences, rather than on general experiences of homeless-\\nness or economic distress. Participants could also have an\\nadvocate join them for the interviews, although none chose\\nto have one present. To protect participant and researcher\\nwell-being, we also worked with the shelter staff to make\\naftercare counseling available on request.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,546,476,564],\"text\":\"Analysis\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,568,746,679],\"text\":\"To analyze the interviews, we performed iterative qualita-\\ntive analysis that drew on a framework outlined by Woelfer\\nand Hendry to understand the tensions inherent in design-\\ning for homeless youth in Seattle [43, 44] . This framework\\nfocuses on how societal expectations (e.g., for continuous in-\\nternet access) can be in tension with the “ exaggerated needs ”\\nexperienced by the youth.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,679,746,838],\"text\":\"We focused on analyzing the forces (which we called\\ntough times challenges ) experienced by our participants,\\nwhich might not align with an optimistic user vision. We\\nfirst created a set of codes based on themes from a review\\nof literature on homeless users' experiences with technol-\\nogy use, technology-related risks, and challenging circum-\\nstances [2, 10, 18, 24, 28–32, 36, 37, 42, 43, 45] . One researcher\\nthen used these initial codes to iteratively developed an ini-\\ntial codebook from the full set of interviews, over several\\nrounds of coding and discussion with the other researchers.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,838,746,951],\"text\":\"We then narrowed the initial codebook to focus on (1) dy-\\nnamics participants described that could impact S & P (result-\\ning in the tough times challenges); and (2) the S & P impacts of\\nthese dynamics, including issues, perceived risks, and prac-\\ntices. One researcher, in discussion with others, including\\nan expert on the sample population, selected the items to\\ninclude. Two additional researchers each coded a subset of\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 89\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,188],\"text\":\"the items. After each round the researchers iteratively up-\\ndated the codebook. A summary of the final codebook is in\\nTable 1 (challenges) and Table 2 (impacts associated with\\nthese challenges).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,200,150,217],\"text\":\"4 RESULTS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,221,394,284],\"text\":\"We outline four themes that reflect tough times challenges\\nparticipants faced. We provide examples of how these chal-\\nlenges impacted participants' digital S&P. These themes and\\nimpacts are summarized in Tables 1 and 2.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,297,391,520],\"text\":\"
ChallengeContrasting optimistic user vision
1. Limited financial resourcesFinancial flexibility to choose the safest option and have a safety net to recover from problems
2. Limited access to reliable devices & InternetAccess to up-to-date reliable devices and Internet
3. Untrusted relationshipsAble to trust known people with access to devices & accounts
4. Ongoing stressMental energy to cope with S&P issues
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"This table presents four common challenges faced by users alongside their contrasting optimistic user visions. Challenges include limited financial resources, limited access to reliable devices and Internet, untrusted relationships, and ongoing stress. Each challenge is paired with a corresponding vision, such as financial flexibility, access to reliable technology, trusting known people, and mental energy for issues.\",\"figure_path\":\"tables/3290605-3300319_pdf_shortened_page_4_tab_5.png\"},{\"label\":\"table_cap\",\"bbox\":[68,521,393,554],\"text\":\"Table 1: We identified four tough times challenges that\\ncontrasted with optimistic user visions.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,599,237,616],\"text\":\"Limited financial resources\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,620,394,716],\"text\":\"Our first tough times challenge centers on participants' strug-\\ngle to get by with limited financial resources. Our partici-\\npants were unable to afford housing at the time of the study.\\nMany shelter residents also received government benefits,\\nand some participants described payday loans or debts. P14\\nexplained, for example:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,718,362,767],\"text\":\"\\\"I'm the type of person that lives paycheck by\\npaycheck...if somebody were to take,$20 from me\\nthat could feed my family for a week.\\\" (P14)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,769,394,850],\"text\":\"We outline how participants' limited financial resources\\ncould (1) lead to the need to provide personal information to\\nwebsites, (2) make it difficult to give up options they knew\\nmight be too good to be true , and (3) slow recovery after\\ndigital S & P issues.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,394,954],\"text\":\"Providing personal info. Limited finances meant participants\\nneeded to perform online activities using personal informa-\\ntion to meet basic needs. For example, participants had to\\nuse online benefits websites, job search sites, and housing\\nsites, which tend to ask for personal information. One shelter\\nworker explained:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,125,715,221],\"text\":\"[They] use their personal information more ac-\\ntively in terms of applying for benefits or resources.\\nYou know getting help from shelters, going to hu-\\nman services agencies. They're using things like\\ntheir social security number a lot more actively.\\nSo that makes them more vulnerable.” (SW2)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,225,747,385],\"text\":\"Similarly, because participants were struggling financially\\nthey greatly valued free or discounted services, such as gro-\\ncery store loyalty card discount programs. These types of\\nservices tend to require personal information, but providing\\nthis information sometimes led to spam or unwanted ads.\\nP15 explained, “ You go to a store, and they're like, you can get\\n15 percent off, just give us your e-mail! ” Beyond potential for\\nspam, frequent use of services that ask for personal informa-\\ntion might habituate participants to providing information\\nonline, increasing their risk for scams or phishing.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,394,747,538],\"text\":\"Increased risk of scams. Participants also sometimes found\\nit difficult to bypass unsafe choices online even when they\\nknew the options might be risky. Digital security features,\\nsuch as SSL indicators, warnings, and phishing alerts and\\neducation usually rely on users understanding and avoiding\\nunsafe choices. For example, phishing education teaches\\nusers different signals, to watch out for suspicious emails\\nor websites. Users are then expected to avoid clicking on\\nuntrustworthy links on their own [40] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,538,747,664],\"text\":\"However, participants' limited means sometimes made it\\ndifficult for them to bypass low-cost online options, even\\nwhen they knew those options were suspicious. Participants\\ndesperately needed very low cost housing and extreme on-\\nline deals, which carry a high risk of scams [22] . A staff\\nmember described, for example, how residents were particu-\\nlarly vulnerable to housing scams, because they desperately\\nwanted affordable housing:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,667,715,798],\"text\":\"\\\"...I've had clients get really excited...They'll see a\\nthree bedroom house in [city] for $1,000 [USD]...it's\\nat a price range that's like well maybe that could\\nbe reasonable, but in this area that's completely\\nnot realistic. But then it's at that cusp where it's\\nlike, 'Should I contact them? Should I give them\\nmy personal information?...that's just kind of that\\ndesperation.\\\" (SW2)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,807,747,953],\"text\":\"Difficult to recover Participants described how their limited\\nmeans made it difficult to recover from scams, identity theft,\\nor other problems that could result from digital S & P issues.\\nThis meant a resulting financial setback could impact their\\nbasic needs, for example the ability to buy food or pay rent.\\nP4, for example, discovered that someone had stolen money\\nfrom her bank account when her rent check bounced and as-\\nsumed that someone had gotten access to the online account.\\nShe could not recover the money for several weeks.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 89\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 5\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[84,122,726,376],\"text\":\"
ChallengeSample impacts on participants' digital S&P experiencesParticipant count
1. Limited financial resources· Difficult to quickly recover after an issue9
· Habituated to provide personal info to websites (may be difficult to opt out)7
· Vulnerable to scams (difficult to give up deals that are too good to be true)4
2. Limited access to reliable devices & Internet· Need to use public & shared devices (despite increased risk of accidental data sharing)16
· Difficult to use 2FA (because of unreliable device setups)2
3. Untrusted relationships· Vulnerable to untrusted insiders (e.g., friends, family, acquaintances)11
4. Ongoing stress· Use drastic coping strategies for S&P threats (that can have negative impacts)17
· Difficult to make decisions or take action (due to higher levels of stress)3
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a table summarizing challenges, their sample impacts on participants' digital S&P experiences, and the corresponding participant counts. The challenges listed are \\\"Limited financial resources\\\", \\\"Limited access to reliable devices & Internet\\\", \\\"Untrusted relationships\\\", and \\\"Ongoing stress\\\", each with bulleted impacts and a numerical participant count.\",\"figure_path\":\"tables/3290605-3300319_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[67,377,746,425],\"text\":\"Table 2: We describe sample impacts the four tough times themes had on participants' S & P experiences. This table\\noutlines the impacts identified in our interview codebook, as well as counts of residents and staff who described\\nexamples of each (residents described the impact on themselves, staff described the impact on residents)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,462,394,528],\"text\":\"Some participants described struggling to recover from\\nidentity theft for extended periods of time, due to a lack of\\nfunds. One staff member explained that most residents had\\na hard time repairing damaged credit after identity theft:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,530,363,596],\"text\":\"\\\"A lot of times [residents] don't [recover from iden-\\ntity theft], because...a lot of the agencies that will\\nhelp with fixing credit issues cost money. Our\\nclients don't have money to pay for that.\\\" (SW2)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,600,394,648],\"text\":\"PS described how this struggle to recover had impacted\\nhim. He had fallen prey to identity theft several years earlier\\nbut still felt long-term emotional and financial impacts:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,651,363,750],\"text\":\"\\\"All I know is [they] took money from me...I had\\nto spend money that I couldn't afford to spend to\\ntry and get all this stuff taken care of, and finally\\nI just said, 'You know what?' I'm tired...I can't keep\\nfighting these people...I don't have the resources\\nto prove that this is not me.\\\" (P5)\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,753,394,818],\"text\":\"Participants also sometimes struggled to recover when\\ntheir devices broke, because they could not afford to replace\\nor fix devices. P14 explained that she could not afford to\\nreplace the computer she had broken several years earlier:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,821,362,871],\"text\":\"“I messed up my computer and now I don’t have\\na computer anymore...I have a phone, and that’s\\nbasically what I use.\\n” (P14)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,884,351,901],\"text\":\"Limited access to reliable devices and Internet\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,904,394,953],\"text\":\"Because of their limited means, participants also had limited\\naccess to reliable, personal, up-to-date devices and reliable\\nInternet – our second tough times theme. All participants\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,462,747,590],\"text\":\"had access to at least one device, typically a mobile phone.\\nHowever, these devices tended to be outdated, limited, and\\noften shared, P3 explained, for example, that she had stopped\\ntexting, because her phone ran out of memory: “ I have to\\nkeep deleting messages and deleting pictures and deleting apps,\\njust to receive a text message. ” Some participants described\\nfeeling they could not justify the cost of replacing older or\\nlimited devices, P9 explained, “ I don't need it, it's a want. ”\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,590,747,767],\"text\":\"Participants also tended to have limited access to reliable\\nInternet. Some shelters did not to provide Wi-Fi, and only\\nprovided limited Internet access through shelter computers,\\nfor example only for job and housing search. Some partici-\\npants, therefore, needed to rely on personal Wi-Fi hotspots\\nand mobile data for personal Internet. However, relying on\\nthese methods meant that participants had limited online\\ndata and had to carefully ration use or could lose access.\\nFor example, P9 purchased a mobile hotspot. Without her\\nrealizing it, her son used up all the data playing games, and\\nshe could not afford to refill it. She explained:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,782,715,850],\"text\":\"\\\"I got a mobile hotspot! There was a limit to the\\namount [of data], and my son ended up using the\\nwhole thing to play games, and I didn't even know.\\nSo [the hotspot] is sitting in the drawer.\\\" (P9)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,866,747,946],\"text\":\"This lack of reliable devices and Internet access (1) led\\nparticipants to rely on shared and public devices, increasing\\nthe potential for accidental data sharing; and (2) could make\\nit difficult to use authentication methods tied to accounts,\\ndevices, or phone numbers.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 89\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,124,394,252],\"text\":\"Shared and public devices. Despite having limited access to\\npersonal Internet and lacking reliable personal devices, par-\\nticipants still required the Internet for everyday needs. To get\\nonline they described sharing devices with family members\\nand using public computers and Wi-Fi, for example at the\\nlibrary or at fast food restaurants. This reliance on shared\\nand public devices for Internet access is typical for users\\nwith lower incomes [25, 47] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,380],\"text\":\"Using shared and public devices, and public Wi-Fi, can\\nincrease the risk of accidentally sharing account information\\nor other data [19] . Some participants realized this was a risk\\nbut did not feel they had a choice, because they needed to\\nget online and could not afford to do so on private devices.\\nP9 explained, for example, that when she needed to check\\nher email, she would use her father's computer, even though\\nit was shared with family members:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[98,387,363,453],\"text\":\"...sometimes I use my dad's laptop to get into [my\\nemail], and my password is saved on there...and\\na lot of people use his laptop, like my sister, my\\nbrother...it's like the house laptop.\\\" (P9)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,459,394,493],\"text\":\"Similarly, P5 relied on free public Wi-Fi even though he\\nfelt it was risky:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,499,362,565],\"text\":\"\\\"I know the risks of public Wi-Fi, but I really don't\\nhave the option not to use that. I have to go after\\nthe free stuff because I can't afford the other side\\nof it.\\\" (P5)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,574,394,798],\"text\":\"Difficult to use 2FA. Unreliable access to Internet and older\\ndevices can make it more difficult to use authentication meth-\\nods in which identity is tied to a device, account, or phone\\nnumber. Our participants' experiences with two-factor au-\\nthentication (2FA) provide an example of this. 2FA is a com-\\nmonly recommended tool that can help provide users with\\nan additional layer of security for verifying their identities by\\nusing a secondary source of authentication, such as a phone\\nor a hardware token. It can be especially useful for users\\nwho are moving between shared or public devices [16] . But,\\n2FA requires a user to have reliable access to a second factor\\non which to receive a code, such as a text message sent to a\\nphone, a security key, or an app — things our participants\\nsometimes did not stably have.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,798,394,880],\"text\":\"Two participants described losing access to second factors\\nthey had set up. For example, P13 was unable to pay his mo-\\nbile phone bills, so he could no longer receive text messages\\nfrom the phone number he had set up for 2FA. This led him\\nto get locked out of his email account. He explained:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,886,363,952],\"text\":\"\\\"I had two-step verification on my phone...and I\\nstopped paying my phone bill because it was too\\nexpensive...so I can't get into my account without\\nthe two-step verification code.\\\" (P13)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,567,140],\"text\":\"Untrusted relationships\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,225],\"text\":\"Our third tough times theme focuses on the fact that partici-\\npants also sometimes found it difficult to avoid threats from\\npeople they were close to but did not trust for a variety of\\nreasons. These people included abusive partners and a wide\\nvariety of other types of relationships.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,233,747,347],\"text\":\"Intimate partner abuse. Some participants were experiencing,\\nor had experienced, intimate partner abuse. Intimate partner\\nabuse can contribute to financial insecurity [49] . Participants\\nwho were survivors of intimate partner abuse described dan-\\ngerous dynamics, including harassment, surveillance, and\\nfear of physical violence, all of which reflected dynamics\\ndescribed in prior work [8, 11, 12, 20] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,355,747,499],\"text\":\"Other untrusted relationships. Beyond the abusive partners\\nconsidered in prior work, participants also needed to interact\\nwith a variety of other types of untrusted people to whom\\nthey had ties. Some participants described romantic partners,\\nand partners' associates, who were not abusive, but who also\\nwere not trustworthy. For example, P15 was in the process of\\ndivorcing her husband. She explained that she did not trust\\nhis new girlfriend and was worried the girlfriend might have\\naccess to any emails sent to her soon-to-be ex-husband.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,499,746,578],\"text\":\"Participants also described untrusted former friends and\\nfamily members who behaved maliciously. For example, P4\\nhad a family member who stole money from her. Similarly,\\nP9 had a restraining order against a former friend who had\\nharassed her online.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,578,747,706],\"text\":\"A few participants were also in recovery for addiction.\\nThey faced the additional challenge of deciding how to deal\\nwith people they may have trusted before they got sober. P12,\\nfor example, had been sober for about a year and a half. But,\\nbefore she got sober, she had given a variety of people access\\nto her computer, \\\"People that I would get drugs from and stuff\\nlike that.\\\" After she got sober, she changed her passwords,\\nbut still worried they might have access to her accounts.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,706,747,800],\"text\":\"These types of untrusted relations could present a partic-\\nular threat of account or device compromise because they\\nhad physical access to participants' devices and knowledge\\nof participants. P10, for example, was fairly sure that her\\ncousin had been able to maliciously change information in\\nher social media account using knowledge about her:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,806,715,871],\"text\":\"\\\"I'm thinking it might have been my cousin...at\\nthe time my password was my son's name and his\\nbirth date...she might have been able to figure that\\nout pretty easily.\\\" (P10)\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,884,515,901],\"text\":\"Ongoing stress\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,904,747,953],\"text\":\"Exacerbating other challenges, participants also needed to\\ncope with ongoing stress from a variety of sources — our\\nfourth tough times theme. They had ongoing financial need,\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 89\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 7\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300319", "source_image_path": "test_data/3290605-3300319/3290605-3300319_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300319/results/output_json/3290605-3300319_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,237],\"text\":\"which is associated with a variety of negative stressors [13] .\\nIn addition, some participants faced mental health issues,\\nsuch as Post Traumatic Stress Disorder, adding to the stres-\\nsors they faced. Many participants also described relatively\\nlow levels of tech savviness. We outline how these stres-\\nsors could lead participants to deproriate S & P issues or use\\nbroad coping strategies with potentially negative impacts.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,245,395,373],\"text\":\"Difficult to make decisions or take action. Coping with S & P\\nissues can require mental energy. The design of S & P assis-\\ntance and features may assume, for example, that a user has\\nthe mental energy to make well-thought-out choices, find\\navailable options, and follow detailed advice. A user trying\\nto address an issue may need to find and follow instructions,\\nreview warnings or notices, reset a password, or contact a\\nservice provider [16] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,373,395,484],\"text\":\"However, when people are under stress, thoughtful actions\\ncan become difficult [17, 34] . Participants' ongoing stress\\ncould make S & P issues more difficult to address and lower in\\ntheir priorities, and could contribute to participants taking\\ndrastic actions to try to cope with perceived threats. One\\nshelter worker explained how important preventative actions\\ncan be deprioritized in the face of other necessities:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,488,370,601],\"text\":\"\\\"When you have all these other things you're deal-\\ning with...trying to feed your kids and figure out\\nwhere you're sleeping that night and looking for\\nwork and applying for benefits...even the simple\\nprocess of contacting your phone company to get\\nyour number changed [to prevent harassment]...goes\\nway down the list on your priorities.\\\" (SW2)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,609,395,672],\"text\":\"Coping strategies. Fear of mistakes, as well as general stress,\\ncould also lead participants to take drastic measures to try\\nto cope with perceived or actual risks, even if those coping\\nstrategies could have negative impacts.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,673,395,753],\"text\":\"Participants sometimes reset or abandoned devices or ac-\\ncounts, even if this meant they lost access to saved content,\\nlike photos, resumes, or contacts saved in an account. In\\none case, P10 abandoned an entire email provider when she\\nbelieved that her account may have been compromised:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,757,362,837],\"text\":\"\\\"When I had email [at Provider] I believe...that\\nsomebody had tried to access my information or\\ntried to get into my account. And so by then I\\nwas just over the whole [Provider] and I moved to\\n[other Provider].\\\" (P10)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,953],\"text\":\"Similarly, P14 was so scared after her computer had a virus\\nthat she asked her bank to freeze her bank account. She wor-\\nried the virus would lead to identity theft, and she could not\\nafford to lose any money: \\\"I was afraid for the little bit I had\\nin my name to be removed and put in someone else's account.\\\"\\nParticipants also sometimes avoided particular services or\\nfeatures that felt risky. Some tried to avoid online banking\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,156],\"text\":\"or shopping. For example, P4 explained that she only did\\nbanking face-to-face.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,156,747,283],\"text\":\"Some participants generally tried to avoid technology, be-\\ncause they feared it might cause harm. After P15's computer\\nhad a virus, she was scared to use technology. She explained,\\n\\\"I'm scared, so then I just only do the minimal of what I need\\nto do on the computer.\\\" More narrowly, some participants\\nsometimes turned off, or only selectively turned on, settings\\nthey felt were risky. For example, P1 explained that she kept\\nher GPS off \\\"unless I'm just GPS-ing myself somewhere.\\\"\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,294,664,310],\"text\":\"5 LIMITATIONS AND FUTURE WORK\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,315,747,553],\"text\":\"We provide exploratory results from a study performed with\\na relatively small sample of participants from SF Bay Area\\ntransitional homeless shelters. This work is not intended\\nto generalize to the needs of all people experiencing tough\\ntimes or homelessness. This study also had the standard limi-\\ntations of self-reported data, for example recall and observer\\nbias. We hope future work can expand on our findings. For\\nexample, it could focus on developing specific technology so-\\nlutions to help support people experiencing tough times (e.g.,\\npeople in transitional housing). Or, it could provide a deeper\\nunderstanding of how S & P experiences of people facing spe-\\ncific challenges might be impacted in different environments,\\nfor example through a broader sample of financially vul-\\nnerable participants or a sample recruited for more specific\\nattributes associated with financial vulnerability.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,567,525,582],\"text\":\"6 DISCUSSION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,587,747,808],\"text\":\"We seek to help technology creators prioritize and focus on\\nS&P issues that can impact financially vulnerable users. In\\nthis section, we use the tough times challenges to provide\\na framework that consolidates and clarifies how to think\\nbeyond an optimistic user vision. Based on our participants'\\nexperiences (Table 2 ), Table 3 lists how each challenge (first\\ncolumn) could impact financially vulnerable users (second\\ncolumn), and sample design considerations technology cre-\\nators can think through as they create or update S&P features\\n(third column). This can be used as an analysis tool in early-\\nstage planning and later-stage evaluation to help ensure S&P\\nfeatures are sensitive to challenges faced by financially in-\\nsecure users. In this section we also expand on some of the\\ndesign considerations.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,820,633,837],\"text\":\"Consider impacts and costs of S&P\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,747,953],\"text\":\"Based on our participants' experiences, technology designers\\ncan focus on supporting inclusive design by considering the\\npractical costs financially distressed users may encounter\\nwhen they experience, or try to address, S & P risks (see row 1,\\ncol 2 of Table 5 ). For example, limited resources can increase\\nthe practical costs of some protective actions. Freeping up\\nspace for security updates can be \\\"costly,\\\" if it requires a user\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 89\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300319/results/markdown/3290605-3300319_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[70,117,742,179],\"text\":\"Towards Effective Foraging by Data Scientists to Find\\nPast Analysis Choices\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[81,200,291,294],\"text\":\"Mary Beth Kerry\\n\\nHuman-Computer Interaction\\nInstitute, Carnegie Mellon University\\n5000 Forbes Ave\\nPittsburgh, PA 15213\\n\\nmkerry@csm.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[329,198,487,310],\"text\":\"Bonnie E. John, Patrick\\nO'Flaherty\\n\\nBloomberg L.P.\\n\\n731 Lexington Ave\\n\\nNew York, New York 10022\\n\\nbjohn1@bloomberg.net,\\npolhaferty2@bloomberg.net\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[521,200,730,310],\"text\":\"Amber Horvath, Brad A. Myers\\n\\nHuman-Computer Interaction\\nInstitute, Carnegie Mellon University\\n5000 Forbes Ave\\nPittsburgh, PA 15213\\nahorvath@cisc.cmu.edu,\\nbam@cs.cmu.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,322,141,339],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,343,395,614],\"text\":\"Data scientists are responsible for the analysis decisions they\\nmake, but it is hard for them to track the process by which\\nthey achieved a result. Even when data scientists keep logs,\\nit is onerous to make sense of the resulting large number\\nof history records full of overlapping variants of code, out-\\nput, plots, etc. We developed algorithmic and visualization\\ntechniques for notebook code environments to help data\\nscientists forage for information in their history. To test\\nthese interventions, we conducted a think-aloud evaluation\\nwith 15 data scientists, where participants were asked to find\\nspecific information from the history of another person's\\ndata science project. The participants succeed on a median\\nof 80 % of the tasks they performed. The quantitative results\\nsuggest promising aspects of our design, while qualitative\\nresults motivated a number of design improvements. The re-\\nsulting system, called Verdant, is released as an open-source\\nextension for JupyterLab.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,626,173,644],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,648,394,697],\"text\":\"• Human-centered computing $\\\\rightarrow$ Human computer in-\\nteraction (HCI); Software and its engineering $\\\\rightarrow$ Soft-\\nware creation and management;\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,708,149,725],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[68,731,394,779],\"text\":\"Literate Programming; Exploratory Programming; Data Sci-\\nence; End-User Programmers (EUP), End-User Software En-\\ngineering (EUSE)\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[420,324,552,338],\"text\":\"ACM Reference format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[420,340,747,413],\"text\":\"Mary Beth Kerry, Bonnie E. John, Patrick O'Flaherty, and Amber\\nHorvath, Brad A. Myers. 2019. Towards Effective Foraging by Data\\nScientists to Find Past Analysis Choices. In Proceedings of CHI\\nConference on Human Factors in Computing Systems Proceedings,\\nGlasgow, Scotland UK, May 4–9, 2019 (CHI 2019) . 13 pages.\",\"reading_order\":14,\"tags\":[\"author\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[420,413,649,428],\"text\":\"DOI: https://doi.org/10.1145/3290605.3300322\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,458,549,476],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,480,747,734],\"text\":\"Data analysis and machine learning models have an increas-\\ningly broad and serious impact on our society. Yet “ data-\\ndriven ” does not actually imply effective, correct or benev-\\nulent unless the humans creating these models are able to\\neffectively reason about the analysis choices they make. As\\npart of the large legal and research push for analyses and\\nmodels to be explainable, a data scientist must be accountable\\nfor their analysis choices [7] . It may help the data scientists\\nbe more aware and productive if, just as natural scientists\\nkeep a lab notebook of their experiments, they too had sup-\\nport to quickly record and reference what they already tried,\\nunder what assumptions, and with what results [27, 31] . Un-\\nfortunately the typical process of data science is a series\\nof highly exploratory and winding small code experiments,\\nmaking it very difficult in practice for a data scientist to\\nachieve a tidy overview of progress [15, 17] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,735,747,863],\"text\":\"Despite limited current support, many savvy data scien-\\ntists do take notes and use version control tools (e.g. Git)\\nto record their work [15, 17] . Another common strategy\\nis to copy all scripts, outputs, or even full computational\\nnotebooks to establish checkpoints [15, 17] . However, if a\\ndata scientist wants to answer a concrete question from their\\nprior work, such as “ why did I discard this data feature from\\nmy model? ” , they need more support, including that:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,867,747,947],\"text\":\"Req. 1) History is sufficiently complete: the experiments\\nthat led to each particular choice must have been\\nrecorded in the first place. Ideally the history should\\nkeep all relevant artifacts needed for a user to un-\\nderstand an experiment (in case reproduction is not\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,794,395,904],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,905,275,917],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,919,272,930],\"text\":\"c 2019 Association for Computing Machinery.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,932,272,945],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,947,248,960],\"text\":\"https://doi.org/10.1145/3290605.3300322\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 92\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[108,121,394,154],\"text\":\"easily feasible) including all the plots, code, tables,\\nnotes, data, etc. that were used [16] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,154,395,202],\"text\":\"Reg. 2) History is reasonably conveyed for comprehension,\\nso that the cost of tracking down an answer is not\\nprohibitive.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,214,395,325],\"text\":\"Prior studies show that data scientists do not typically save\\ntheir history at frequent-enough intervals to capture all their\\nexperimentation [15] . To address this requirement, recent\\ntools [2–4, 16] now help provide a complete or semi-complete\\nhistory by automatically capturing checkpoints of a data\\nscientist's work at regular intervals, such as every time that\\nusers run their code.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,325,395,628],\"text\":\"One important barrier against requirement 2 is that data\\nscience experimentation quickly generates a large number of\\nversions that can be too dense from which to draw informa-\\ntion. For instance, when the first author worked on coding a\\nbeginner tutorial machine learning problem, within about\\n1 hour, the code had been edited and run 302 times. Lists\\nof versions are highly susceptible to the long repetitive list\\nproblem [29] . Essentially, if there is a long list of similar vari-\\nants of the same document, it is a laborious process for the\\nuser to search through them [29] . For pure code questions,\\na Git expert user may be able to use Git b isect or blame\\nto track down where specific code changed. However for\\nvisual artifacts like plots or fuzzer questions like “ why did I\\ndiscard this data feature ” , the user is pushed into a tedious\\nbrute force search, reviewing version after version until they\\nfind the information they need. As a participant from [17]\\nput it: “ it's just a lot of stuff and stuff and stuff. ” If answering\\na quick historical question would take a disproportionately\\nlong time, a data scientist will not do it [17] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,629,395,915],\"text\":\"Previously, we built a Jupyter-Notebook-based code edi-\\ntor, Verdant [16] , in which we prototyped interactions that\\na data scientist might perform with their own history: ac-\\ntivities like reproducing outputs and comparing or viewing\\nversions of artifacts. In this paper, we investigate support\\nfor the specific challenges that data scientists face around\\nquestion-answering from history. First, we extended Ver-\\ndant to serve as a base history recording infrastructure for\\nnew history-searching designs. We significantly refined the\\nhistory recording and retrieval mechanisms to improve ef-\\nficiency (described below). To allow our designs to be eas-\\nily available to other researchers and data scientists, we\\nfreshly re-implemented Verdant to work as an extension\\nfor JupyterLab, a publicly available development environ-\\nment for Jupyter Notebooks. We then outfitted Verdant with\\nconventional search interactions, like a search bar for his-\\ntory and filters designed specifically for the context of data\\nscience activity.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,915,395,948],\"text\":\"With infrastructure to make history search possible, how\\ndo we help data scientists effectively answer questions from\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,122,747,252],\"text\":\"their history? Prior work from code foraging theory [14, 24,\\n29] has studied how programmers find useful information\\nfrom source code. Drawing from foraging research on how to\\nsignal useful information out a long list of versions, Verdant\\nprovides foraging cues like date, version previews, and diff\\nhighlighting to show the meaningful ways that various ver-\\nsions of artifacts differ [29] . The current release of Verdant,\\npresented here, includes the following contributions:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[449,257,748,465],\"text\":\"• Spatial visualizations of notebook activity over time,\\nand techniques for interacting with them.\\n• Inspector interactions, analogous to the web browser\\nstyle inspector for CSS, that allow a user to click on\\nartifacts of interest to “inspect” the history specific\\nto that artifact.\\n• A new kind of notebook document, which we call a\\n“ghost book,” which allows the user to compare full\\npast notebook versions with their current notebook.\\n• A refinement of our previous history model [16] with\\nsignificant performance improvements. We release\\nthis model as liiGit, an open-source extension for\\nJupyterLab.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,470,747,615],\"text\":\"Verdant provides all of these features, and is an open-\\nsource extension to the also open-source JupyterLab so that\\nboth researchers and the data science community can easily\\nacquire and extend these designs $^3$ . Finally, we conducted\\nan evaluation of Verdant using realistic tasks. This study\\nshowed that 15 data scientists using Verdant for the first\\ntime were able to correctly answer a median of 80 % of the\\ntasks they were given in a data science project that was\\ncompletely new to them comprised of over 300 versions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,629,662,645],\"text\":\"2 BACKGROUND & RELATED WORK\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,649,748,907],\"text\":\"Data science involves yielding insights, creating models, vi-\\nsualizing phenomena, and many other tasks that make use\\nof data. Although data scientists work with a variety of\\ntools, including spreadsheet editors and graphical visualiza-\\ntion tools, writing programs using languages like Python\\nand R is prevalent in data science due to their power and\\nthe wide availability of reusable open-source resources like\\nIPython [23] and Scikit-learn [21] . Working with data is a\\nneed that spans almost all sectors of industry and science,\\nmeaning that a \\\"data scientist\\\" can be anyone from an en-\\ngineer to a chemist to a financial analyst, to a student [12] .\\nIn our research we focus specifically on the creation and\\nprototyping parts of a data science workflow (as opposed to\\nmaintenance or dissemination [12] ), and thus focus our tool\\ndesign work on computational notebooks, which are widely\\nused by millions of data scientists for this purpose [1, 18] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,931,618,947],\"text\":\"$^{1}$Verdant: https://github.com/mkery/Verdant\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 92\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"sec_2\",\"bbox\":[68,122,217,138],\"text\":\"Foraging in source code\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,142,394,367],\"text\":\"Information foraging theory (IFT), developed by Pirolli and\\nCard [25] , stems from the biological science concept of op-\\ntimal foraging theory as applied to how humans hunt for\\ninformation. IFT includes certain constructs adopted from\\noptimal foraging theory: predators correspond to humans\\nwho are hunting for information, their prey . They perform\\nthese hunts in parts of the UI, called patches . In the context\\nof foraging in software engineering, the programmer is the\\npredator, the patch is an artifact of the environment which\\ncan vary from a single line of code to a generated output or\\na list of search results, and the piece of information that the\\nprogrammer is looking for is the prey. A cue is the aspect\\nof something on the user's screen that suggests a particular\\nplace that they should look next.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,367,394,526],\"text\":\"IFT has been applied to source code foraging in a variety\\nof domains including requirements tracing, debugging, in-\\ntegrated development environment (IDE) design, and code\\nmaintenance [11, 19, 20, 22, 24] . The design of our tool builds\\nupon this work by taking into account design implications\\nfor how programmers forage for information [12, 19, 22]\\nby providing specific foraging cues such as dates, previews,\\nand diff highlighting. We apply this theory to a new set\\nof users, data scientists, and base our experiment design on\\nprior foraging experiment designs [29] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,557,275,575],\"text\":\"Version control and collaboration\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,579,394,740],\"text\":\"Version control and collaboration tools for data science pro-\\ngramming are a growing focus of both research and industry.\\nAlthough \\\"data science\\\" is a relatively new term, the practice\\nof exploratory programming with data is long established\\n[12] and prior work has found that data scientists underuti-\\nlize traditional versioning tools like Git [15] . Collaboration\\nin data science tasks is made more difficult by the number\\nof code and non-code artifacts involved in experimentation,\\nwhich are onerous to diff or merge in a traditional code\\nversioning system like Git [1] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,740,394,867],\"text\":\"In recent work, Google's Colaboratory project [5] avoids\\nthis software engineering flavor of versioning altogether by\\nproviding a notebook environment in which multiple collab-\\norators can simultaneously edit a computational notebook,\\nmuch like a Google Doc [6] . Although a gain for real-time\\ncollaborative data science, this is a different focus from our\\ncurrent research, where we concentrate on helping data sci-\\nentists understand past experimentation.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,866,394,947],\"text\":\"Research projects like Variolite [15] , our prior version\\nof Verdant [16] , Azurite [32] , and ModelTracker [8] have\\nall focused on helping programmers track their exploratory\\nwork. The distinction of our current work is that we are\\nfocused on foraging and finding.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,121,635,138],\"text\":\"3 DESIGN USE CASE OVERVIEW\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,142,746,207],\"text\":\"Given the breadth of data science tasks, we first analyzed\\navailable data on specific questions data scientists have artic-\\nulated that they want to understand from their history [17] .\\nWe used these data to map out use cases to guide our design:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[443,209,747,401],\"text\":\"(1) A data scientist is working alone with their final\\nresults as the deliverable. Over a long period of\\nwork, they use history as a memory aid to check\\ntheir intermediary results.\\n(2) A data scientist is communicating their in-progress\\nexperimentation to a colleague. For instance, an\\nanalyst is using history to justify a model to her\\nboss.\\n(3) History is sent along with a data science notebook\\nfor process transparency. For instance, a professor\\ncan use history to understand how a student got to\\na specific result on an assignment.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,403,746,500],\"text\":\"For now, the collaborative examples above still assume\\nhistory is coming from a single data scientist. Given the new\\ninteraction space and the still understudied area of collabo-\\nrative data science, we argue starting with exploring how an\\nindividual data scientist can navigate history is a important\\nfirst step.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,512,685,528],\"text\":\"4 DESIGN FOR VERSIONING ARTIFACTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,532,747,947],\"text\":\"For the current release of Verdant, we created a version\\nmodel, called lilGit , based on Git [9] , the near-ubiquitous\\nversion control tool for software engineering. Each file in a\\ndirectory for which Git is responsible is called a \\\"blob\\\", and\\neach blob has its own history via a series of file-copies stored\\nin the hidden .git directory. What this means in practice is\\nthat a software developer can quickly access their history at\\ntwo levels of granularity: the list of commits that constitute\\nthe history of the entire project, or just the versions specific\\nto when a particular file was changed. The fundamental as-\\nsumption that Git makes is that the software developer's arti-\\nfacts of interest are their code files and the commit messages.\\nHowever, this assumption breaks down for data scientists –\\nin a computational notebook, for instance, the document is\\nfilled with crucial artifacts like snippets of code, formatted\\n\\\"markdown\\\" text around the code, and visual output like\\ncharts and graphs that constitute individual analyses. To\\nanswer a fine-grained question about a code snippet may\\nbe done with Git using various combinations of Git blame,\\ngrep, pickaxe, and log, all of which have their drawbacks,\\nsuch as producing many duplicate versions (grep) or not\\naccounting for a snippet moving around in the file (blame).\\nNone of these commands are particularly easy to use, and\\ntypically fail on any kind of non-textual artifact, like a plot\\nor chart. Thus, to give data scientists the same level of con-\\nvenience that software engineers experience with Git, lilGit\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 92\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_3_figure_002.png\",\"bbox\":[75,124,386,219],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays a hierarchical list or tree diagram titled \\\"Notebook Artifact.\\\" It branches into three sub-items: \\\"Markdown Cell Artifact,\\\" \\\"Code Cell Artifact - Code Snippet Artifact*\\\", and \\\"Output Artifact.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[67,236,394,340],\"text\":\"Figure 1: Artifacts types in lilGit. The notebook artifact is\\na singleton for the entire document. Each cell has it's own\\nartifact and Code cells are further broken down into code\\nsnippets. Code snippets correspond to the abstract syntax\\ntree (AST) structure of their parent code cell. Thus they have\\ntypes, like function declaration or Boolean and can have\\nmany child snippet artifacts according to the AST structure.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_3_figure_004.png\",\"bbox\":[70,368,423,410],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A table presents two rows of text. The first row contains \\\"Notebook saved\\\" and \\\"Notebook loaded\\\", while the second row lists \\\"Cell run\\\", \\\"Cell deleted\\\", \\\"Cell added\\\", and \\\"Cell moved\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[68,423,394,456],\"text\":\"Figure 2: Events are JupyterLab UI actions that iiIGit listens\\nto. Received events trigger iiIGit to update its history data.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,495,394,528],\"text\":\"builds upon our prior model in [16] and Git to work at a\\nfine-grained level.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,528,395,735],\"text\":\"Artifacts in lilGit are a hierarchical grammar shown in Fig.\\n1 , that breaks down a computational notebook artifact into\\nsmaller and smaller artifacts, down to low-level code snippet\\nartifacts, such as a single parameter value. For code artifacts,\\nwe rely on an Abstract Syntax Tree (AST) representation of\\nthe code to form the hierarchy. Just like each blob in Git has\\nits own history, each artifact holds a list of its own history\\ncomprised of a mix of raw visual/textual data and pointers to\\nversions of child artifacts. For instance, to recreate the state\\nof a code cell artifact at a certain point in time, lilGit would\\nre-create the exact code from all the code cell's child artifacts.\\nThis hierarchical approach prevents most duplicates so that\\na user can easily access unique versions of any artifact.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,735,395,832],\"text\":\"This tree history structure is is saved in a single JSON file\\ncalled foo_1pyhistory which sits next to the user's Jupyter\\nnotebook file foo_1pynotebook . The benefit of history in\\na single file is that it is easily portable: a data scientist can\\nchoose to share their notebook either with or without their\\nhistory file.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,846,202,864],\"text\":\"Versioning procedure\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,866,423,948],\"text\":\"Step 1. Notebook is loaded. Open the notebook's .ipynb file\\nif it exists, and check to see if the last recorded ver-\\nsion of the notebook matches the current notebook.\\nIf not, use the resolve algorithm (steps 4-6) to create\\nor update the history model.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,120,746,169],\"text\":\"Step 2. User makes an edit. Pick the most specific possible\\nartifact that the user edited and mark it with a ★.\\nThis marks the artifact as potentially changed.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,169,747,219],\"text\":\"Step 3. Notebook-level event. An event such as a run or\\nsave (all listed in Fig. 2 ) occurs, which triggers the\\nsave of a new version to begin in steps 4-6.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,219,746,265],\"text\":\"Step 4. Resolve. For each artifact that is marked with a\\n★ , estimate whether it has changed using a simple\\ntextual equals:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[467,266,746,297],\"text\":\"(a) If no change, remove the ★, which will remove\\nthe artifact from further consideration.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[467,298,557,315],\"text\":\"(b) Otherwise:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"list\",\"bbox\":[496,315,747,534],\"text\":\"(i) Generate the new artifact entry in the\\nhistory. If the artifact is code, process the\\nnew code through a custom parser that\\nuses Python 3's built-in AST module to\\ngenerate a new artifact tree.\\n(ii) Match the new artifact against the old\\none. For code, this again requires program\\nanalysis using features like type, position\\nin the AST, and string distance to esti-\\nmate the pointers between the old code\\nartifact tree to the new one. Any child-\\nartifacts that the matching decides are ei-\\nther changed or new are marked with a\\n.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,534,748,649],\"text\":\"Step 5. Commit. Starting from the leaves of the artifact tree\\nfor the entire notebook, all artifacts marked with a\\n★ have a new version permanently recorded. Next,\\nthe parents of those nodes, traversing up the tree to\\nthe notebook artifact, have new versions committed\\nto account for the new changes in their children.\\nFinally all ★ markers are removed.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,649,750,681],\"text\":\"Step 6. Save to file. Write the new model to the .iphistory\\nfile as the latest version of the user's work.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,685,747,751],\"text\":\"With this process running in the background of the user's\\nnotebook session, Verdant's user-facing interfaces receive\\nupdates from this history model to display the user's history,\\nas discussed next.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,764,706,781],\"text\":\"5 DESIGNING FOR IMPROVED FORAGING 2\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,785,746,833],\"text\":\"Three tabs top the current design of the Verdant sidebar (Fig.\\n3 at A, B, C), each supporting a different foraging strategy\\nusers can employ to answer their questions.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,833,747,883],\"text\":\"First, the Activity tab (open in Fig. 3 ) visualizes history\\nshown by time and event so that the user can forage based\\non their memory on when and where a change occurred. A\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,905,746,946],\"text\":\"$^{*}$Verdam's UI has evolved through many design iterations. The latest\\ndesign is shown in the figures and discussed in the text unless otherwise\\nsaid.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 92\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1012],\"text\":\"Page 4\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,123,394,282],\"text\":\"temporal representation of history is core to many other his-\\ntory tools like a conventional undo pane or a list of commits\\nin Git. Second, the Artifacts tab organizes history per artifact\\nso that a user can forage based on what artifact changed and\\nhow a certain artifact evolved over time. Third, the search\\ntab offers a structured search through text queries and filters,\\nwhich is useful when the users have a search keyword in\\nmind or when their memories of when or where to start\\nlooking for an answer to their question are less precise. Each\\ninterface is next described in detail.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,303,336,321],\"text\":\"When? Where? Foraging in the Activity tab\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,324,394,467],\"text\":\"Consider a use case where a data scientist has been iterating\\nfor a few hours on code for a regression, and asks “ what are\\nthe beta values from the regression I ran earlier today? ” [17] .\\nEach artifact version in Verdant is tied to a global-level event\\nthat triggered it, e.g., a run or save of the notebook (Fig. 2 ).\\nThese are displayed in the Activity tab as a chronologically\\nordered stream of events (Fig. 3 ) so that the user can visually\\nscan down to the rough date and time that constitutes “ earlier\\ntoday ” .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,468,394,579],\"text\":\"A second global level of referencing time is the versions\\nof the notebook artifact (shown as #55, #54..., in Fig. 3 ). If\\neach event were to have its own row in the stream, the user\\nwould need to scroll a long way to get a notion of what had\\noccurred within just a few minutes. To give the visualization\\na bit denser information yield for foraging, all events that\\nshare the same notebook version are chunked into the same\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,419,746,514],\"text\":\"row (e.g., #53 at Fig. 3, E). Additionally, run events that\\noccur in non-overlapping cells within in the same 60 seconds\\nare recorded onto the same notebook version. This slightly\\nreduces the granularity of notebook versions, but allows the\\nuser to see activity at a glance by minute, rather than by\\nseconds.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_4_figure_007.png\",\"bbox\":[412,115,751,331],\"reading_order\":7,\"tags\":[],\"alt_text\":\"The image displays a user interface, likely for a code or data processing environment, split into two panels. Both panels list \\\"runs\\\" with timestamps and associated visual patterns, such as small bar charts, lines of 'm' and 'c' characters, or grids of colored squares. The left panel shows specific run details like \\\"cell cut\\\" and \\\"++4 edits\\\" for a selected run, alongside \\\"VIEW NOTEBOOK\\\" buttons for other runs.\"},{\"label\":\"figure_cap\",\"bbox\":[421,340,745,386],\"text\":\"Figure 4: Six design explorations of color, shape, and infor-\\nmation content to summarize notebook activity. The final\\ndesign is shown in Fig. 3\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,515,746,579],\"text\":\"Minute by minute we serve to spot recent activity, but a\\ndata scientist looking for \\\"earlier today\\\" will likely not recall\\nthe exact minute something occurred. However, a user might\\nknow where in the notebook they were working. Perhaps\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_4_figure_010.png\",\"bbox\":[64,589,749,842],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This image displays a Jupyter notebook interface, showing Python code for data loading and inspection. On the left is an activity history panel listing recent actions like runs, saves, and cell modifications. The main section features a Python script that uses pandas to read a CSV file into a DataFrame called `home_data`, followed by code to extract and display the first few entries of the 'SalePrice' column.\"},{\"label\":\"figure_cap\",\"bbox\":[68,853,746,942],\"text\":\"Figure 3: The history tab opens the sidebar for Verdant containing three tabs: Activity (A), Artifacts (B & Fig. 5), and Search\\n(C & Fig. 7). The Activity tab, shown open here, displays a list of events. A date (D) can be opened or collapsed to see what\\nhappened that day. Each row shows a version of the notebook (e.g. version #55) with a text description and visual minimap.\\nThe minimap shows cells added in green (see G) and deleted in red (F). In (E), a cell was edited and run (in blue), and the\\nfollowing cells were run but remained the same (in grey). The user can open any version (e.g., #53, H & Fig. 8) in a ghost\\nnotebook tab for quick reference.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 92\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,122,395,697],\"text\":\"the answer lies during a time when many cells were added\\nto the end of the notebook, or during a time when several\\ncells in the middle were being edited and consolidated. We\\nexplored many designs to succinctly visualize where in the\\nnotebook activity occurred, so that a user may rely on spatial\\nfamiliarity with their own work to visually rule out entire se-\\nries of activity where irrelevant areas of the notebook were\\nedited (Fig. 4 ). Although it might be tempting to display\\ntextual labels, as in the top left of Fig. 4 , cells in a Jupyter\\nNotebook are (currently) anonymous. The bracketed num-\\nbers to the left of cells in Jupyter notebooks (Fig. 3 ) are not\\nstable and change as cells are added, deleted, or moved over\\ntime. To overcome these problems with names and to pro-\\nvide a tighter visualization, we were inspired by both a kind\\nof tiny inline plot popularized by Tufte, called a sparkline\\n[30] , and a variation on a common code editor navigation vi-\\nsualization called a minimap $^3$ . A conventional code minimap\\nshows a miniature shape of the code file with colorful syntax\\nhighlighting so that a user can click based on spatial memory\\nof where something occurs in their file, rather than reading\\nexact lines. Prior work has suggested that notebook naviga-\\ntion limits the typical maximum number of cells in people's\\nnotebooks to roughly 60 [17, 26] and so we explored various\\naspects of shape, color, textual content, etc., to summarize\\nkey information at a glance, that would smoothly scale up\\nto 60 cells (Fig. 8 ). In Verdant's final minimap design, the\\nnotebook is flipped counter-clockwise to show the series of\\ncells horizontally to conserve space. Each series of vertical\\nlines after the notebook version number represents the entire\\nnotebook at that point in time. Each vertical line represents\\na cell and a taller bold line indicates activity: blue for cell\\nedits, green for cell creation, red for cell deletion, and grey\\nfor running a cell without editing it. This representation\\nmakes it easy to spot such common cues as where cells have\\nbeen added, or which portion of the notebook has undergone\\nsubstantial editing.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,710,326,727],\"text\":\"What? How? Foraging in the Artifacts tab\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,730,394,890],\"text\":\"Consider the case where the artifact is still in the current\\ndocument, but has been changed since the older version the\\ndata scientist is looking for. Like preceding systems Variolte\\n[15] , juxtapose [13] and the first version of Verdrant [16] ,\\nwe assume that allowing a user to directly manipulate the\\nartifact in question is the fastest way for them to start forag-\\ning for an alternative version of that artifact. In Fig. 5 , the\\nArtifacts tab summarizes each cell artifact of the notebook\\nusing a single line, along with the number of versions it has\\nhad, for a quick way to see the cell histories, much like a\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,627,747,947],\"text\":\"table of contents. However, it may well be that a user is\\ninterested in a finer-grain artifact, such as the relationship\\nbetween a certain parameter's values and an output. An-\\nother complication is that code snippet artifacts and output\\nartifacts can move from one cell to the next if the user re-\\norganizes the notebook, such that the full history of a code\\nsnippet artifact might not be contained in the history of just\\none cell. To address these challenges, we look to a design\\npattern from another context where there is a rich relational\\ndocument full of sub-components each with its own sets of\\nproperties: a web page. With a browser's style inspector , a\\ndeveloper can simply point to any element or sub-element\\non the active web page, and a browser pane then displays\\nits style properties. This inspector interaction is tried and\\ntested across all modern web browsers. We mimic this with\\na history inspector button (Fig. 5 , A) that allows a user to\\npoint to any artifact in their notebook. Once a user clicks\\non an artifact using either the table of contents (Fig. 5 , D) or\\nthe inspector interaction, Verdrant provides a list of unique\\nversions of that artifact (Fig. 6 ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_5_figure_006.png\",\"bbox\":[455,122,711,454],\"reading_order\":6,\"tags\":[],\"alt_text\":\"The image shows a user interface with \\\"Activity\\\" and \\\"Artifacts\\\" tabs, where the \\\"Artifacts\\\" tab is selected. Below the tabs, a list displays \\\"artifact\\\" names or code snippets alongside a \\\"versions\\\" count. Key elements include the \\\"artifact\\\" column header (B), the \\\"versions\\\" column header (C), the \\\"houses.ipynb\\\" artifact with 55 versions, and a code snippet \\\"import pandas as pd # Path of\\\" with 3 versions (D).\"},{\"label\":\"figure_cap\",\"bbox\":[421,469,746,587],\"text\":\"Figure 5: The Artifacts tab's table of contents view shows a\\nsummary table. To the left (B) is a preview of the notebook\\nand each cell in the notebook. To the right (C) is the num-\\nber of versions that artifact has. For instance, the 2nd cell\\n(D) has 3 versions. Using the inspector button (A), the user\\ncan select any artifact from their notebook, including code\\nsnippets and output not summarized here, to see the detail\\nview in Fig. 6 .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,906,394,945],\"text\":\"7 The exact origin of code minimap is unclear, but most modern code editors\\nhave a plugin for it, e.g. Atom's minimap package https://atom.io/packages/\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 92\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 6\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_6_figure_002.png\",\"bbox\":[79,115,379,430],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays a user interface element with code snippets and an output visualization. Two versions of Python code for sorting values are shown, with V2 introducing an `ascending=False` parameter. The output is a heatmap representing a correlation matrix between numerous features such as 'Id', 'LotFrontage', and 'OverallQual', with a color scale ranging from 0.2 to 1.0.\"},{\"label\":\"figure_cap\",\"bbox\":[68,442,394,559],\"text\":\"Figure 6: The Artifacts tab showing versions of an assign\\nstatement within a code cell (A). Each version is labeled with\\na unique version # and the notebook version it came from\\n(B). Below the code versions are shown all versions of out-\\nput (D) that were produced at the same time as those code\\nversions. The user can use the inspector button (C) to select\\na different artifacts in their current notebook, which will\\nswitch the detail view to the selected artifact.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,589,299,606],\"text\":\"Searching with cues in the Search tab\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,610,395,833],\"text\":\"Imagine that a data scientist is looking for all tables that\\nincluded a column named \\\"Garage\\\" generated within the last\\nweek. If that output is no longer in the notebook, the user\\nwill not be able to point to it in the Artifact tab. The Search\\ntab is meant to give users a start when foraging for elements\\nno longer contained in the notebook by searching backwards\\nthrough the history [32] . By searching for \\\"garage\\\" (Fig. 7 ),\\nthe user receives a list of the matching versions of artifacts.\\nWe explored showing all results from all artifact types sorted\\nchronologically, but this led to a glut of information for\\nthe user to scroll through, and did not perform well in the\\nevaluation (below). Thus, the Search results are now chunked\\nby artifact type and by artifact ID (Fig. 7 ) to lower the amount\\nof reading and scrolling required.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,846,302,863],\"text\":\"Resurrecting full revisions for context\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,867,395,947],\"text\":\"Although our design criteria for the history tabs in Verdant\\nwas to boil down information into small pieces for quick\\nreference, more extended context is needed to answer some\\nquestions. If a data scientist wants to ask “ what data was\\nused to generate this plot? ” the code importing the data and\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,532,747,850],\"text\":\"how it was transformed to generate that plot may be spread\\nacross multiple locations in the notebook. Although using\\nthe Artifacts tab, the user can view the detailed history of any\\nartifact of cell/output size or smaller, we provide a different\\nUI for notebook artifact versions, called a ghost notebook.\\nThis view allows the user to visualize a prior full notebook,\\nand also shows the context of how specific smaller artifact\\nversions are related to each other in that notebook. As shown\\nin Fig. 8 , the ghost notebook is immutable, highlights where\\nchanges were made in that notebook version (Fig. 8 . D),\\nand has a different background color from the user's active\\nJupyter notebook to avoid accidentally confusing the two.\\nThe two notebooks can be viewed side-by-side, allowing the\\nuser to compare the older ghost notebook to their current\\nnotebook. The user can also open multiple ghost notebooks\\nto compare across multiple historical states. An example use\\ncase for this would be to compare versions of a code file side\\nby side [10] to figure out \\\"what changed?\\\" between an earlier\\nworking version of the notebook and one that contains a\\nbug.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_6_figure_009.png\",\"bbox\":[447,118,716,435],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A search interface shows \\\"garage\\\" entered in a search bar, with filter options for \\\"Activity\\\" and \\\"Artifacts\\\". Expanded search results display \\\"output\\\" artifacts, including \\\"4 VERSIONS OF OUTPUT 5\\\" and a preview of a table. The table highlights \\\"garageCars\\\" in its header, showing associated numerical data.\"},{\"label\":\"figure_cap\",\"bbox\":[419,444,747,505],\"text\":\"Figure 7: Searching for \\\"garage\\\" (A). The user can use op-\\ntional filters (B). The results are categorized by artifact type\\n(C). Each match is further organized by artifact. Here, 4 of\\nthe 9 matches are versions of a table Output 5 (D).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,850,747,947],\"text\":\"In addition, the ghost book has a toggle (Fig. 8 , C) to\\nshow or hide cells unaffected by the edits and runs in this\\nversion. This allows users to hide the vast majority of cells in\\na long notebook and focus their attention on the differences\\nin this ghost book. Note that cells are still marked as affected\\nwhen they are run and compute a value different than the\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 92\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300322", "source_image_path": "test_data/3290605-3300322/3290605-3300322_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300322/results/output_json/3290605-3300322_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300322_pdf_shortened_page_7_figure_002.png\",\"bbox\":[67,118,748,290],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays a three-panel user interface for managing notebook versions. The left panel shows an activity log with different notebook versions and timestamps, with version #104 highlighted. The middle panel presents a code cell from `houses.ipynb` defining `home_features`. The right panel is a diff view of version #104, highlighting a modification where 'Fireplace' was added to the `home_features` list.\"},{\"label\":\"figure_cap\",\"bbox\":[69,300,746,362],\"text\":\"Figure 8: This notebook has about 60 cells. The user clicks a row (A) for version # 104 of the notebook in the activity tab, and\\na Ghost Notebook (B) opens that shows the full details of the notebook at version # 104. To make it easier to see the changes,\\nthe Notebook has a toggle button to show all cells, or only cells that were run or affected during that version (C). At (D), a\\nconventional diff notation shows characters that were deleted in red, and in green characters that were added in that version.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,383,394,462],\"text\":\"previous execution of that cell, even if their code was not\\nedited. For example, editing one cell to change a variable's\\nvalue might dramatically change a graph output produced\\nby a subsequent cell even if the subsequent cell's code was\\nnot edited.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,475,263,492],\"text\":\"6 EVALUATION OF VERDANT\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,496,394,657],\"text\":\"The primary goal of our evaluation was to gather data about\\nhow the features of Verdant assist or hinder data scientists in\\nperforming realistic foraging tasks. We had received positive\\nfeedback about our ideas from data scientists throughout the\\ndesign process, so in this evaluation we sought task-based\\nbehavioral data to confirm or refute those positive opinions,\\nand provide guidance for redesign. As Verdant is an exten-\\nsion to JupyterLab, we coordinated closely with the Jupyter\\nProject and ran our study at their JupyterCon2018 confer-\\nence. JupyterCon annually gathers a concentrated group of\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,383,746,447],\"text\":\"data scientists, from a variety of sectors, with experience\\nin computational notebooks, providing an opportunity to\\ncollect data from professionals with a range of experience in\\na short period of time.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,459,667,477],\"text\":\"Challenges and Limitations of the Study\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,480,746,543],\"text\":\"A conference setting presents considerable challenges to\\ntesting a complex tool intended for long-term use by expert\\nusers on their own code. Table 1 lays out these challenges\\nand our approach to addressing them.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,543,747,657],\"text\":\"A major difference between the primary use of a history\\ntool, i.e., querying previous versions of your own code, and\\nwhat we can study at a conference, is that we had to ask par-\\nticipants to find things in another person's code. Examining\\nother people's code does happen in the real world, e.g., a\\nmanager of data scientists told us that he would find Verdant\\nuseful for understanding his employees' thought processes,\",\"reading_order\":10,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[241,669,572,686],\"text\":\"Table 1: Constraints of Testing in a Conference Setting\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[83,703,730,942],\"text\":\"
Data scientists in the real world...Conference attendees...Study design to address limitations
Work on code for hours, days, or weeks.Have a maximum of 30 minutes between conference events.Following [22], we created a substantial notebook. Participants were not asked to write code.
Can take weeks to become skilled with the features of an advanced tool.Have no prior experience with the tool.We created a short tour of the tool's features.
Would use tool for their own code, aided by their own memories of their work.Have no prior exposure to the code we presented to them.We based the code on beginner tutorials in a simple domain (house sale data).
Have complex, idiosyncratic questions and understand results specific to their own work.Have no knowledge of what questions are important for this code. Cannot create questions or necessarily recognize the answers.We based questions on prior data [12], substituting explicit goals for what an author would be able to recognize, e.g., a picture of the chart to find.
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"This is a three-column table comparing characteristics of \\\"Data scientists in the real world...\\\" and \\\"Conference attendees...\\\" with corresponding \\\"Study design to address limitations\\\". Each row details a specific difference, such as time spent on code or prior experience, and how the study accounted for it.\",\"figure_path\":\"tables/3290605-3300322_pdf_shortened_page_7_tab_12.png\"},{\"label\":\"foot\",\"bbox\":[70,996,120,1013],\"text\":\"Paper 92\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 8\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300322/results/markdown/3290605-3300322_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,46,157,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,45,743,59],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[68,119,745,181],\"text\":\"Implicit Communication of Actionable Information in\\nHuman-AI teams\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[222,195,593,243],\"text\":\"Claire Liang, Julia Proft, Erik Andersen, and Ross A. Knepper\\n\\nDepartment of Computer Science, Cornell University\\ncyl48@cornell.edu.jtproft,eland.rakj@cs.cornell.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,254,140,269],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,274,396,610],\"text\":\"Humans expect their collaborators to look beyond the ex-\\nplicit interpretation of their words. Implicature is a com-\\nmon form of implicit communication that arises in natural\\nlanguage discourse when an utterance leverages context to\\nimply information beyond what the words literally convey.\\nWhereas computational methods have been proposed for\\ninterpreting and using different forms of implicature, its role\\nin human and artificial agent collaboration has not yet been\\nexplored in a concrete domain. The results of this paper pro-\\nvide insights to how artificial agents should be structured to\\nfacilitate natural and efficient communication of actionable\\ninformation with humans. We investigated implicature by\\nimplementing two strategies for playing Hanabi , a cooper-\\native card game that relies heavily on communication of\\nactionable implicit information to achieve a shared goal. In\\na user study with 904 completed games and 246 completed\\nsurveys, human players randomly paired with an implec-\\nture AI are 71 % more likely to think their partner is human\\nthan players paired with a non-implicature AI. These teams\\ndemonstrated game performance similar to other state of the\\nart approaches.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,620,172,637],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,641,395,704],\"text\":\"• Human-centered computing → User studies; Collab-\\norative interaction; Empirical studies in HCI; Empirical\\nstudies in collaborative and social computing; Web-based in-\\nteraction;\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,715,150,731],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,736,395,769],\"text\":\"Collaboration, Games/Play, Empirical study that tells us\\nabout people\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[420,255,555,269],\"text\":\"ACM Reference Format:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,270,747,355],\"text\":\"Claire Liang, Julia Proff, Erik Andersen, and Ross A. Knepper. 2019.\\nImplicit Communication of Actionable Information in Human-AI\\nTeams. In CHI Conference on Human Factors in Computing Sys-\\ntems Proceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland, UK .\\nACM, New York, NY, USA, 13 pages. https://doi.org/10.1145/3296605.\\n3300325\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,373,549,390],\"text\":\"1 INTRODUCTION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,395,747,554],\"text\":\"An important area of human-computer interaction research\\ninvolves enabling collaborative behavior for artificial agents\\nworking in close partnership with humans. Teamwork re-\\nquires communication for planning and coordination, and\\nthe content communicated during this form of coordina-\\ntion is complex and multifaceted. In particular, a significant\\namount of communication in human groups goes through\\nnon-explicit channels [73] . These channels can range from\\nnon-explicit verbal statements to other means as subtle as\\neye gaze or gesture [71] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,554,747,681],\"text\":\"The impact of implicit communication is ubiquitous. It can\\nbe found in applications from robot motion [25] to language\\ninput [84] . In many domains involving teamwork, implicit\\ncommunication is vital for good performance. In order to\\nbe effective partners and integrate well with human teams,\\n robots and AIs need to understand and generate this kind of\\nactionable implicit communication that results from actions\\nbeing situated in context [9, 18, 27] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,681,748,953],\"text\":\"One area in which implicit communication is particularly\\nimportant is human-AI interaction in video games. While\\nthere has been significant progress in creating AIs that can\\nplay games such as chess [16] and Go [78] , AIs are still aca-\\npable of playing many kinds of games because they cannot\\neffectively deal with social elements [64] . For example, con-\\nsider the cooperative card game Hanabi . In this game, players\\nmust cooperate to play a set of cards in a certain order. Each\\nplayer can see all of the other players' cards, but they cannot\\nsee their own. Although players need to inform other players\\nabout what cards they should play, they are prohibited from\\ncommunicating anything other than direct facts such as “ this\\ncard is red ” . Therefore, in this highly restricted communica-\\ntion space, players routinely use direct facts to communicate\\nactionable intent implicitly , such as saying “ this card is red ”\\nto convey the action “ play this card now ” [61] . Capturing\\nimplicit information of this form is crucial for designing AIs\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,779,392,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,886,273,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,900,392,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,925,264,953],\"text\":\"ACM ISBN 978-1-4503-5790-2/19-03...$15.00\\nhttps://doi.org/10.1145/3290605.3300325\",\"reading_order\":20,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,997,120,1012],\"text\":\"Paper 95\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,743,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,189],\"text\":\"that can collaborate with humans in many HCI scenarios\\nsuch as playing these kinds of games. However, implicit com-\\nmunication is rarely incorporated into AI design, effectively\\nomitting a large component of team game experiences.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,395,332],\"text\":\"Previous work in building AIs that can collaborate with\\nhumans, both for Hanabi [26, 60] and for other games [77] ,\\nhas generally centered on modeling teammates' mental states\\nand exhaustively searching all potential states. However,\\nthese approaches are inefficient. Furthermore, although the\\nartificial agents resulting from these approaches perform\\nwell when playing against each other, they reason in a way\\nthat most human players do not, resulting in interactions\\nthat are insufficiently natural.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,395,491],\"text\":\"Modeling implicit communication is difficult because it is\\nhard to generalize a set of principles that transcends domain\\nand context. For our study, we draw inspiration from the\\nfield of pragmatics in linguistics in order to interpret and\\nmake use of implicit communication in human conversation.\\nSpecifically, this paper takes a step towards this goal by\\nusing a type of implicit communication called conversational\\nimplicature [33] . Our key insight is that in a teamwork setting\\nsuch as Hanabi , implicit communication typically focuses on\\nconveying actionable information.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,395,810],\"text\":\"In this paper, we detail the landscape of communication for\\nteamwork and subdivide the communicated content into dif-\\nferent categories of implicit communication. We take a prin-\\ncipled approach to studying effective modes of information\\ntransfer among teammates by investigating two methods of\\ncommunicating information. We provide a computational\\napproach to the theory of implicature by using Gricean max-\\nims and describe an AI that we built that uses these strategies\\nto play the cooperative card game Hanabi . We conducted a\\nstudy in simulation comparing the AI that uses implicit com-\\nmunication strategies to a baseline AI that only uses explicit\\ncommunication; the results of this study demonstrate that\\nthe former AI consistently outperforms the latter. Using an\\nonline interface of our design, we conducted a user study in\\nwhich users completed 904 games and 246 follow-up surveys.\\nFrom this study we found that the AI that used implicit com-\\nmunication performed comparably with other state of the\\nart Hanabi AI in terms of game score, but human teammates\\nwere 71 % more likely to believe that their partner was human\\nwhen playing with an AI that used implicit communication.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,852,197,869],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,938],\"text\":\"In our work, we employ actionable implicit communication\\nas a hint-giving strategy in Hanabi . Aspects of implicit com-\\nmunication, though not always actionable, arise in research\\nin many fields. We survey its forms and applications here.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,125,630,141],\"text\":\"Forms of Implicit Communication\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,286],\"text\":\"There exists a rich body of work that explores how commu-\\nnication can establish varying forms of shared context or\\ncommon ground. Ways to reach consensus about context\\nrange broadly from demographic information about partic-\\nipating agents [46] to converging on an understanding of\\ngame playing strategy for multiplayer online battle arena\\ngames [47] . Many of these areas refer to a form of implicit\\ncommunication, often verbally-restricted or entirely non-\\nverbal, to reach these consensuses.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,286,747,542],\"text\":\"One form of implicit communication that has been ex-\\nplored in the realm of emotional understanding is affective\\ngrounding , which tends to focus on converging on a shared\\nknowledge or understanding of mental state [42] in regard\\nto an agent's internal emotional state. Another area in which\\nimplicit communication is crucial is tacit coordination . Tacit\\ncoordination is focused on establishing consensus about ex-\\npected behavior and responsibilities of others on a team\\nwhen working to achieve a shared goal [20] . It is cited as\\nan important factor in scenarios from team dynamics for\\nmultiplayer game team coordination [88] to effectiveness of\\ncrowdsourced teams in achieving tasks [91] . Some means\\nof communication for tacit coordination in these contexts\\nare explicit, but there are others, such as use of an annota-\\ntion system in distributed multiplayer games, that are highly\\ncontext-dependent and implicitly communicated [1] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,541,747,735],\"text\":\"Linguistics literature describing the phenomenon of con-\\nversational implicature [11, 35, 37, 38, 51, 67] originated with\\nGrice [33] . Work in natural language processing has sought\\nto build artificial agents able to generate and understand\\nutterances containing implicature. Generalizable techniques\\nare difficult to put into practice in a computational system\\ndue to dependency on context representation [72] . More\\ntractable techniques isolate specific and far more restricted\\ntypes of implicature, such as the technique proposed for\\nscalar implicature [31] . The full complexity of the implicature\\nunderstanding and generation problems has been explored\\nas well [84] but remains intractable.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,752,668,770],\"text\":\"Foundations of Implicit Communication\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,773,747,951],\"text\":\"The mechanism of implicit communication, including impli-\\ncature, leverages context to allow messages to convey more\\ninformation content than the raw message contains. This is\\npossible because actions (the messages) are interpreted in\\ncontext, from which added meaning can be derived. In social\\nsettings, this mechanism is mediated by an innate human\\nmental capability, called teleological reasoning, which con-\\nnects goals and actions. People perceive both humans [24]\\nand robots [74] to be goal-oriented. If a person can correctly\\npredict an action that somebody will take to achieve a known\\ngoal, we would say that the action is predictable ; if a person\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 95\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,220],\"text\":\"can infer the goal based on her observation of an action, then\\nwe say that the action is legible [25] . The fact that humans\\nperform teleological reasoning automatically explains how\\nmany Hanabi players are able to adopt an implicature-based\\nhinting strategy without explicitly conferring with the other\\nplayers about strategy.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,220,394,507],\"text\":\"At an even more basic level, teleological reasoning is a\\nform of abductive inference [62] , sometimes called “ infer-\\nence to the best explanation ” . Just as deduction leads from\\na general principle ( A $\\\\rightarrow$ B ) and an observation ( A ) to a\\nconsequence ( B ) and induction leads from a pair of specific\\nobservations ( A and B ) to a prediction about a general prin-\\nciple ( A $\\\\rightarrow$ B ), abduction takes a general principle ( A $\\\\rightarrow$ B )\\nand an observation ( B ) and returns an explanation ( A ). It is\\nan everyday human practice. For example, if Zach notices\\nthat his car key is in a different place than he left it, his\\nmind will immediately compare possible explanations: his\\nwife borrowed his car, the cat knocked the key on the floor,\\nor there was an earthquake. Abduction has been studied in\\nAI [13, 15, 30, 36, 41, 50, 58, 63, 65] and employed to solve\\na variety of real-world problems [36, 57, 66, 81, 82] and to\\nperform plan recognition [5, 21, 85] . Mirroring results in im-\\nplicature however, it was found that abduction is generally\\nintractable [2, 14, 15, 28, 30] to exactly compute.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,518,241,534],\"text\":\"Partially Observable Games\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,538,394,619],\"text\":\"There are many strategies for partially observable games\\n[32, 43, 79] , but the cooperative nature of Hanabi has inspired\\ndifferent kinds of playing strategies. We specifically consider\\nthe impact that Gricean conversational implicature can have\\non Hanabi-playing logic [52, 86] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,619,394,777],\"text\":\"Osawa [60] proposes a series of strategies that consider\\nthe state of a teammate's hand in a two-player game of\\nHanabi . The final strategy, titled the “ self-recognition strat-\\negy ” , outperforms the other strategies by modeling the other\\nplayer's knowledge of their hand before providing each hint\\nand considering the inverse when interpreting hints. Osawa\\nimplements the self-recognition strategy using an entropy-\\nminimization approach and demonstrates the superior per-\\nformance of this approach in computer simulations against\\nless advanced models.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,778,394,954],\"text\":\"Eger et al. [26] uses two of the Griecan maxims (Relation\\nand Manner) in the context of Hanabi to construct an AI that\\nemploys “ intentionality ” , using implicature in addressing\\ngoal-directedness. Their “ intentional ” AI also employs an\\nalternative discard policy and other resource management\\ntechniques as modifications over Osaka's prior work. Their\\nAI is geared toward improving the Hanabi game experience\\nas well as optimizing the AI for game score performance.\\nResults indicate that for a limited score range, player engage-\\nment and enjoyment is correlated with the intentionality\\nlevel of the AI. However, their AI does not exclusively or\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,220],\"text\":\"wholly investigate the impact of Grice's maxims, and their\\nhypotheses are not focused on how conversational impli-\\ncature affects the extent to which the gameplay of the AI\\nreflects the gameplay of a human. We study the full score\\nrange from our user study participants and specifically in-\\nvestigate how the AI is perceived by human players.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,746,316],\"text\":\"We note that there are other rule-based techniques that\\ncan create AIs that can successfully demonstrate high scores\\nin Hanabi . For example, Bouzy [8] and Cox et al. [23] use\\nideas from hat guessing games to get near-optimal scores.\\nHowever, many rule-based approaches apply techniques that\\nwould be entirely opaque to human teammates [12, 83] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,340,679,373],\"text\":\"Implicit Communication in Human-Robot\\nInteraction\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,377,746,503],\"text\":\"Since robots can act physically in the world, they have a\\ngreater potential than software agents to perform acts of\\nimplicit communication and to best exploit actionable im-\\nplicit communication from a human. An abstract, high-level\\nframework for robots to automatically understand and gen-\\nerate implicit communicative messages was proposed [48] ,\\nalthough as presented it remains intractable to perform this\\ninference for nontrivial problems.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,504,746,648],\"text\":\"There are many instances of robots performing domain-\\nspecific implicit communication. Robots have been demon-\\nstrated communicating the weight of objects during lift-\\ning [75] , the intended goal of a reaching motion [25] , how\\na person can most effectively help the robot [49] , intended\\navoidance maneuvers during socially-competent navigation\\n[56] , symbol grounding for language understanding [39] ,\\nand communicating a self-driving car's goals to human ob-\\nservers [40] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,648,746,759],\"text\":\"Researchers have also investigated implicit robot control\\nby programming the robot's environment [76, 90] . These\\ninterfaces qualify as implicit communication in the sense that\\nthey leverage context to interpret the meaning of symbols.\\nIn order to function as part of an effective team, robots need\\nto infer human intentions and also express the internal state\\nof the robot, for example via affective cues [10, 29] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,782,695,799],\"text\":\"Conversational Implicature, Games, and HCI\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,803,746,947],\"text\":\"Researchers have examined the role of conversational impli-\\ncature in human-computer interaction, such as in interpreta-\\ntion of multimodal interactions including eye gaze [68] , lan-\\nguage [19, 53] , and gesture [44] . Cordona-Rivera and Young\\nstudied how conversational implicature can provide a frame-\\nwork for game design and communication between the game\\nand the player [17] . We build on this work by applying con-\\nversational implicature specifically to human-AI teamwork\\nand transmission of actionable information.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 95\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,394,267],\"text\":\"There is some work in HCI that examines board games,\\nfocusing on topics such as fostering sustainability [6] , collab-\\noration [89] , and identification of user interface needs [80] .\\nRogerson et al. studied Hanabi specifically, examining how\\nplayers cooperate and distribute cognition [71] and how eye\\ntracking can reveal where players are looking and what they\\nare paying attention to [70] . We also study Hanabi but focus\\ninstead on how to model and improve team dynamics when\\nan AI player is part of the team.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,394,332],\"text\":\"There is also work on using video games as a research\\nplatform for large-scale online experiments [3, 4, 54, 55] . We\\nuse this experimentation method to study the impact of our\\nimplicature AI on a large number of human players.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,344,144,360],\"text\":\"3 HANABI\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,394,412],\"text\":\"The game Hanabi is well-suited for our problem because of\\nits collaborative nature and its players' natural tendency to\\nadopt implicature into their playing strategies.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300325_pdf_shortened_page_3_figure_006.png\",\"bbox\":[64,429,397,560],\"reading_order\":6,\"tags\":[],\"alt_text\":\"The image displays playing cards arranged in three distinct groups: a fanned hand of five colorful cards showing numbers and dandelion-like symbols on the left, two colorful cards laid flat in the center, and a fanned hand of five monochrome cards showing their backs on the right.\"},{\"label\":\"figure_cap\",\"bbox\":[124,576,338,593],\"text\":\"Figure 1: A two-player game of Hanabi\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,624,106,641],\"text\":\"Rules\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,645,394,741],\"text\":\"In Hanabi, players are a team working towards a shared\\ngoal. Although Hanabi supports more than two players, we\\nonly consider two-player games in this paper. The players\\nalternate turns, creating a symmetric cooperative game. Play-\\ners start with five cards each and are allowed to look at all\\nplayers' hands except their own.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,742,394,821],\"text\":\"The Hanabi deck has five colors (suits) and five numbers\\n(ranks). Players also start with three shared fuse tokens that\\nfunction as lives and eight shared hint tokens (as depicted\\nin Figure 3 ). For each color there are three cards of rank 1,\\none of rank 5, and two cards of each rank in between.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,822,394,916],\"text\":\"On each turn, a player must complete one of the following\\nmoves: give a hint, discard a card, or play a card. The goal\\nof the game is to \\\"complete fireworks\\\" by playing cards of\\nall five colors in increasing order from one to five. The game\\nends if all fireworks are complete, if all fuse tokens are lost,\\nor one round after all cards are drawn from the deck.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[81,917,381,932],\"text\":\"Details about each of the three moves are given below.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[80,934,391,952],\"text\":\"(1) Give a hint: Players can give only two kinds of hints:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[454,123,743,185],\"text\":\"● All cards of a color in the teammate's hand (e.g., in\\nFigure 1: \\\"These three cards are blue\\\").\\n● All cards of a number in the teammate's hand (e.g.\\nin Figure 1: \\\"These two cards are 2s\\\").\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[454,189,745,249],\"text\":\"The player must point to all applicable cards in the\\nteammate's hand while stating the hint. Giving a hint\\nextends a hint token. Hints can only be given if there\\nare available hint tokens.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[435,253,746,315],\"text\":\"2) Discard a card: The player puts a card into the discard\\npile face-up, thereby learning the identity of the card.\\nThe player then draws a new card from the deck. If any\\nhint tokens are currently spent, one is earned back.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[435,317,746,348],\"text\":\"(3) Play a card: The player picks a card from her hand to\\nplay and sets it on the table face-up. The card is either\",\"reading_order\":17,\"tags\":[]},{\"label\":\"list\",\"bbox\":[449,348,745,411],\"text\":\"• next in sequence (a legal play) and is added to its\\nrespective stack, or\\n\\n• not next in sequence and is added to the discard pile.\\nOne fuse token is lost.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[454,412,745,492],\"text\":\"The player does not need to specify which sequence\\nshe thinks the card belongs to before playing the card.\\nRegardless of whether the play was successful or not,\\nthe player draws a new card from the deck. Success-\\nfully playing a card of rank 5 also restores a hit token.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,500,745,531],\"text\":\"At the end of the game, the score is the number of cards\\nthat were successfully played. It can range from 0 to 25.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,548,486,565],\"text\":\"Gameplay\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,569,746,695],\"text\":\"In Hanabi , the most significant contextual facts are the identi-\\nties of currently-playable cards and the cards already played.\\nIn addition, it is common knowledge that the most direct\\nway of sharing actionable information with another player\\n(that is, telling him which card to play) is forbidden by the\\nrules. By acknowledging these common-knowledge facts,\\nthe team is often able to implicitly communicate the same\\nactionable information by a legal hint.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,696,747,951],\"text\":\"For example, in Figure 1 , suppose that Bernard is the one\\nwith the visible hand and that Annie is providing him a hint.\\nSuppose Annie says \\\"You have one red card\\\" to Bernard and\\nindicates a card in his hand about which he has received no\\nprevious hints. Even an intermediate Hanabi player imme-\\ndiately recognizes this hint as \\\"play the red card\\\". Bernard\\nquickly reasons about this hint. He realizes that providing\\nthis hint costs resources (a game turn and a hint token) and\\nthat Annie will want to pack immediately usable informa-\\ntion into it. In addition, given the current game state, it is\\nprobabilistically unlikely for Annie to provide a hint about\\nonly one card unless she intends for it to be playable. This\\ntype of thought process is intuitive, and new players pick up\\non it as they play. However, in order to create an AI that is\\ncapable of this form of implicit communication, we need to\\nformulate a methodology that is suited for a computational\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 95\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,188],\"text\":\"approach. We can use an established theory from the field\\nof pragmatics, the Linguistics subfield that studies language\\nin context, and adapt it to develop a policy for this form of\\nimplicit communication.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,205,308,222],\"text\":\"4 CONVERSATIONAL implicATURE\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,226,394,355],\"text\":\"The term implicature, coined by Grice [33] , is used to describe\\ninformation that is not explicitly stated but is intentionally\\nconveyed. Grice focused primarily on implicature that occurs\\nin conversation due to what he calls the cooperative principle ,\\nmeaning that speakers are expected to contribute what is\\nrequired by the accepted purpose of the conversation [87] . He\\ngives four maxima that constitute the cooperative principle\\nand describe how to conduct cooperative speech [34] :\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,363,394,443],\"text\":\"• Quality: only contribute information that is true.\\n• Quantity: provide all necessary information, but not\\nmore.\\n• Relation: make your contribution relevant.\\n• Manner: avoid ambiguity; be clear, orderly, and brief.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,451,394,484],\"text\":\"Implicature arises when any of the maxims are violated.\\nConsider the following example from Recunati [69]:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,491,232,524],\"text\":\"• Annie: \\\"Can you cook?\\n• Bernard: \\\"I am French!\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,532,394,566],\"text\":\"In order to make sense of Bernard's response, Annie must\\napply the following deductive inference steps:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[80,573,395,829],\"text\":\"(1) Contextual premise: Bernard is able to answer the ques-\\ntion of whether he can cook.\\n(2) Contextual premise: It is common knowledge that the\\nFrench are known for their ability to cook.\\n(3) Assume Bernard adheres to the cooperative principle\\nand the four maxims.\\n(4) By (1), Bernard can completely resolve Annie's ques-\\ntion, and by (3), he will.\\n(5) Only the propositions that Bernard can or cannot cook\\ncan fully resolve the question.\\n(6) By stating a fact seemingly irrelevant to the proposi-\\ntions of (5), Bernard flouts the maxim of Relation.\\n(7) Thus Annie must search over a plausible set of facts\\nin the relevant common ground to find fact (2) and\\nconclude that Bernard is implicating that he is able to\\ncook.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,838,394,934],\"text\":\"There is also a well-known cancellability test to gauge\\nwhether an instance of implicature is conversational impli-\\ncature [7] . The reasoning in Lines (4)-(7) depends on the\\nconcepts of shared trust, consensus in a team, and recep-\\ntivity of teammates. These dependencies are described in\\ngreater detail by Knepper et al. [48] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[82,933,332,950],\"text\":\"We can then apply this set of rules to Hanabi.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,124,512,139],\"text\":\"5 AI DESIGN\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,746,287],\"text\":\"The core strategy in Hanabi occurs during the giving and\\ninterpretation of hints. A key distinction in the strategic\\nuse of hints involves the issue of who decides what cards\\nto play. If the team is viewed as a set of individual decision-\\nmakers, then each player is in charge of her own hand and\\nactions. In this view, the best hinting strategy is to maximize\\ninformation about the teammate's hand so that she can make\\nthe best decisions. We call the AI that uses this hint strategy\\nthe entropy AI, which serves as our baseline.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,287,746,415],\"text\":\"A contrasting hinting strategy stems from the perspective\\nthat good teamwork requires working together. Since each\\nplayer has complete knowledge of her teammate's cards,\\nit is logical that each player should decide what card her\\nteammate should play next. In this case, the hints serve to\\ndirect the teammate's attention to which (singleton) card\\nshould be played next via implicature. We call the AI that\\nuses this hint strategy the implicature AI .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300325_pdf_shortened_page_4_figure_015.png\",\"bbox\":[419,427,748,846],\"reading_order\":15,\"tags\":[],\"alt_text\":\"This is a flowchart detailing a decision-making process, beginning with a question about whether a resource management strategy dictates an action. The path diverges based on \\\"Implicature\\\" or \\\"Entropy\\\" hint strategies, leading to various outcomes such as giving actionable, conservation, or maximal entropy-reduction hints, or discarding a card. Questions and decisions are represented by blue rounded rectangles, while actions and outcomes are in green rounded rectangles.\"},{\"label\":\"figure_cap\",\"bbox\":[420,855,745,887],\"text\":\"Figure 2: Decision tree illustrating the logic of the different\\nhint strategies.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,904,746,953],\"text\":\"The overall AI structure is shown in Figure 2 . The AIs\\nshare significant gameplay infrastructure, termed \\\"resource\\nmanagement strategy\\\" in the figure. The shared strategy is\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 95\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,364],\"text\":\"as follows. First, if the AI knows that it can play a card, it\\ndoes so. Second, there is logic to special-case the hinting and\\nplaying of 1s, since it is desirable to give a maximal entropy-\\nreduction hint about 1s even in the implicature condition.\\nThird, the AI considers whether it should discard a card. If it\\nknows for certain that one of its cards can be safely discarded\\n(for example, if a blue 2 has already been played successfully\\nand it knows that it is holding the second blue 2), it will\\ndiscard that card. Otherwise, if it is not certain whether any\\ncards in its hand can be safely discarded but there is only one\\nhint taken left, it tries to discard a card that it suspects can be\\nsafely discarded. Lastly, if there are no hint tokens available,\\nit will discard the card that it knows least about. From there,\\nthe AI takes a different course of action depending on which\\nhint strategy the AI implements.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,375,159,393],\"text\":\"Implicature AI\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,570],\"text\":\"Broadly, the logic of the implicature hint-giving strategy\\nproceeds as described in Section 4 . According to that section,\\nthe actor triggers an implicature interpretation by floating\\none of the Griecan maxims. Since the observer assumes that\\nthe actor is being cooperative, she infers that there must exist\\nsome hypothetical actionable information that is unknown\\nto her but would be known to the actor. She then searches\\nover possible messages containing actionable information\\nthat the actor could be implicating. With a good choice of\\nactionable information, a maxim violation can be interpreted\\nas a cooperative behavior instead.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,395,873],\"text\":\"The implicature AI's connection to the Gricean maxims is\\nbased on several observations. First, giving hints uses up hint\\ntokens, making it a costly move not to be made frivolously.\\nSecond, circumstances in Hanabi do not always permit im-\\nplicature hints: either there may be no card with actionable\\ninformation or there may be no way to isolate the card by\\ncolor or number. The hinter may need to fall back on the\\nexplicit hint strategy, which may not be worth the hint token.\\nPlayers need to detect if a given hint is intended to be inter-\\npreted explicitly or implicitly. A Gricean maxim applies here\\nbased on a statistical argument. Under an explicit entropy-\\nreduction strategy, the best hint on average reveals the color\\nor number of about 2.5 cards, and about 99.85 % of hands per-\\nmit a hint about two or more cards. An implicature hinting\\nstrategy should be able to give more immediately useful and\\ntherefore more efficient hints by communicating actionable\\ninformation. Thus, a hint about a single card flouts the maxim\\nof Quantity, so the hint implicates actionable information\\nrather than merely conveying identity information.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,874,395,954],\"text\":\"The implicature AI does not perform Gricean reasoning\\ndirectly. Instead, we built a decision tree that encodes the\\napplication of the Gricean maxims to giving and receiving\\nhints (see Figure 2 ). The first two of the three decisions in the\\nimplicature hint strategy involve Gricean reasoning, and the\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,156],\"text\":\"third decision ensures that unintended implicit meaning is\\nnot conveyed. Details of the three decisions are given below.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[433,160,748,498],\"text\":\"(1) The first Gricen decision addresses whether the AI\\ncan give an actionable hint that would cause its team-\\nmate to successfully play a card. Qualifying conditions\\nare that the teammate must have a playable card that\\nshe does not know about and that there must be a hint\\nthat can be given about that card alone. The AI will\\ngive that hint if these conditions are met.\\n(2) The second Gricen decision involves conservation\\nhints, which are given to prevent a player discarding\\na valuable card rather than to play a card. In our im-\\nplementation, only 5s are considered for conservation\\nhints since they are each unique in the deck. If the\\nteammate is holding a 5 that she is unaware of, then a\\nconservation hint is given.\\n(3) Finally, the implcature AI takes care to account for the\\nmaxims by only providing a hint about a singleton card\\nif that card is actionable or unambiguously conservable.\\nAs a result, the AI will only give a maximal entropy-\\nreduction hint if the hint concerns more than one card,\\nthereby avoiding hints that could be misinterpreted as\\na suggestion to take an action with a card.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300325_pdf_shortened_page_5_figure_009.png\",\"bbox\":[419,515,748,804],\"reading_order\":9,\"tags\":[],\"alt_text\":\"Two robots are playing a card game at a wooden table with stacks of coins. The grey robot on the left is deep in thought, holding cards, while a thought bubble shows it imagining the teal robot contemplating its own hand of cards. The teal robot on the right holds cards and faces its opponent across the table.\"},{\"label\":\"figure_cap\",\"bbox\":[421,816,746,949],\"text\":\"Figure 3: When generating a hint, the AI simulates how the\\nteammate will interpret the hint based on the shared context\\nand what it knows about the teammate's knowledge. For ex-\\nample, the light gray robot, using the implicature AI, might\\nthink: \\\"My teammate's leftmost card is a purple three. My\\nteammate knows nothing about it. We both know that the\\npurple three is next in sequence. Since my teammate has\\nonly one three, if I him that it is a three, he will infer that it\\nmust be the purple three and will therefore play it.\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1013],\"text\":\"Paper 95\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,125,394,267],\"text\":\"In order to interpret hints, the AI assumes its teammate\\nuses the same process of reasoning and therefore the same\\nhint strategy. The AI can then use the decision tree as a way\\nto simulate its teammate's mental model and make sense of\\nthe hints it receives. Figure 3 depicts the way the AI simulates\\nits teammate's thought process to determine whether there\\nis implicature behind the hint [84] . The AI is unable to see\\nits own hand and therefore relies entirely on the hints its\\nteammate provides to narrow down the identity of its cards.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,268,394,492],\"text\":\"The AI knows for each card in its hand which colors and\\nwhich numbers are possible given the current state of the\\ngame. When the AI receives a hint, it considers each possible\\nhand and the flow of the decision tree in Figure 2 to determine\\nwhat kind of hint it would give if its teammate was the one\\nwith that possible hand. The AI can then use this process\\nto determine the likely identities of the cards in its hand by\\nchecking if the hint it would have given aligns with the hint\\nit actually received from its teammate. For example, if the AI\\nreceives the hint “ you have one 2 ” , then only the possibility\\nof the hinted card being actionable aligns with this hint. All\\npossible hands that would result in this hint being generated\\nrequire that the card be playable. Therefore the AI interprets\\nthe hint it received as \\\"play this card.\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,520,138,537],\"text\":\"Entropy AI\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,540,393,588],\"text\":\"As a baseline comparison to the implication AI, we created\\nan entropy-minimization AI that reflects the hinting strategy\\nof prior work without introducing confounding factors.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,589,393,668],\"text\":\"An obvious strategy for Hanabi is to view one's partner's\\nignorance about the identity of his cards as the primary\\nobstacle. The more a player knows about his own hand, the\\nmore likely he can make an informed decision about the\\nappropriate move to take with it.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,668,393,748],\"text\":\"We can think of this strategy in terms of entropy mini-\\nmization. The less one knows about a card, the higher the\\nentropy, so attempting to minimize entropy in the context of\\nHanabi is equivalent to trying to inform one's partner about\\nas many cards as possible per hint.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,748,393,781],\"text\":\"For example, suppose in Figure 1 that Bernard is the one\\nwith the visible hand and Annie has to provide information:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[80,799,394,945],\"text\":\"(1) Annie wants Bernard to be able to make the best move\\nhe can from his own knowledge.\\n(2) Bernard has no knowledge about his current hand.\\n(3) Annie's goal is to maximize the difference in knowl-\\nedge between his current hand and his hand at the\\nnext turn. That is, she seeks to minimize how much\\nhe does not know as of the next turn.\\n(4) The maximal entropy-reduction hint Annie can give\\nBernard is about blue cards (since he has three).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,204],\"text\":\"We observe that the entropy strategy fundamentally in-\\nvolves the player with more knowledge (the hint-giver) en-\\ntrusting her partner to make a good decision about which\\ncard to play. The bottleneck is the lack of information about\\nthe identities of the hint recipient's cards.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,746,299],\"text\":\"A shortcoming of this hint strategy is that hints intended\\nonly to minimize entropy are unnatural for human Hanabi\\nplayers as they are not actionable information. If Bernard\\nreceives the hint that he has three blue cards, he will not\\nknow what to do with those blue cards and therefore cannot\\nderive his next move from this hint alone.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,311,618,328],\"text\":\"6 EVALUATION HYPOTHESES\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,745,365],\"text\":\"The goal of our study is to address two hypotheses about the\\nuse of implicature in Hanabi.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[429,367,746,432],\"text\":\"H1. Teams playing with the implicature AI achieve overall\\nbetter scores than teams playing with the entropy AI.\\nH2. Humans will perceive the implicature AI to be more\\nhuman-like than the entropy AI.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,444,653,460],\"text\":\"7 EVALUATION WITH AI-AI GAMES\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,465,745,497],\"text\":\"This section describes a simulation-only study designed to\\nexplore hypothesis H1.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,509,619,526],\"text\":\"Simulation Setup and Execution\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,528,746,625],\"text\":\"We evaluated each hint-giving strategy described above by\\nteaming each AI with a copy of itself. We ran 1000 trial games\\nwith the implicature AI-AI team and 1000 trial games with\\nthe entropy AI-AI team, using final score as our metric for\\ncollaborative effectiveness. H3 predicts a higher average final\\nscore for the implicature AI than for the entropy AI.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300325_pdf_shortened_page_6_figure_019.png\",\"bbox\":[426,640,722,873],\"reading_order\":19,\"tags\":[],\"alt_text\":\"This histogram displays the scores of \\\"implicature\\\" and \\\"entropy\\\" AI-AI teams, with \\\"Score\\\" on the x-axis and \\\"Number of games\\\" on the y-axis. The \\\"implicature\\\" team (red bars) shows scores predominantly ranging from approximately 16 to 23, while the \\\"entropy\\\" team (blue bars) shows scores primarily between 10 and 18. The \\\"implicature\\\" scores are generally higher and appear in a distribution shifted to the right compared to the \\\"entropy\\\" scores.\"},{\"label\":\"figure_cap\",\"bbox\":[419,885,746,931],\"text\":\"Figure 4: Final scores of games played by an AI-AI team em-\\nploying either the implicature-based strategy (red) or the\\nentropy-minimization strategy (blue).\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 95\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 7\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300325", "source_image_path": "test_data/3290605-3300325/3290605-3300325_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300325/results/output_json/3290605-3300325_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[69,124,117,140],\"text\":\"Results\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,255],\"text\":\"Our AI-Al results (Figure 4 ) show that our implicature-based\\nAI achieves scores that are on average 46 % higher than the\\nAI employing entropy minimization (18.9 points on average\\nfor implicature games and 13.0 points on average for entropy\\ngames). A Student's t-test with two-sample unequal variance\\nis significant ( $t=57.967$ , $p<0.001$ ). The Cohen's D value is\\n2.592381.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,274,270,291],\"text\":\"Discussion of Simulation Results\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,295,394,456],\"text\":\"Both AIs are implemented statically, so they do not adapt\\nto their teammate's playing style. Each AI played with a\\nteammate that had the exact same hinting strategy, and it is\\nlikely that this hard-coded consensus is a big factor in good\\nscore performance. However, in reality, human players are\\nnot static; they adapt to their teammate's playing strategy. In\\norder to truly investigate the impact of using implicature in\\nour AI design, it is necessary to explore whether non-static\\nagents demonstrate a difference in performance similar to\\nthat of our statically-implemented AIs.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,475,330,492],\"text\":\"8 EVALUATION WITH HUMAN PLAYERS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,495,393,542],\"text\":\"In this section, we present a web-based human user study\\ndesigned to explore both hypotheses. We study how humans\\nperform in play with and perceive the AIs.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,542,394,655],\"text\":\"A dilemma with humans Hanabi players is that they often\\ncommunicate through side-channels during gameplay, such\\nas by conveying information through facial expression. In\\norder to focus strictly on implicit communication conveyed\\nthrough hints, we created an online environment for two-\\nplayer games that inherently removed these other forms of\\nimplicit communication from the game experience.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,673,126,691],\"text\":\"$$\\n Interface \\n$$\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,694,394,805],\"text\":\"The interface presented in Figure 5 is meant to be as close\\nto natural in-person gameplay as permitted by the Hanabi\\nrules. In addition, we intentionally designed the interface to\\nisolate communication of informational content, removing\\nemotion from the game entirely. Due to its online nature,\\nwe added additional features to compensate for some of the\\nadvantages in real-life games.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,805,394,950],\"text\":\"When the game is administered, the user is directed to a\\nstarting lobby. After deciding to start the game, the user is\\nautomatically paired up with a “ teammate ” who is selected\\nrandomly from one of our two AIs. We divulge nothing about\\nthe teammate's identity (whether it is a human or an AI) nor\\ndo we prompt them to consider this when playing the game;\\nthe user can only observe their teammate's selected moves\\nas the game unfolds. Whether the user or the teammate goes\\nfirst is randomly chosen. After the user is paired with their\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,407,745,439],\"text\":\"teammate and the game begins, they are presented with the\\ninterface shown in Figure 5 .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300325_pdf_shortened_page_7_figure_013.png\",\"bbox\":[419,119,749,292],\"reading_order\":13,\"tags\":[],\"alt_text\":\"A digital card game interface is shown, featuring two players' hands (one face-up, one face-down), a discard pile, and game statistics. A log on the right displays recent game actions and messages.\"},{\"label\":\"figure_cap\",\"bbox\":[420,301,746,375],\"text\":\"Figure 5: Online Hanabi playing interface. An example of a\\nrotated card is shown in (1). The remaining hint tokens, fuse\\ntokens, and cards in the deck are given by (2). The history\\nof all moves made by both players throughout the game is\\nrecorded in (3).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,440,746,599],\"text\":\"When it is the player's turn, they can either select a card to\\nplay or discard, or they can provide a hint to their teammate.\\nWhen receiving a hint from a teammate, the cards that are\\nbeing hinted about are highlighted. All plays, discards, and\\nhints are recorded in the log on the interface. The interface\\nalso allows players to rotate cards in their hand and shuffle\\nthem around in case they want to use orientation or ordering\\nof their cards to recall information. However, the other player\\ncannot see how the cards have been moved, so this feature\\nis solely used for keeping track of one's own knowledge.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,600,746,662],\"text\":\"Aside from playing cards, discarding cards, and giving\\nhints, players are not provided any means of communication\\nwith their teammate. As a result, there is no side-channel\\ncommunication that could introduce confounding factors.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,675,618,693],\"text\":\"User Study Setup and Execution\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,697,746,856],\"text\":\"We recruited participants for our user study through online\\nforums, namely from Reddit (r/boardgames and r/cardgames),\\nand linked them to our online Hanabi implementation. Our\\nuser study consisted of 904 completed games of Hanabi from\\nonline users, 463 of whom played with our implicature-based\\nAI and 441 of whom played with our entropy-based AI. All\\nusers were prompted to continue to our survey after complet-\\ning their first game, and we collected 246 completed surveys\\n(127 of these survey-takers played with the implicature AI\\nand 119 with the entropy AI).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,857,746,952],\"text\":\"We considered several metrics, the most important being\\ngame score. However, we also considered the ratio of game\\nscore to number of hints given (to measure the efficiency\\nof each hint) as well as the number of fuse tokens used and\\nthe number of discarded cards that were playable at the time\\nthey were discarded. H1 predicts the overall score for games\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 95\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 8\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300325/results/markdown/3290605-3300325_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[102,117,710,151],\"text\":\"Ways of Knowing When Research Subjects Care\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[158,168,326,234],\"text\":\"Dorothy Howard\\n\\nCommunication & Design Lab\\n\\nSan Diego, CA\\n\\ndhoward@ucsd.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[487,167,656,234],\"text\":\"Lilly Irani\\n\\nCommunication & Design Lab\\nSan Diego, CA\\n\\nlirani@ucsd.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,243,141,260],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,264,394,520],\"text\":\"This paper investigates a hidden dimension of research with\\nreal world stakes: research subjects who care – sometimes\\ndeeply – about the topic of the research in which they partic-\\nipate. They manifest this care, we show, by managing how\\nthey are represented in the research process, by exercising\\npolitics in shaping knowledge production, and sometimes in\\nexperiencing trauma in the process. We draw first-hand re-\\nflections on participation in diversity research on Wikipedia,\\ntransforming participants from objects of study to active ne-\\ngotiators of research process. We depict how care, vulnerabil-\\nity, harm, and emotions shape ethnographic and qualitative\\ndata. We argue that, especially in reflexive cultures, research\\nsubjects are active agents with agendas, accountabilities, and\\npolitical projects of their own. We propose ethics of care and\\ncollaboration to open up new possibilities for knowledge\\nproduction and socio-technical intervention in HCI.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,531,172,549],\"text\":\"CCS CONCEPTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,552,393,587],\"text\":\"• Human-centered computing → Collaborative and so-\\ncial computing.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,599,148,616],\"text\":\"KEYWORDS\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,620,393,653],\"text\":\"Qualitative Methods, Online Communities, Ethics, Care, Fem-\\ninism, Gender\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,663,202,679],\"text\":\"ACM Reference Format:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,679,393,752],\"text\":\"Dorothy Howard and Lilly Irani. 2019. Ways of Knowing When\\nResearch Subjects Care. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow,\\nScotland . ACM, New York, NY, USA, 16 pages. https://doi.org/\\n10.1145/3290605.3300327\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,243,549,260],\"text\":\"1 INTRODUCTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,264,747,392],\"text\":\"Research subjects rarely have the chance to reflect on their\\nexperiences of participating in research in the worlds where\\nresearchers discuss, debate, and reflect. The voices and re-\\nflections of researchers, on the other hand, are common.\\nYet subjects of research certainly have situated knowledge\\n– knowledge born of their practices and social positionality\\n[70] . They also have their own projects – projects in which\\nresearchers may be an instrument.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,392,747,661],\"text\":\"There are many reasons why participants in human-compu-\\ninteraction (HCI) research may have interests, needs, and\\ndesires beyond offering themselves as a repository of expe-\\nrience or a specimen of practice. People might participate\\nbecause they are passionate or curious about technological\\nfutures and want to explore how those futures get made;\\nthis may interest them more than the particular domestic,\\nwork, or social technologies of any given research study or\\nexperiment. They may care about a social media platform\\nsuch as Facebook and see research participation as an op-\\nportunity to advocate for their own needs or network with\\ntechnology professionals. Anthropologists have recognized\\nthe way research can function not only as an encounter or\\nan opportunity to observe, but as a form of collaboration that\\ntransforms researcher and researched in the process [121] .\\nWhat researchers produce may not be all that is produced in\\nthe researcher-subject encounter.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,662,747,885],\"text\":\"The first author was involved in Wikipedia for years as\\nan editor, as a event organizer, and as someone who worked\\non diversity. In this position, she, like many others, became\\ndeeply familiar with waves of scholarly research into gender\\ndynamics in Wikipedia. She participated in not one, but ten\\ninterviews that positioned her as an informant on Wikipedia\\neditors' experiences. Far from catharsis, she found herself\\nlaboring to support researchers, to explain sometimes painful\\nexperiences, and to speak about what she had learned while\\nrespecting that some stories were not hers to tell. This paper\\nis a meditation on the collaborative and ethical possibilities\\nof qualitative research, research which informs the policy,\\ndesign, and maintenance of high stakes, real world systems.\\nOur case study is Wikipedia.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,885,747,950],\"text\":\"HCI researchers have previously explored the ways that\\nresearch methodologies shape ethics. Ethics are modes of\\nmaking decisions, and they are sometimes applied to under-\\nstand how research impacts various actors and institutions\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,774,393,882],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,884,274,896],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,898,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,266,951],\"text\":\"ACM ISBN 978-1-4053-5970-2/19.05...$15.00!\\nhttps://doi.org/10.1145/3290605.3300327\",\"reading_order\":22,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,120,1012],\"text\":\"Paper 97\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,476],\"text\":\"at different predictable stages in the research process like\\ninformed consent, and in situ, as sometimes unpredictable\\nscenarios arise [19, 24] . In this paper, we examine HCI re-\\nsearch methods and ethics in studies that involve everyday\\npeople in the production of knowledge – human subjects in\\nethics broad parlance. But we do more than this; we explore\\nhow people assert themselves as knowing subjects in the\\nresearch process and attempt to disentangle how research\\nsubjects manage accountability and representation, as well\\nas the emotional labor that they may be asked to do. We find\\nthat research participants have an essential and important\\nrole in managing ethical accountabilities. These accountabil-\\nities are also hardly static, but socially constructed during\\nresearch encounters as the roles of investigators and par-\\nticipants are negotiated. The motivations people have for\\nparticipating in qualitative studies work at multiple scales,\\nincluding the personal, interpersonal, and political – as re-\\nsearch disperses through different publics in the short and\\nlong-term [34, 113] . We build on accounts of research that\\nunderstand it as ethical and political – in the knowledge it\\nproduces [82, 135] , in the relations it creates or reinforces\\n[109] , and in the politics it can make possible [70] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,476,394,698],\"text\":\"We offer an extended reflection on the experiences of one\\nparticipant, the first author, who became a frequent con-\\ntributor to research on gender and Wikipedia, and use this\\ngrounded experience to open up questions about common\\npractices by which we engage research subjects – practices\\nwe teach, we often take for granted, and to which we have\\nbeen habituated. We examine research as a process of com-\\ning to know the world – a world we inhabit as well – but\\nexamine the kinds of subjectivities, social relations, and pos-\\nsibilities for collaboration enabled or foreclosed by common\\nqualitative research practices [135] . By subjectivity, we mean\\nhow people interpret, act, and make sense of the world us-\\ning the tools they carry from prior experiences and cultural\\nbackgrounds.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,699,394,809],\"text\":\"This paper's focus on the experiences of participants in\\nWikipedia research produces insight into how people gener-\\nate knowledge about platforms and practices in which they\\nare deeply invested. These investments might be technical,\\nsocial, or emotional. Such practices might include social me-\\ndia use, online community participation, or participation in\\nmaking and design.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,809,395,922],\"text\":\"We extend these reflections to imagine how other research\\nprocesses might be possible when we can treat research\\nsubjects as potential collaborators rather than informants.\\nAn overarching concern of this project is to revisit and foster\\nsensitivities to the experiences of research subjects to better\\nunderstand how HCI researchers can practice care and to\\ncontribute to work in HCI on reflexive practices.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,124,728,155],\"text\":\"2 RELATED WORK: ETHICS, VALUES, POLITICS,\\nAND CARE IN HCI\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,161,461,174],\"text\":\"Ethics\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,180,746,340],\"text\":\"Very broadly, ethics primarily concerns the relationship be-\\ntween intentions and consequences of ones' actions. In phi-\\nlosophy, for example, ethics can involve evaluating what\\nis good according to different criteria. Within HCI, calls\\nfor ethics can include ethics of research practice, as well\\nas ethical evaluations of particular technologies such as AI,\\nhealth activity trackers, or product design [19, 56, 65, 110] .\\nBruckman identifies a few recurrent ethical principles in HCI\\nresearch: obtaining informed consent, `do no harm', privacy,\\nand the distribution of risks, costs, and benefits [24] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,341,746,594],\"text\":\"As technologies rework terrains of social interactions, re-\\nsearchers must consider possible risks, harms, and conse-\\nquences for research subjects. Search engines or anonymized\\nopen data sets might still enable committed searchers to dis-\\ncover subject identities in ways not possible two decades\\nago [114, 129] . Chatrooms and forums offer visibility, but re-\\nsearchers cannot always rely on precedent to determine what\\nconstitutes public versus private spaces in networked set-\\ntings, or when informed consent is necessary [81] . Questions\\nof ethics often focus on dilemmas researchers face acting to\\nreduce potential harm to subjects of research or implicated\\ncommunities. Many have converged on how institutional\\nreview boards (IRB) procedures and formal guidelines can\\nmanage procedural ethics, including potential risks and harm,\\namid emerging digital and socio-technical research settings\\n[25] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,594,746,740],\"text\":\"Works drawing on feminist, postcolonial, and decolonial\\napproaches emphasize that these judgments and dilemmas\\nare produced in part by the ways researchers and participants\\nrelate to one another, often differentially privileged by power\\nstructures, institutions, identities, and histories of coloniality\\n[82, 113] . This paper takes up this concern for ethics amidst\\npower relations between researcher and subject. However,\\nour contribution is to demonstrate ethical dilemmas from\\nthe position of a research subject.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[423,757,463,769],\"text\":\"Values\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,776,747,951],\"text\":\"Another way HCI practitioners have evaluated social im-\\npact and ethics is in terms of human values [28, 85] . In a\\ncross-disciplinary study on how `values' are characterized\\nand used to predict the behavior of individuals and orga-\\nnizations, Cheng and Fleischmann arrive at the definition\\nthat, “ values serve as guiding principles of what people con-\\nsider important in life ” [58, 59] . Their method of conceptual\\ninvestigation calls for researchers to draw on “ all values of\\nmoral import ” , including the moral, social, religious, and pro-\\nfessional. Values, in this sense, are paradigms composed of\\ncriteria used to evaluate how different decisions can uphold\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 97\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,188],\"text\":\"those values. Not all values are moral ones. Friedman argues\\nthat the value of usability, for example, is not necessarily\\na moral as it can also lead to an ease of using dangerous\\nobjects.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,394,410],\"text\":\"Value sensitive design offers a rich method by which re-\\nsearchers can mediate different values among stakeholders\\nin technologically designed futures. Methods might include\\nethnographic, survey, and interview work asking partici-\\npants about their values and moral conceptions [35] . It offers\\na way to reveal tensions in values held by different partici-\\npants rather than covering them over. However, stabilized\\nmethodologies do not travel universally. Borning and Muller\\nhave suggested that VSD can `overclaim' the universality\\nof values, but miss persistent power hierarchies between\\nresearchers and subjects [19] . Le Dantec and Poole suggest\\nthat VSD ought to discover values held by indirect and direct\\nstakeholders rather than drawing from hegemonic literatures\\nand philosophies [98] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,394,635],\"text\":\"The process itself also may not travel. Cultures of pro-\\nduction, including Wikipedia's, have norms and practices\\nthat implicitly enact a set of values but require that partici-\\npants engage value tensions in situ, engaging in the practice\\nrepertoires of that community. Reagle, for example, describes\\nthe fundamental Wikipedia principle of \\\"assume good faith\\\"\\n(AGF), invoked when evaluating changes to the encyclope-\\ndia and navigating relationships among editors, as a cul-\\ntural value produced by a community of practice [120, 143] .\\nThe methods of VSD, then, may not be recognized as legit-\\nimate modes of governance by all communities. Struggles\\nfor recognition, inclusion, or even value shifts might require\\nparticipants to negotiate methods and engage in practices of\\npolitics.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,656,117,671],\"text\":\"Politics\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,675,394,949],\"text\":\"While ethics and values emphasize the individual, politics\\ndraws attention to how the collective governs. HCI researchers\\noften write of politics as the process by which design is af-\\nfected by efforts of social justice, advocacy, activism, or civic\\nengagement. Varied theories of politics produce different\\nunderstandings of the relationship of HCI – infrastructures,\\ndesigns, and expertise about technology – to politics. Par-\\nticipatory Design traditions in Scandinavia engaged trade-\\nunions as way of holding technological design processes ac-\\ncountable to political processes of Swedish social democracy\\n[14, 90, 126] . Compared to notions of stakeholders, politics\\nimply the recognition of the importance of conflict and de-\\nliberation in collective life. Extending participatory design\\ntraditions, LeDante and DiSalvo highlight how design prac-\\ntice can do more than create useful objects [36] . It can create\\ninfrastructures that allow communities to gather and form\\naround shared issues and concerns. Participatory design\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,188],\"text\":\"research can further engage with communities in the co-\\nproduction of knowledge, extending the research encounter\\nas an opportunity for communities to co-design, organize,\\nand enact politics [108] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,747,523],\"text\":\"Pluralistic agmatism, another theory of politics, posits the\\nvalue of conflict between strong opponents in strengthen-\\ning democracy. Drawing on this theory, DiSalvo argues that\\nHCI might affect politics by creating informational and aes-\\nthetic designs that provoke ideological conflict [43] . Feminist\\nHCI by contrast, proposes feminist values as a basis for HCI\\npractice that promotes feminism in public life [8, 22, 123] .\\nBardzell, drawing on feminist philosopher of science San-\\ndra Harding, argues that engaging in politics can offer \\\"new\\navenues of insight\\\" into the organization of social life [8] .\\nEthics too can be part of politics; political ideals often re-\\nquire forms of ethical judgment and action by those who\\nbelong to the collective [54] . In HCI, scholars often investigi-\\ngate ethics as part of the research process or the harms of\\nthe final design, while others might count systems design\\nprocesses themselves as part of the practice of politics that\\ncontain implicit ethical norms [83] . This paper focuses not\\non the politics of design, but rather, the ethics and politics of\\nqualitative research realized to inform the design and opera-\\ntion of a highly-complex, real world socio-technical system\\n– Wikipedia.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,533,454,549],\"text\":\"Care\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,554,747,825],\"text\":\"Our approach to ethics and politics draws heavily on the\\nfeminist ethics of care [91, 118, 137] . Care orients researchers\\nto embodied sensitivity, experience, affect, and the provision-\\ning of resources and knowledge [38, 68] . Care has a long\\nhistory in feminist studies of science and technology as a\\nmodel form of engagement that privileges the work of nur-\\nturing, cultivating, sustaining, and maintaining [37, 103] . In\\nthis way, science and technology studies scholars pose care\\nas a corrective to cultural emphases on discovery and inven-\\ntion – origin moments that neglect the ongoing labors and\\nattention to the mundane that keep our material, technolog-\\nical, and social world going [46, 84] . In the face of ‘ethico-\\npolitical’ questions, care ethics do more than show concern\\nfor a techno-scientific controversy [96] . They engage in pub-\\nlic action around these concerns [44] , but go beyond to take\\nresponsibility for locating those things neglected in social\\nlife [37] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,747,954],\"text\":\"Care ethicists argue that researchers must recognize that\\ntheir \\\"ways of studying and representing things can have\\nworld-making effects\\\" [95] . Research does more than repre-\\nsent the world out there [135] . Researchers represent, make\\nnew social relationships, participate in issue and public for-\\nmation, and can obscure or exclude as they assemble. As a\\nfeminist commitment, care calls on researchers to go beyond\\nquestions of truth and bias, to ask how research can generate\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 97\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,237],\"text\":\"care and help others care [40, 101] . Yet care is not innocent.\\nAttempts to care can also play out as domination of a carer's\\nvision or agenda over those of the cared for [112] . There\\nare many ways that investigators activities and investments\\nmight manifest care. We draw from feminist ethnography\\nto understand the forms of care research participants might\\nenact as active agents and knowledge producers.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,247,388,279],\"text\":\"3 RELATED WORK: REFLEXIVITY AND\\nCOLLABORATION IN QUALITATIVE RESEARCH\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,395,570],\"text\":\"In socio-technical research, there is a long tradition of ethno-\\ngraphic methods [116, 134] . In recent qualitative, social-\\ncomputing work, digital ethnographers have engaged with\\ntraditions of feminist ethnography, and have intervened in\\nthe lack of recognition for the ways identity, culture, and\\npower are configured in socio-technical systems [9, 60, 122,\\n145] . These interventions have taken a number of forms,\\nincluding the outlining of reflexivity: the situated practices\\nby which researchers attend to their own embeddedness in\\nthe practices, institutions, and power relations under study.\\nReflexive researchers intentionally cultivate sensitivities to\\nhow this embeddedness affects their relationships with sub-\\njects and the knowledge they generate through their research\\n[108, 128] . Conversations about reflexivity differ from those\\nof bias. The language of bias builds on the values of 'fairness'\\nand 'objectivity', but conversations about reflexivity focus on\\nhow knowledge-creation is always a site of culture, power,\\nand labor.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,394,699],\"text\":\"From HCI and CSCW, work in participatory design in\\naction-oriented research in grassroots, and organizational\\ncontexts [15, 16, 48, 126] social justice, and community-based\\ndesign [45, 55] , has also illustrated the research process as\\nan ongoing activity of learning and cooperation. Projects in\\nthese areas have shown how treating participants as active\\nshapers of research design can alter and enhance how tools\\nand systems are made, and how they enter the world.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,395,954],\"text\":\"In the field of Anthropology, discussions of reflexivity and\\npositionality grew in the 1970s, during what's called the 're-\\nflexive turn' or 'postmodern turn,' Clarke and others identify\\nthis moment in anthropology as a response to decontextu-\\nalized, structural, and humanistic narratives in canonical\\nearly works in the social sciences and cultural anthropol-\\nogy, which focused on cultural difference and were tied to\\ncolonialist projects [30] , such as in the fieldwork of Franz\\nBoas, Clifford Geertz, and Claude Lévi-Strauss. Scholars in\\nthis turn recognized the politics of how ethnographers rep-\\nresent the Other, in everyday life or across scales of culture\\nor nation, as well as the fiction of distance in many cases\\nbetween researcher and researched [1] . Feminist analyses\\ninfluenced this turn by showing how the positionality of the\\nresearcher, in relation to subjects, is conditioned by gender,\\nrace, class, disability, and local and transnational histories\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,332],\"text\":\"[70, 72, 117, 140]. Some feminist anthropologists have ques-\\ntioned whether the colonialist legacy of ethnography cannot\\nbe separated from the ways that the ethnographic method\\nfocuses on representing difference [73, 131, 141]. The fem-\\ninist sociology of knowledge suggests that the history of\\nthe science and the epistemologies of objectivity that have\\nalso appeared in the social sciences, are steeped in their re-\\nlation to power – where claims to objectivity instantiate\\nexisting social orders of governance and rule [130]. Today,\\nanthropologists understand fieldwork as the production of\\nknowledge-generating encounters between differently po-\\nsitioned participants and fieldworkers whose relationships\\nare shaped by language, history, and power.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,331,747,699],\"text\":\"The rise of the internet and economic globalization chal-\\nlenged anthropologists to rethink the pacing and spatial or-\\nganization of fieldwork. Colonial ethnography assumed field-\\nworkers came from worlds disconnected and more modern\\nthan those people they studied. Globalization and critiques of\\ncolonialism instead showed the longstanding connections be-\\ntween 'modern' and 'traditional' worlds. Holmes and Marcus\\ncall for ethnography that can engage experts not as subjects\\nof worlds disconnected from fieldworkers but as participants\\nwith whom to stage an ensemble of explanatory connections\\n[78, 79] . Coleman, studying Anonymous, described the chal-\\nlenges of representing a group whose cultural practices hinge\\non performing as an anonymized multitude [31] . Lincoln and\\nDenzin encourage anthropologists to describe and critically\\nanalyze their own engagements in policy, mentoring, ac-\\ntivism, and community involvement around their topics of\\ninterest and to subject these para-ethnographic and collabo-\\nrative engagements to critical rigors [39] . Nardi et al. offer\\ndistinctions between \\\"participants,\\\" \\\"key informants,\\\" and\\n\\\"collaborators\\\" who actively shape research [18] . These per-\\nspectives demonstrate the potential for qualitative research\\nto reimagine the roles, responsibilities, and organization of\\nresearch in socio-technical worlds.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,710,720,742],\"text\":\"4 HOW CARING ABOUT WIKIPEDIA BECAME\\nCARING ABOUT GENDER\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,746,746,826],\"text\":\"The insights of this paper have developed from the first\\nauthor's involvement as a Wikipedia editor and research\\nsubject in multiple studies on Wikipedia. In this paper, we\\nreflect on the social and methodological implications of what\\nwas observed during this research participation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,826,746,954],\"text\":\"Wikipedia has long piqued the interest of researchers, who\\nhave used it as a petri dish to study emergent modes of collab-\\noration, creativity, and computer-mediated communication.\\nBut social scientists and HCI scholars have expressed differ-\\nent reasons why Wikipedia is important, and what it can tell\\nus about socio-technical systems. Overall, Wikipedia occu-\\npies a different theoretical space, and is used to ask different\\nquestions, within the social sciences and within HCI.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 97\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[68,124,395,442],\"text\":\"In the social sciences, Wikipedia has been studied within\\nthe ecology of Free/Libre software and Open Source Soft-\\nware (FLOSS) projects like the GNU/Linux operating system,\\nUsenet, or the Apache web server, as well as open access\\nprojects building capacities to resist the restrictive nature\\nof intellectual property law [89, 120] . Some social scientists\\nhave investigated Wikipedia for its unique political culture as\\na social movement and site of activism and collective action,\\nas well as its practitioners' resonances with the `hacker ethic'\\n[31, 75] . Others have explored the power dynamics reflected\\nin the social formations between editors and infrastructures,\\nincluding Wikipedia's meritocratic culture, reliance on the\\nfree labor and resources of volunteers, and parasitic rela-\\ntions with search engines and the corporate tech industry\\n[86, 138] . Yet others have used political economy, law, eco-\\nnomics, and communication to describe Wikipedia as a cul-\\ntural and information `commons' and applied economic and\\nbehavioral principles like altruism, good faith, reciprocity,\\nand gift-exchange to understand it in broader cultural con-\\ntexts [10, 26, 29, 76] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,395,762],\"text\":\"On the other hand, while a large and growing body of work\\nin CHI focuses on Wikipedia, CHI papers contain very differ-\\nent justifications of why Wikipedia matters. One prominent\\nway CHI researchers incorporate Wikipedia into their studies\\nis purely technical: it is a reliable source of large-scale open\\ndata sets to use for any number of technical problems, as well\\nas to study social aspects of online interaction [125, 142, 147] .\\nWikipedia has been especially useful to computational social\\nscientists using big data to study and visualize the predictive\\nrelations of interactions on Wikipedia such as edit histo-\\nries with geopolitics, natural disasters, and elections [6, 64] .\\nOthers in HCI have both quantitatively and ethnograph-\\nically queried Wikipedia as a test bed for theories about\\nplatform governance, crowdsourcing, social networks, col-\\nlaborative computing, cooperation, group work, moderation,\\nplatform retention, and information credibility judgments\\n[5, 11, 66, 93, 94, 105, 139] . It has also been contextualized\\nin terms of crowdsourcing and to explore topics related to\\ncrowdwork, that come together in microwork platforms like\\nAmazon Mechanical Turk [92] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,762,394,905],\"text\":\"Wikipedia is sometimes thematically grouped with user-\\ngenerated content platforms like Youtube and social media\\nsites like Facebook in studies of online communities [87] .\\nCharacterizations of Wikipedia as a social media platform\\nare harmonious with danah hoyd and Nicole Ellison's often\\nconsulted definition of social media: online services in which\\npeople can construct user profiles associated with an iden-\\ntity, connect and form relationships with other users, and\\nmessage, and comment [20] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,395,954],\"text\":\"The questions of social science researchers and HCI re-\\nsearchers meet in the study of conflict and deliberation on\\nWikipedia. Although one of Wikipedia's mantras is that\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,347],\"text\":\"'anyone can edit,' much research has found that Wikipedia's\\neditor community lacks demographic representativeness. A\\n2010 study was the first to report that there was a dispro-\\nportionate amount of women Wikipedia editors – its results\\nestimated that this number hovered around 13 % in the Eng-\\nlish Wikipedia [63] . The `gender gap' research that emerged\\nafter this 2010 study most often approached systemic bias\\nand diversity in two ways, sometimes proposing forms of\\ncausality between them [47, 77, 94] . The first was to highlight\\nhow the gender gap emerged from Wikipedia's adversarial\\ncommunity culture, and could negatively impact existing\\nwomen editors [32, 53, 93] . A second approach hypothe-\\nsized that the gender gap produced insufficient coverage of\\nwomen's issues on the encyclopedia [119] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,746,491],\"text\":\"Some research on gendered dynamics in Wikipedia and\\nin the open source community has focused on gendered\\nsocialization and access to technology in STEM fields [74] .\\nHowever, gendered interaction also takes on a unique va-\\nlence on Wikipedia based on the affordances of the platform.\\nSome reports indicate that women Wikipedia editors are\\ndeterred by increased incidents of harassment, and have in-\\nvestigated if and how harassment may have been enabled by\\nthe socio-technical affordances of the platform.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,491,747,682],\"text\":\"These studies have often defined conflict according to dis-\\ncrete forms of interaction and social order between users\\nand the platform, and then analyzed the dynamics and occur-\\nrences of those modes. [61, 139, 148] For example, Wikipedia\\n'edit wars' – high-frequency conflicts in which editors aggres-\\nsively revert or add content, are often visited as a cornerstone\\nof Wikipedia conflict [67, 148] . Other research has pointed to\\nWikipedia's culture of treating new editors as second-class\\ncitizens before they learn to apply Wikipedia's many com-\\nplicated rules. Community members have often concluded\\nthat editing Wikipedia requires `thick skin' to deal with the\\nconfrontational and aggressive interactions it can invite.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,682,747,954],\"text\":\"In 2014, a series of large-scale cross-platform coordinated\\nattacks against women, including ‘Gamergate,’ changed the\\ncontext and urgency of work on online controversies and ha-\\nrassment. These attacks were led by men reacting to changes\\nin gender dynamics in the video game industry and criticism\\nfrom feminists and others about the embedded misogyny in\\ngaming culture. [102] An outspoken Gamergate target femi-\\nnist video-game blogger Anita Searkesian described some of\\nthe attacks done to Wikipedia articles on women, including\\nherself, which included vandalism such as additions of gen-\\ndered and racial slurs and pornographic content [124] . These\\nevents sparked a wave of research on online harassment\\nacross socialcomputing fields, as well as a rise in organized\\nefforts, activism, and public discussion of online harassment\\n[47, 107] . It was around this time that the Wikimedia Founda-\\ntion began to produce reports on gender and Wikipedia, hired\\nstaff to focus on community ‘safety and support’ namely, to\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 97\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 5\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,188],\"text\":\"mitigate harassment on Wikipedia and at community events,\\nand built grant programs to fund projects that proposed\\nbuilding tools to address Wikipedia's gendered dynamics\\n[2, 115] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,395,284],\"text\":\"These different landscapes of research on Wikipedia in the\\nsocial sciences and in HCI have grown substantially in the\\npast decade, and we can imagine that they will continue to\\ndo so given Wikipedia's sustained role in international, mul-\\ntilingual, information ecologies, including the dependence\\nof companies like Facebook and Google on its results.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,294,352,311],\"text\":\"5 BECOMING THE SUBJECT OF RESEARCH\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,316,395,475],\"text\":\"It was 2013, and I was working at a non-profit organization\\nin New York as a Wikipedia-in-Residence, a position which\\ninvolved liaising between Wikipedia community organiza-\\ntions and libraries, archives, and museums. I spent my time\\ndivided between encouraging the adoption of open licenses for\\ninstitutionally-owned materials like photographs and meta-\\ndata, and organizing\\n\\\"\\nedit-a-thons\\n\\\"\\n– participatory, instruc-\\ntional technology workshops designed to encourage people to\\nbecome Wikipedia editors. I was also speaking in public forums\\nand blogging about issues pertaining to Wikipedia.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,476,395,665],\"text\":\"One day, I found a message in my email inbox from a re-\\nsearcher who had found my name on a Wikipedia-related\\nmailing list that I posted on from time-to-time. The researchers\\nstated that they were working on a project related to expe-\\nriences of gender and harassment, and that they wanted to\\ninterview me. I responded enthusiastically: at the time, I would\\ntalk Wikipedia to anyone who asked because I felt it was my\\nmission to spread the word. I had also never been in a study\\nbefore and was curious about what it entailed. The following\\nweek, I had a Skype conversation with a graduate student re-\\nsearcher who wanted to interview me for their study on editing\\nbehaviors and conflict on Wikipedia.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,395,921],\"text\":\"This was the first of many ethnographic studies about the\\ndynamics of Wikipedia editing that I was interviewed for, of\\naround 10 in total over the course of three years from 2013-2016.\\nBetween responding to emails, signing consent forms, setting\\nup and having the interviews, and responding to follow-ups,\\nI spent hours doing the work of a research subject. Despite\\nthe commitment of time and emotional energy, I did all this\\nbecause I felt that volunteering for the study opened a wider of a\\nconversation that I could take part in. The study, in turn, could\\ncontextualize further debates about diversity in the community.\\nThe reflections that follow have been reconstructed through\\nmemory and corroborated by email archives. I did not take field\\nnotes as I had these experiences. What follows is the outcome\\nof several years of feminist engagement and reflection on my\\nexperiences, leading me to denormalize my research encounters\\nand reflect on how they could have proceeded otherwise.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,395,955],\"text\":\"To be a woman editing Wikipedia was one thing. To be a\\nwoman participating in research was entirely another. As a\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,253],\"text\":\"research informant, my day to day practical experiences of\\nWikipedia work became resources for researchers – budding\\nexperts who promised to generate general knowledge or at\\nleast middle-range theory [ 27 ] to explain the social processes\\nthat produce Wikipedia's gender and broader diversity dy-\\nnamics. In what follows, we retell several moments that show\\nhow research subjects do not only tell their experiences, but\\nmanage and navigate the research process.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,272,666,290],\"text\":\"6 WHEN RESEARCH SUBJECTS CARE\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,294,747,420],\"text\":\"Since I began contributing to Wikipedia around 2009, gender\\nnoticeably shaped of my interactions on the platform. My ex-\\nperiences included many hostile dynamics that others have\\nreported and observed, including extra scrutiny of my con-\\ntributions. These negative encounters with other Wikipedia\\nvolunteers challenged my ability to edit and correspond as\\nI wished in community channels like mailing lists and IRC\\nbulletin boards.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,421,747,598],\"text\":\"These issues were of concern at both personal and profes-\\nsional levels. I felt deterred from contributing to certain areas\\nafter being harmed in those spaces. As a result, I worried about\\nrecruiting women to participate, when they would quite possi-\\nbly experience gendered challenges in a community that lacked\\nthe organized infrastructure to address these issues. Hence, the\\nlonger I spent editing Wikipedia, the more motivated I was to\\ndo something about these issues. I channeled this drive into\\ncommunity organizing work and enthusiasm for research study\\nparticipation to contextualize community discussions of gender\\nand diversity.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,598,747,803],\"text\":\"In 2013, as a Wikipedian-in-Residence and community or-\\nganizer affiliated with Wikimedia New York City, I began ini-\\ntiating edit-a-thons that focused on writing Wikipedia articles\\nabout women. Wikimedia NYC collaborated with libraries and\\narchives to produce lists of articles to add and resources we\\ncould cite, and worked with people to develop positive experi-\\nences editing Wikipedia. These events multiplied, and gender\\nand Wikipedia became a central component of my work. From\\n2013-2015, I worked with others to organize many such events,\\nincluding a series of international edit-a-thons called ‘Wiki\\nLoves Pride,’ and ‘Art-Feminism,’ presenting at Wikimania\\n– Wikipedia’s international, annual conference, and at other\\nevents.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,804,747,950],\"text\":\"This personal experience and organizing work around the\\ngendered aspects of Wikipedia fueled my interest in participat-\\ning in research when I was contacted for interviews on this topic.\\nAt the time, I was already reading the research on Wikipedia to\\nhelp inform my organizing work so I would be able to explain\\nthe issues to people that were interested in getting involved. As\\norganizing groups and committees, we discussed feminist work\\nabout online culture and gender harassment. We sought, to-\\ngether, to support our understandings of the potential impacts\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 97\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,156],\"text\":\"the events we organized, including impacts on those of us who\\nwere volunteering our own collective energy and labor.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,395,490],\"text\":\"Concurrent with this event organizing, researchers recruited\\nme to participate in research studies – most of them related\\nto gender and Wikipedia. I personally believed that more re-\\nsearch on the topic would further prove the urgency of the\\nissues we were organizing to address. I was eager to participate\\nin these studies and found them useful to understand how these\\nresearchers, with varied affiliations and projects, framed, de-\\nscribed, and analyzed the issues. I saw being a research subject\\nas an extension of my activism that might eventually circle\\nback around and contribute to the organizing work I was al-\\nready doing in the open source movement. My confidence that\\nparticipating as a research subject might affect issues I cared\\nabout was further reinforced in that I already recognized some\\nof the researchers who contacted me. I inferred their agendas\\nand potential impact by seeing what conferences they partici-\\npated in, who they were cited by, and even how they contributed\\nto projects directly on Wikipedia – writing content, adding im-\\nages, and so on. I believed that the published reports of these\\nstudies would form a basis for future grants and community\\nefforts. Their research would legitimate the efforts I wanted\\nto see happen.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,395,698],\"text\":\"Over the course of participating in multiple studies, I felt I\\nwas learning about how to be a research subject. I developed\\nan acute, understanding of how to navigate the interviews. By\\ndoing one, I was also in a sense, practicing for the next. For\\nexample, when asked the generic, open-ended ethnographic\\ninterview questions like, \\\"What has been your experience with\\ngender and Wikipedia,\\\" or \\\"What do you find difficult about\\nparticipating in Wikipedia,\\\" I spoke strategically. That is, I\\nrelied on my expertise and even mentally prepared for the in-\\nterviews beforehand, because I wanted to lay the groundwork\\nfor changes I wanted to see – changes the research could legiti-\\nmate. I made a checklist of things I wanted to get to during the\\nconversation; I prioritized.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,395,938],\"text\":\"In the interviews, I spoke on a range of topics, including\\nhow I was deterred from editing certain topics for fear of the\\nnegative attention such edits would draw to myself. Another\\ntheme I could speak to was Wikipedia's meritocratic culture.\\nIn this regime, I detailed how women (myself included) are\\naccused of not having high enough 'edit counts' to engage in\\ncertain conversations, be elected as administrators, or to speak\\nauthoritatively about how to apply Wikipedia's rules. These\\nexclusions mattered for representation in the encyclopedia as\\nwell. Women were often excluded from 'articles for deletion'\\n(AFdS) debates organized to resolve conflicts over relevance and\\nnotability. Moreover, I detailed my own experience in which my\\nnegative social experiences on the platform led me to focus on\\nless scrutinized work, such as creating 'stubs' – small articles\\non innocuous topics – or doing community organizing work.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,156],\"text\":\"I avoided working on widely-read, but very hotly contested\\narticles, like those on feminism or 'Kim Kardashian.\\n'\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,156,747,379],\"text\":\"The first author's experiences represent some of many\\npotential reasons why people might participate in research\\nstudies. The observations above show how a subject's will-\\ningness to participate in a study might express wider so-\\ncial projects and even serve as an activist method to create\\nplatforms for discussion. People come to find meaning in\\nresearch by engaging with it to benefit their communities\\neven if they don't necessarily directly benefit themselves. Re-\\nsearch subjects can discursively scrutinize research settings\\nas political sites to articulate their perspectives in the world.\\nBy understanding the research setting in this way, we can\\ninquire into how subjects understand, as insiders, how their\\nstorytelling might affect the social issues and communities\\nthey care about.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,380,747,602],\"text\":\"Research subjects are not empty canvases. As a participant\\nin multiple studies on Wikipedia, my understanding of the\\nresearch encounter as a site evolved over time. However,\\nthe researchers who asked me for interviews treated me as\\na repository of knowledge rather than as an active agent\\nthat might selectively engage in the act of telling [4] . In\\ntreating me as such a repository, they had to make several\\nassumptions. First, they treated my labor of narration as free.\\nSecond, they interpreted my stories as evidence that revealed\\nthe symbolic structure of my social world [17] . Through\\nconversation, they seemed to assume, I would reveal the\\nworkings of a place they did not intimately know, including\\nwhat I found most useful for them to write and spread the\\nword about.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,602,747,714],\"text\":\"As a research subject, I was also able to detach myself\\nfrom my own subject position to think about the context\\nof the study from the point of view of the researchers. This\\nthinking was part of my cognitive, psychological experience\\nof being in a structured relationship in which my reality\\nwould be scrutinized and subsequently turned into social\\nscience knowledge and expertise.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,714,747,938],\"text\":\"Researchers might have engaged me differently if they\\nunderstood me not only as a repository of experience, but\\nan actor in the organization working to change the very\\ndynamics they sought to characterize. If researchers were to\\ntake this into consideration, perhaps they might have invited\\nme to suggest areas of inquiry for them to attend to. What\\nwould have been different if they had asked what concepts\\nor processes I wanted emphasized in research production?\\nResearchers, with their powers to anonymize and take the\\nheat for research findings, can often make contacts and cir-\\nculate stories people otherwise would not share widely. This\\nunique positionality has great potential if researchers con-\\nsider how they might not only care for subjects, but care\\nwith them.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 97\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 7\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300327", "source_image_path": "test_data/3290605-3300327/3290605-3300327_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300327/results/output_json/3290605-3300327_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,124,394,252],\"text\":\"My experience though unique, is a case of a wider phe-\\nnomenon of research subjects who participate in reflexive\\ncultures – cultures in which participants seek to reflect on\\nand reform the culture itself. HCI researchers might ask how\\nto care with subjects in the ways we suggest when they study\\nthose who see themselves as responsible members of a com-\\nmunity of production, for example Wikipedia participants,\\nhackerspace members, or patient activists.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,262,237,278],\"text\":\"7 CLOSE CONNECTIONS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,347],\"text\":\"Close ties in the social worlds researchers seek to understand\\ncan also complicate matters for research subjects. These ties\\nmight be constituted by prior relationships or the building\\nof ties during the research process.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,347,395,537],\"text\":\"Although I was almost always more than happy to talk\\nto researchers, there were times when I was also concerned\\nabout the overlapping social networks and personal ties that I\\nhad or might have with them. Wikipedia researchers are often\\nactive participants or editors of Wikipedia. When signing up\\nfor studies, I often knew that the researchers I had talked to were\\nonly a stone's throw away from peers and collaborators. In fact,\\nthe researchers that interviewed me were sometimes people\\nthat I knew or knew of before agreeing to participate. They\\nwere friends of friends perhaps, people that had been given my\\nname or contact information by someone who thought I was a\\ngood candidate for the study.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,395,762],\"text\":\"When I was volunteering for these studies, I was concurrently\\ntalking to other Wikipedians whom I was close with about our\\nexperiences being research participants. Apparently, I was not\\nthe only one who kept being called upon and agreeing to be a\\nresearch subject. In fact, I was one of many – there were a circle\\nof people who were active across projects relating to gender and\\nWikipedia and frequent collaborators in event organizing and\\nonline initiatives. Many of them had participated in the studies\\nI had. The same circle of organizers were also the frequent\\nposters on mailing lists and public channels where people talked\\nabout gender and Wikipedia. These channels were composed of\\nself-selected people interested in topics researchers were looking\\ninto. So, perhaps it’s not surprising that the participants in these\\nmailing lists often were recruited to be research subjects.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,763,395,890],\"text\":\"One site in which research subjects reflect on their own ex-\\nperiences is by following up with research studies they have\\nbeen in and drawing connections between research and their\\nown lives and communities. For example, I have read all the\\npublications I've been characterized in. Because of my privilege\\nas a student with institutional access to journals behind the\\n'paywall' - a scholar in training - it hasn't been difficult to\\nlocate the publications myself.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,395,955],\"text\":\"My interest in reading the final products of the studies I\\nhave participated in has been motivated by several factors,\\nincluding my general interest in the topics. Another factor was\\nmy concern about how I was portrayed. Reading something\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,236],\"text\":\"about yourself or something in which you are quoted in can\\nbe a scary experience. Sometimes the results are satisfying,\\nother times disappointing. I felt that many did not portray\\nwhat I knew in ways resonant with my self-identity, nor my\\nunderstanding of my community. I felt frustrated when the\\nconcepts that I thought I clearly had explained were given other\\nnames or grouped into categories that I didn’t identify with.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,747,380],\"text\":\"My hesitations about the validity of the findings commingled\\nwith disappointment that the investigators had not involved\\nme in the research process after the interviews. On the contrary,\\nit felt like a surprise to read the publications months after the\\ninterviews were conducted. Although some researchers said\\nthat they would inform me when the publication had come out,\\nno one ever followed up with this promise. I counted this as a\\nmissed opportunity for them to deepen the usefulness of their\\nfindings to the Wikipedia community.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,553],\"text\":\"There are many attitudes which CHI researchers might\\nbring to the table when they attempt to manage the effects of\\ntheir work on research subjects, scholarly communities, and\\ninstitutions. In ethnographic traditions in the social sciences,\\ntransparency and the development of trust are enmeshed\\nin debates about the constructions of best practices. These\\nmight include the production of archives – perhaps open\\nor perhaps for the community – so materials gathered in\\nresearch can be used by communities involved. These prac-\\ntices might also include collaborating with communities to\\nproduce ethnographic documentation [69, 99] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,553,747,808],\"text\":\"One of many such routes is called member checking – a\\nterm for a cluster of procedures that researchers can employ\\nto consult with participants and clarify what they have con-\\nveyed in interviews and other documented interactions [100,\\n127] . Member checking techniques might involve the record-\\ning and transcription of interviews such that researchers can\\nplay back recordings or share transcripts with participants\\nto allow them to retract or clarify aspects of what they origi-\\nnally stated on the record. The concept of member checking\\nis a framework for managing the inherent power differen-\\ntials between investigators and participants by generating\\nopportunities for dialogue about the (mis)interpretation of\\nfindings [88] . Member checking might further call on re-\\nsearchers to share results with communities who helped\\nthem produce the findings, such as through distributing a\\nfinalized publication in a translated and accessible format.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,906],\"text\":\"Member checking might have mitigated the frustrations\\nI and others felt by including us in a dialogue about how\\nour worlds were interpreted and represented in research.\\nThis process might have also helped participants understand\\nhow the aims of the research evolved over the course of the\\nresearch as researchers learned more through their inquiry.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,954],\"text\":\"What other forms of research-subject interactions might\\nhave been more encouraging and validating? One next step\\nto complete the loop would be for Wikipedia researchers to\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1013],\"text\":\"Paper 97\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300327/results/markdown/3290605-3300327_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[75,119,740,184],\"text\":\"Design and Evaluation of Service Robot's Proactivity\\nin Decision-Making Support Process\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[84,203,291,282],\"text\":\"Zhenhui Peng\\n\\nHong Kong University of Science and\\nTechnology\\nHong Kong, China\\n\\nzpengab@connect.ust.hk\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[331,203,480,266],\"text\":\"Yunhwan Kwon*\\n\\nDongguk University\\n\\nSeoul, Republic of Korea\\n\\nyunhwan1903@gmail.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[522,202,729,282],\"text\":\"Jiaan Lu*\\nUniversity of Michigan-Shanghai Jiao\\nTong Univeristy Joint Institute\\nShanghai, China\\nlujian1768@sjtu.edu.cn\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[234,293,398,373],\"text\":\"Ziming Wu\\n\\nKong University of Science and\\nTechnology\\nHong Kong, China\\nzwual@connect.ust.hk\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[413,293,619,373],\"text\":\"Xiaojuan Ma\\n\\nHong Kong University of Science and\\nTechnology\\n\\nHong Kong, China\\n\\nmxj@csse.usth.k\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,384,141,400],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,404,395,692],\"text\":\"As service robots are envisioned to provide decision-making\\nsupport (DMS) in public places, it is becoming essential to de-\\nsign the robot's manner of offering assistance. For example,\\nrobot shop assistants that proactively or reactively give prod-\\nuct recommendations may impact customers' shopping expe-\\nrience. In this paper, we propose an anticipation-autonomy\\npolicy framework that models three levels of proactivity\\n(high, medium and low) of service robots in DMS contexts.\\nWe conduct a within-subject experiment with 36 participants\\nto evaluate the effects of DMS robot's proactivity on user\\nperceptions and interaction behaviors. Results show that a\\nhighly proactive robot is deemed inappropriate though peo-\\nple can get rich information from it. A robot with medium\\nproactivity helps reduce the decision space while maintain-\\ning users' sense of engagement. The least proactive robot\\ngrants users more control but may not realize its full capa-\\nbility. We conclude the paper with design considerations for\\nservice robot's manner.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[420,384,525,400],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,404,748,454],\"text\":\"• Human-centered computing → HCI design and eval-\\nuation methods; User studies; Laboratory experiments;\\nInteraction design theory; concepts and paradigms;\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,466,502,483],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[420,486,761,519],\"text\":\"Proactivity; Human-Robot Interaction; Robot Manner; Decision-\\nMaking Support\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[420,526,555,541],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,542,748,629],\"text\":\"Zhenhui Peng, Yuhuan Kwon, Jiaan Lu, Ziming Wu, and Xiaojuan\\nMa. 2019. Design and Evaluation of Service Robot's Proactivity in\\nDecision-Making Support Process. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019) . May 4–9, 2019,\\nGlasgow, Scotland USA . ACM, New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3290695.3300328\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,644,549,661],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,665,748,953],\"text\":\"The use of service robots, which operate semi- or fully au-\\ntonomously to perform services useful to humans [34] , is\\nbecoming a trend in our daily life. For robots that work in\\nthe service industry and play the roles of shop assistants\\n[25] , receptionists [33] , and museum guides [29] , to name a\\nfew, providing information or recommendations to support\\nhuman decision-making is a critical part of their job. Existing\\ndecision-making support (DMS) research mainly focuses on\\nquestion understanding and content generation [1, 24, 38] ,\\nbut largely overlooks the design of robots' manner of service.\\nFor example, a robot assistant could wait for requests to come\\nin and then react to the resulting situation. Alternatively, it\\ncould anticipate user needs and provide responses without\\nbeing prompted. One can find similar types of actions in\\nhuman assistants (e.g., waiter/waitress and shop assistants).\\nThese are characterized as different levels of proactivity in\\nthe occupational psychology literature [20, 36] and proven\\nto affect socialization and performance at work [11] . It is\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,711,393,738],\"text\":\"This author was an intern in Hong Kong University of Science and Tech-\\nnology when the work was carried out.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,739,393,766],\"text\":\"†This author was an exchange student in Hong Kong University of Science\\nand Technology when the work was carried out.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,789,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,273,910],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":22,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,912,271,924],\"text\":\"c 2019 Association for Computing Machinery\",\"reading_order\":23,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,924,266,937],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":24,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,939,244,950],\"text\":\"https://doi.org/10.1145/3290605.3300328\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1013],\"text\":\"Paper 98\",\"reading_order\":26,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"thus interesting to explore if the proactivity of a robot would\\nhave a similar effect when offering DMS service.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,156,395,348],\"text\":\"Previous works suggest that humans are sensitive to ro-\\nbot’s manner, i.e., way of behaving. For instance, people have\\nbetter collaboration experiences with a robot that handles\\ntheir disengagement in a submissive manner than the one\\nacting dominantly [49] . In a collective decision task, robots\\nexpressing disagreement politely can defuse their human\\npartners' frustrations and get people to change their minds\\n[50] . Hence, it is possible that a decision-maker would feel\\nand react differently when a robot provides its assistance\\nproactively or reactively. We can design proper manner for\\nrobots in DMS services only if we have an in-depth under-\\nstanding of these possible effects.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,348,395,587],\"text\":\"To study this possibility systematically, we need to have\\na formal definition and consistent implementation of robot\\nproactivity in the course of DMS. Proactivity in occupational\\npsychology is the anticipatory action that people initiate to\\nimpact themselves and/or others [20] . The closest concept to\\nit in Human-Robot Interaction (HRI) research is autonomy –\\nthe ability to perform intended tasks based on current state\\nand sensing without human intervention [15] . It emphasizes\\nprimarily on initiating actions automatically based on what\\nis happening in the collaboration [18, 40] . While previous\\nworks show that robot autonomy can cause perceptual dif-\\nferences in users [2, 49] , it mainly concerns the current state\\nof the machine. Anticipation, another important element of\\nproactivity that emphasizes assumptions of what is going to\\nhappen, is not incorporated into the autonomy construct.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,587,395,938],\"text\":\"In this paper, we formulate three levels of robot proac-\\ntivity ( high , medium , low ) in two dimensions – anticipation\\nand autonomy – based on the occupational psychology and\\nautonomy literature. We then design associated behavior\\npolicies in the context of a structured decision-making sup-\\nport process. To evaluate the impact of robot proactivity\\non decision-makers perceptions and behaviors, we conduct\\na within-subject, Wizard-of-Oz experiment with 36 partici-\\npants. The participants reflect that the high-proactivity robot\\nis the least appropriate though it can provide rich informa-\\ntion, while the medium-proactivity robot is more helpful as it\\nhelps to narrow down choices. Thematic analysis on user be-\\nhaviors further reveals that the participants can adjust their\\nturn-taking behaviors to the robots' manner, and they have\\nmore control over the conversation with the low-proactivity\\nrobot by actively making requests. However, they engage\\nbetter with the medium-proactivity robot, with sufficient op-\\nportunities to express their thoughts and feelings. Our work\\nprovides insights into designing a proper way of behaving\\nfor robots serving in DMS context, and adds to the under-\\nstanding of how people perceive and interact with service\\nrobots of different manners.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,123,550,139],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,144,596,162],\"text\":\"Defining Robot’s Proactivity\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,164,747,435],\"text\":\"Derived from the definition of proactivity in occupational\\npsychology [20, 36] , service robot's proactivity can be de-\\nfined as the anticipatory action that robots initiate to impact\\nthemselves and/or others. The definition indicates three el-\\nements of robot's proactivity: 1) anticipation; 2) initiation\\nof action; 3) target of impact. The first element, antecip-\\nation, is the robot's assumption of what a human is going\\nto do. There are many possible ways, e.g., gaze [23] , body\\norientation [22] , trajectory [42] , etc., which can build up ro-\\nbot’s anticipation of a human. For example, Koppula et al.\\nused a rich graphical model based on object locations and\\nhuman poses to anticipate what a human partner would do\\nnext, so that the robot could perform an anticipatory action,\\ne.g., open the door for the human [30] . Bohus et al. made\\nuse of vision processing (e.g., face detection, distance) and\\nspeech recognition to determine if the visitors are going to\\nbe engaged or not in a direction-giving context [6] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,435,747,817],\"text\":\"The second element, the initiation of action, is more about\\nsystem autonomy in the robot's context, as suggested by\\nmany other works about designing robot's proactive behav-\\niors [2, 9, 55] . According to the amount of human input and\\nthe authority of robot, the levels of autonomy in HRI can be\\ndivided into 10 levels [3, 40, 44] : 1) robot offers no assistance;\\n2) robot offers a complete set of action alternatives; 3) robot\\nnarrows the selection down to a few choices; 4) robot sug-\\ngests a single action; 5) robot executes that action if human\\napproves; 6) robot allows the human a limited time to veto\\nbefore automatic execution; 7) robot executes automatically\\nthen necessarily informs the human; 8) robot informs hu-\\nman after automatic execution only if human asks; 9) robot\\ninforms human after automatic execution only if it decides\\nto; 10) robot decides everything and acts autonomously, ig-\\nnoring the human. A proactive robot is usually designed to\\nhave a higher level of autonomy to take the initiative [35] .\\nFor example, in Fink's work [13] , a proactive robot was de-\\nsigned to initiate the interaction to motivate the children\\nto tidy up their toys, while the reactive robot waited until\\nthe children take actions first. Also in Baraglia's work [2] ,\\nthe most proactive robot took the initiatives to help human\\nwhenever it could help, while the least proactive robot only\\nhelped human when being requested.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,817,746,866],\"text\":\"The last element, target of impact, is the object of robot's\\nanticipatory actions. In human-robot interaction (HRI), the\\nintended target would be the human partner [19] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,865,747,947],\"text\":\"This paper focuses on a particular type of HRI scenario –\\nsupporting human decision-making, where robot's goal is\\nto fulfill its capability of providing information interactively\\nto improve the quality of user's decisions [27] . In such a\\nsetting, a highly proactive robot builds strong anticipation\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 98\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,206],\"text\":\"of human user's information needs and takes the liberty of\\nmaking recommendations. In contrast, a less proactive robot\\nis more conservative in making assumptions and intervening.\\nIn any case, DMS robots should behave in a user-friendly\\nand socially acceptable manner [12] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,214,346,233],\"text\":\"Manner of Decision-Making Support Systems\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,235,395,523],\"text\":\"Previous studies have explored different ways for a decision-\\nmaking support (DMS) system to perform its job, i.e., provid-\\ning information or recommendations to people. For example,\\nto improve the current recommendation, Li et al. suggested\\nthat the recommendation system can use system- or user-\\ninitiated critiquing methods to seek feedback from the user\\n[10] . The system-initiated critiquing system automatically\\ngenerates knowledge-based critiques (e.g., “Different Man-\\nufacture, Lower Processor Speed and Cheaper Cameras”),\\nwhich could familiarize the user with the product domain\\nbut may fail to match user's specific criteria. In contrast, the\\nuser-initiated critiquing system lets user make self-motivated\\ncritiques from a complete set of options, which allows for\\na higher level of user control with the drawback of more\\nuser's efforts. Similarly in a fantasy baseball game, Solomon\\nfound that giving more users control over the DMS system\\n(i.e., let them customize it) could make the recommendations\\nmore acceptable regardless of their accuracy [47] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,395,890],\"text\":\"Woiceshyn et al. tested the system-initiated approach on a\\nrobotic DMS system, which can actively ask for user prefer-\\nence, give and update recommendations according to user's\\nexplicit feedback (accept or reject) [52] . Their experiment\\nshowed that the system was easy to use and effective. Rau\\net al. found that a robot with higher autonomy, which gave\\nrecommendations before the user carried out any action,\\nwould have greater influence on people's decision-making\\nin a sea survival decision task, compared to the robot that\\ngave opinions only after the user made a decision [40] . In a\\nmore real-world setting, Shiomi et al. found that the robot\\nthat directly recommended one choice (autonomy 4) could\\nincrease the number of specific store coupons that people fi-\\nnally chose, compared to the robot that provided all available\\ncandidates (autonomy 2) [46] . Note that all of the aforemen-\\ntioned studies primarily focused on the autonomy aspect of a\\nDMS robot's way of acting. In this work we also incorporate\\nanticipation into the DMS robot's manner design. Different\\nfrom previous works that emphasized mainly on decision\\noutcomes, we are interested in how robot's proactivity level\\n(anticipation + autonomy) would affect user experience in\\nthe decision-making process, a critical determinant of the\\nsuccess of DMS systems [39] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,900,283,918],\"text\":\"Effect of Robot's Proactive Manner\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,395,954],\"text\":\"To achieve more natural and efficient human-robot interac-\\ntion (HRI), researchers in HRI have spent many years on\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,524],\"text\":\"designing and evaluating the proactive manners of robot.\\nFor example, to serve people, the robot needs to properly ap-\\nproach and initiate the interaction with people [16, 26, 42, 45] .\\nLearned from observation of assistant's behavior, Kato et al.\\n[26] proposed a robot strategy that can exhibit “ availabil-\\nity ” through body orientation and gaze before approach-\\ning people. Their field studies in a shopping mall showed\\nthat their strategy is less intrusive compared to the “ passive\\nwaiting ” and the “ simply-proactive ” strategy. In a handover\\ntask, Huang et al. derived different robot coordination meth-\\nods from human-human collaboration, and found that there\\nwas a tradeoff between team performance and user expe-\\nrience using different methods [22] . Compared to reactive\\n(wait for user's completion first) and adaptive (wait and slow\\ndown to adapt to user's availability) coordination methods,\\nthe proactive coordination (always present next object) can\\nsignificantly improve team performance but impair users'\\nperceptions of the robot. The tradeoff also appears in a simu-\\nlated Urban Search and Rescue task, in which the researchers\\nfound that people preferred the robot that can provide proac-\\ntive support. But human cognitive load was also increased\\nwith the proactive robot [55] . Although these studies were\\nnot conducted in DMS context, it is reasonable to hypothe-\\nsize that robot's proactivity would have an effect on decision\\nmakers' perception and interaction behaviors.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,543,702,561],\"text\":\"3 DESIGN OF DMS ROBOT'S PROACTIVITY\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,565,700,583],\"text\":\"Principles for Designing Different Proactivity\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,585,746,633],\"text\":\"Based on the robot's anticipation and levels of autonomy\\n[20, 40] , we derive the principles for designing three levels\\nof robot's proactivity.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,746,697],\"text\":\"High-proactivity: the robot makes strong assumptions (e.g.,\\nusers need help, like popular items, etc.) and actively offers it;\\nthe robot automatically takes action with very small amount\\nof user input during the interaction (autonomy 6-8).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,698,746,761],\"text\":\"Medium-proactivity: the robot makes some assumptions\\nand lets the user verify them; the robot needs some amount\\nof user input to take automatic actions during the interaction\\n(autonomy 3-5), e.g. providing limited choices like \\\"A or B\\\".\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,746,826],\"text\":\"Low-proactivity: the robot makes no assumption and needs\\nthe users to explicitly tell what they want; the robot only re-\\nsponds upon request and needs a large amount of user input\\n(autonomy 1-2), e.g., providing a complete set of choices.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,847,694,865],\"text\":\"Associated Behavior Polices in DMS Settings\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,867,747,949],\"text\":\"To show how these design principles for robot's different\\nproactivity can be applied to decision-making support (DMS)\\nsettings (e.g., restaurants, airports, banks, stores, etc.), we\\nstructure a DMS process (adapted from [10, 52] ) and design\\nassociated behavior policies for the robots as shown in Figure\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,121,1012],\"text\":\"Paper 98\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300328_pdf_shortened_page_3_figure_002.png\",\"bbox\":[113,118,714,355],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image presents three flowcharts, titled \\\"High proactivity\\\", \\\"Medium proactivity\\\", and \\\"Low proactivity\\\", side-by-side. Each flowchart illustrates a decision-making process, segmented into four stages (S1-S4), showing steps like initiation, asking preferences, making recommendations, providing justifications, and proceeding to decisions, with varying paths based on user input or assumed needs.\"},{\"label\":\"figure_cap\",\"bbox\":[90,363,723,381],\"text\":\"Figure 1: Robot's behavior policies with different proactivity levels in a structured decision-making support process.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,400,394,431],\"text\":\"1. In the rest of this section, we use shopping as an example\\nto showcase the robot's behaviors under different policies.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,431,395,624],\"text\":\"S1. Initiation: To initiate the interaction, either the robot\\nor the user should take actions to start the conversation. 1)\\nThe high-proactivity robot assumes that the user needs help\\nand actively offers it, e.g., “ Hi, have troubling finding things\\nyou like? Let me show you some of our popular items! ” 2)\\nThe medium-proactivity robot also assumes that the user\\nneeds help but confirms it first, e.g., “ Have trouble deciding?\\nWould you like to know about our best collection? ” Only\\nwith user's approval will the robot move to the next step,\\notherwise it waits for the next trigger event. 3) The low-\\nproactivity robot makes no assumption and only offers help,\\ne.g., saying “ How can I help you? ” upon request.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,624,395,863],\"text\":\"S2. Preference elicitation and recommendation: Af-\\nter initiation, the robot gives recommendations to the cus-\\ntomer. 1) The high-proactivity robot assumes knowing user's\\npreferences (e.g., popularity) and does not ask for such in-\\nformation; instead, it directly makes recommendations, e.g.,\\n“ Check out this popular item here! ” . 2) The medium-proactivity\\nrobot assumes knowing some preferences (e.g., popularity)\\nbut asks for personal preferences by providing limited op-\\ntions first, e.g., “ Which [attribute] do you want, [option] 1\\nor [option 2]? ” . It then makes recommendations based on\\nassumed preference and personal preference. 3) The low-\\nproactivity robot has no assumption of user's preferences\\nand asks for it by providing all choices, e.g., “ We have [all\\nchoices], which one do you like? ” . It then makes recommen-\\ndations based on user's responses.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,863,395,943],\"text\":\"S3. Justification : After presenting the recommended\\nitems, the robot might need to justify its recommendations. 1)\\nThe high-proactivity robot assumes that the customer wants\\njustification and provides it directly, e.g., “ The special point\\nof this item is [...] ” . 2) The medium-proactivity robot assumes\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,399,747,512],\"text\":\"that the customer wants justification but confirms it first, e.g.,\\n\\\"If you are interested in this item, I can tell you more about it.\\nOtherwise, I can give you another recommendation\\\". If the\\ncustomer is not interested, it asks for user's preferences again\\nto provide another recommendation. 3) The low-proactivity\\nrobot makes no assumption about what the user wants to\\nknow, and only justifies the item upon request.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,512,748,880],\"text\":\"S4. Feedback seeking: After justification, the robot needs\\nto seek feedback from the user to either proceed or revise rec-\\nommendations. 1) The high-proactivity robot tells from the\\nuser's reaction (e.g., silent duration, facial expression, gaze,\\netc.) to assume if the user likes the recommended item or not.\\nIf assuming that the customer likes it, the robot proposes to\\nproceed further, e.g., \\\"Seems that you are quite interested. I\\nhave the order form ready for you to fill out\\\". If assuming\\nthat the user dislikes it, the robot proactively provides an-\\nother recommendation, e.g., \\\"It seems like you are not very\\nhappy with this item, let me show you something else.\\\" 2)\\nThe medium-proactivity robot assumes that the user may\\nlike it or dislike it, and confirms it, e.g., \\\"Do you like it?\\\". If\\nthe user likes the recommended item, it confirms whether\\nthey can go further, e.g., \\\"Ok, if you want to buy this pair,\\nplease fill out the order form\\\". Otherwise, it asks user's pref-\\nerences again to provide another recommendation. 3) The\\nlow-proactivity robot makes no assumption about the user's\\nfeedback, and waits for the user to explicitly tell it. If user\\ndislikes the item and asks for another one, it asks for user's\\npreferences again to provide another recommendation. If the\\nuser explicitly says that he/she wants the item, it proceeds\\nto make decisions.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,896,529,913],\"text\":\"4 EXPERIMENT\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,917,747,950],\"text\":\"To verify our service robot’s proactivity design in the DMS \\ncontext and to evaluate its impact on user perception of the\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,121,1012],\"text\":\"Paper 98\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,746,1012],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[107,123,354,138],\"text\":\"Table 1: Persona and shoes for each task.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[73,153,386,214],\"text\":\"
PersonaShoe typeColorOccasion
MenOxfoordsBlack or BrownDress or Casual
WomenHeelsBlack or BeigeDress or Casual
TeensSneakersBlack or WhiteSkate or Running
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A table details shoe preferences for different personas. It lists \\\"Persona\\\" (Men, Women, Teens), \\\"Shoe type\\\" (Oxfords, Heels, Sneakers), \\\"Color\\\" (Black or Brown, Black or Beige, Black or White), and \\\"Occasion\\\" (Dress or Casual, Dress or Casual, Skate or Running).\",\"figure_path\":\"tables/3290605-3300328_pdf_shortened_page_4_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[69,241,394,272],\"text\":\"robot and interaction behaviors, we conduct a within-subject,\\nWizard-of-Oz experiment with 36 participants.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,272,395,399],\"text\":\"We simulate an offline shoe shopping scenario and cus-\\ntomize the robot behaviors (described in the section Design\\nof Robot's Proactivity) by replacing “ item ” by “ shoe ” . In the\\nexperiment, each participant interacts with three versions\\n(high-, medium- and low-proactivity) of robots separately to\\npick a pair of shoes that is suitable for a specific persona as a\\ngift. We counterbalance the task assignment and the order of\\nthe three robot conditions to minimize the potential order effect.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,400,395,688],\"text\":\"We create information (e.g., portrait, gender, age, work,\\nshort bio, goals, motivations, etc.) of the persona and corre-\\nsponding shoe collections for each task, i.e., Men's Oxford s,\\nWomen's Heels and Teens' Unisex Sneakers (note: the partic-\\nipant can either pick a girl or a boy persona in the Teens\\ntask as the shoes are unisex). We collect relevant shoes data\\nfrom Zappos shoe website 1 . For each task, we prepare 32\\npairs of popular (sorted by \\\"Best Sellers\\\") shoes which can be\\nclassified based on two attributes: color and occasion (two\\noptions for each attribute, as shown in Table 1 ). To minimize\\npotential bias introduced by price and brand, we keep the\\nprice of the shoes within a reasonable range (e.g., $ 79.95\\n– $ 99.95 for Men's Oxford s), and blur the brand signs. To\\nget participants serious about their tasks, we ask them the\\nto justify their final choices, showing how they resonate\\nwith real experiences. Note that similar to [53, 54] , there is\\nno right or wrong decision, but only participants providing\\nvalid reasons can enter a lucky draw for two extra coupons.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,700,306,717],\"text\":\"Robot and Wizard-of-Oz Study Design\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,720,395,912],\"text\":\"In this study, we use the Pepper from Softbank Robotics 2 ,\\na robot widely adopted in the service industry, as a shop\\nassistant to support people's shoe purchasing decisions. This\\nhumanoid robot is 120 cm tall and has a 246×175 mm tablet in\\nthe front. We use the built-in packages of the robot to gener-\\nate its speech in a gender-neutral voice. It can display natural\\nbody movements and present a picture of a recommended\\nitem on its tablet during the DMS process. We build a shoe-\\nrelated knowledge base for the robot, which consists of the\\npopularity (i.e., # of “ like ” ), properties (e.g., insole, toe style,\\nmaterial), special feature (Table 2 ) of each pair of shoes in\\nour collection. The robot may make recommendations based\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,441,747,552],\"text\":\"on the name, popularity, specification of two attributes (color\\nand occasion), special feature of the intended shoes. We pre-\\npare multiple scripts (modified from shoppers' reviews) for\\neach special feature, as well as some general good words to\\nadvertise. We carefully test all the scripts in a pilot study to\\nmake sure that they can be clearly heard and understood\\nfrom the robot (script samples in Table 2 ).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300328_pdf_shortened_page_4_figure_010.png\",\"bbox\":[429,122,737,310],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This is a screenshot of a \\\"Pepper Wizard-of-Oz\\\" user interface, featuring multiple control sections like \\\"SETTING\\\", \\\"PREFERENCE\\\", \\\"HISTORY\\\", \\\"EVENT HANDLE\\\", and \\\"PROCESS\\\". The interface includes radio buttons, text input fields, and numerous labeled buttons for various actions, with four distinct groups of \\\"PROCESS\\\" buttons highlighted.\"},{\"label\":\"figure_cap\",\"bbox\":[421,333,747,405],\"text\":\"Figure 2: The wizard interface. S1-S4 shows the robot's be-\\nhaviors in the four steps of the DMS process (blue: high , or-\\nange: medium , grey: low , white: common). Setting different\\nproactivity and task will hide irrelevant buttons and cus-\\ntomize the contents of the relevant buttons.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,553,747,712],\"text\":\"We adopt a Wizard-of-Oz approach for the evaluation to\\navoid possible interference of technological pitfalls, since\\nstate-of-the-art technologies still fail to perfectly understand\\nhuman speech and intent in real-world settings [4, 43] . The\\nfirst author acts as a wizard to anticipate user intention\\nand control subsequent robot actions strictly based on the\\nproposed behavior policies in each task (Figure 1 ). Similar to\\nSharehkl's method [43] , we use a constrained Wizard-of-Oz\\nprotocol [41] with a small set of intents which are elaborated\\non Figure 1 (e.g., need help, need justification).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,712,747,952],\"text\":\"The human wizard tries to infer participants' intentions\\nfrom their speech, head pose, eye gaze and facial expres-\\nsions, and then trigger associated robot responses through\\nan easy-to-use interface (Figure 2 ). For example, in the initi-\\nation step, if noticing that the participant turns to the robot,\\nhas a hesitantat or confused look on the face, or keeps brows-\\ning for some time without inspecting any particular item,\\nthe wizard would assume that the participant needs help.\\nConsequently, the wizard would instruct the robot to either\\noffer help directly (high proactivity), ask for permission to\\nintervene (medium), or wait for the participant's explicit\\nhelp seeking signal (low). Pilot studies reveal that partici-\\npants may skip some steps in the structured DMS process,\\ne.g., directly asking for a specific pair of shoes after the first-\\nround justification in high- and medium-proactivity tasks. In\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,924,220,938],\"text\":\"1 https://www.zappos.com/c/shoes\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,331,952],\"text\":\"2 https://www.softbankrobotics.com/emea/en/ robots/pepper\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1012],\"text\":\"Paper 98\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1012],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[98,121,714,139],\"text\":\"Table 2: Script samples of special features and general good words that the robot uses for justification.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[80,152,733,325],\"text\":\"
Feature & good wordsScripts Sample
Suitable for walking"They are very suitable for walking. If you have to wear shoes for a long time, these are absolutely a good option. I think they will be one of the most comfortable shoes you have ever owned."
Stylish and fashionable"They are very stylish and fashionable. They're also beautiful, with a very nice shape and popular toe style. I think they will keep you a fashionable person in the public."
Water proof, easy to clean"They are water proof. Even in harsh rainy conditions, you can wear them walking around streets for eight hours a day. I think they are very suitable for those who need to walk in dirty ground."
Latest design"These are the latest shoes available. They are light weight, incredibly comfortable, and trendy. I think you can never go wrong with this new design."
Best materials"The material of these shoes is very special. The soft insole makes the shoes comfortable for long wear. I think they are also a very classical shoe, which can last than 20 years."
General good words"These will be your favorite shoes for sure." "Buy this pair, you will never regret it."
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table with two columns: \\\"Feature & good words\\\" and \\\"Scripts Sample.\\\" The rows describe various shoe features like suitability for walking, style, waterproofing, latest design, and best materials, each with example script text.\",\"figure_path\":\"tables/3290605-3300328_pdf_shortened_page_5_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,348,395,476],\"text\":\"these cases, the robot will first satisfy their requests and then\\nresume its policies in the following turns. For instance, the\\nhigh-proactivity will still assume the user needs justification\\nand directly justify the requested shoe. We also prepare addi-\\ntional scripts, i.e., no knowledge (e.g., “ sorry, it is not written\\non the label ” ), simple answer (e.g., “ of course ” ) and transition\\nwords (e.g., “ ok, I see ” ), for handling some unexpected events\\nto ensure the smoothness of the whole HRI experience.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,493,142,511],\"text\":\"Hypotheses\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,513,394,609],\"text\":\"Previous works suggest that the highly proactive robot be-\\nhaviors can impair users' perception of the robot, making\\nthe robot less appropriate and less likeable [22, 49] . And in\\nHuman-Human interaction some moderate proactive behav-\\niors could trigger higher rate of socialization and higher job\\nperformance [11] . Therefore, we hypothesize that:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,609,394,673],\"text\":\"H1. Compared to the medium- and low-proactivity robots,\\nthe high-proactivity robots are perceived to be (H1a) signifi-\\ncantly less appropriate, (H1b) less polite, (H1c) more control-\\nling and (H1d) more interrupting.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,673,395,784],\"text\":\"H2 . Compared to the high- and low-proactivity robots,\\nthe medium-proactivity robots are perceived to be ( H2a ) sig-\\nnificantly more helpful. Participants ( H2b ) depend signifi-\\ncantly more on their recommendations, ( H2c ) significantly\\nget more information from the medium-proactivity robots,\\nand ( H2d ) prefer to be served significantly more by the\\nmedium-proactivity robots in the future.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,784,394,833],\"text\":\"We measure these aspects (adapted from [31, 39, 48, 49,\\n51] ) and robot's proactivity on a standard 7-point Likert scale\\n(1 - strongly disagree, 7 - strongly agree).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,849,145,867],\"text\":\"Participants\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,870,395,951],\"text\":\"Thirty-six students (P1-P36, 18 females and 18 males, bal-\\nanced across the counterbalanced conditions) from the lo-\\ncal university participate in our experiments. Participants\\nstudy a diverse range of fields, and their ages range 18-30\\n(M = 23.75, SD = 2.52). Their average familiarity with robots\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,600,747,698],\"text\":\"is 3.14 (SD = 1.43), with 1 for no experience at all and 7 for a\\nlot of experience . Thirty-two of them report that they have\\nexperience of interacting with physical or virtual conversa-\\ntional robots. All participants have a TOEFL score higher\\nthan 88 or an IELTS score above 6.5, meaning that they have\\nno problem communicating with the robot in basic English.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300328_pdf_shortened_page_5_figure_013.png\",\"bbox\":[426,343,741,538],\"reading_order\":13,\"tags\":[],\"alt_text\":\"A Pepper robot stands behind a desk, holding a tablet labeled \\\"Properties\\\" and speaking to a person seated at the desk. The person is writing on an \\\"Order form\\\" while looking at a laptop displaying an \\\"Online category,\\\" with a speech bubble indicating the robot is describing a \\\"Recommended item.\\\" A note in the upper left corner states that a wizard is secretly controlling the robot.\"},{\"label\":\"figure_cap\",\"bbox\":[420,548,745,580],\"text\":\"Figure 3: The high-proaactivity robot is justifying its recom-\\nmendation without the participant's request.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,708,487,725],\"text\":\"Procedure\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,729,747,954],\"text\":\"After obtaining consent from the participants, we introduce\\nthe procedure of the experiment. The participant is informed\\nthat the physical store is rather small and does not have\\neverything in the store locally, and that he/she can browse\\nthe online category first. In each of the three sessions, the\\nparticipant first reads information of a specific persona in\\nan A4 paper. Then the participant enters the study room\\nand the robot invites the participant to sit down. On the\\ntable, a laptop (Mac Air 11.6\\\", Intel CPU 1.6GHz) provides\\nhigh-quality images of each pair of shoes and the wizard\\nin another room uses it to monitor the process (Figure 3 ).\\nThe participant starts to browse the shoes on the computer\\nwith the support of the robot in the decision-making. Once\\nthe participant makes a final decision and fills out the order\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 98\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,316],\"text\":\"form on the table, he/she can call \\\"Pepper\\\" and the robot\\nwill respond \\\"Thank you! It has been a pleasure to serve you.\\nHave a nice day!\\\" to end the interaction as a human assistant\\nwould do. At the end of each session, we ask the participant\\nto write down the reason why his/her final choice is suitable\\nand fill out a questionnaire to rate their perception of the\\n robots on a 7-point Likert scale. Upon the completion of the\\nthree sessions, we conduct an in-depth interview with the\\nparticipant to find out more about his/her feelings regarding\\nthe robot's proactivity. After debriefing, each participant\\nreceives some compensation. The whole process lasts for\\naround 40 minutes for each participant.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,327,243,344],\"text\":\"Behavioral Analysis Method\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,347,395,681],\"text\":\"To evaluate how the robot's proactivity influences user be-\\nhaviors during the interaction, we record the video of each\\nsession with user's consent. We conduct a thematic analysis\\n[7] on the participants' behaviors during their interaction\\nwith the robots. Two researchers first familiarize themselves\\nby watching 9 videos of 3 participants to identify interesting\\nevents occurred in the human-robot interaction. Through\\ndiscussion, we narrow it down to several points related to\\nthe users' turn-taking behaviors in the interactions, content\\nof their turns, and their explicit attitudes shown to the rec-\\nommended items. Then the two researchers openly code 30\\nvideos of 10 participants. During this process, the two re-\\nsearchers meet regularly to compare, discuss and refine the\\ncodes, grouping codes into potential themes. After several\\nrounds of discussion and theme refinement, we generate an\\nembryonic form of code book and apply it to all the videos.\\nNext, we carefully review the themes, including combining\\nsome codes into several categories, splitting the codes that\\ncan be put into different themes and discarding irrelevant\\ncodes. Finally we name the themes and categories, as well\\nas count their occurrences in different conditions.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,693,149,710],\"text\":\"5 RESULTS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,395,954],\"text\":\"Since the shoes in the tasks (Table 1 ) are gender-specific, we\\nwant to inspect the possible effect of participants' gender on\\ntheir decision-making experience. We first run a two-way\\nmixed ANOVA (practivity level as within-subject and gender\\nas between-subject) on each of the quantitative measures\\nof the participants' perceptions. Neither the main effect of\\ngender nor the interaction effect (proactivity $\\\\times$ gender) is\\nsignificant. We conduct another two-way mixed ANOVA to\\ncheck for possible order effect. Similarly, the result suggests\\nthat neither the main effect of the order nor the interaction\\neffect (proactivity $\\\\times$ order) on the quantitative measures\\nis significant. Thus in the following statistical analysis we\\ntreat the robot's proactivity level as the only independent\\nvariable, and conduct a one-way repeated measures ANOVA\\non the statistical results. For each ANOVA, the assumption\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,221],\"text\":\"of equal variance is confirmed by the Macuchly's test of\\nsphericity or otherwise adjusted using Greenhouse-Geisser\\n[17] . In the rest of this section, we summarize the statistical\\nanalysis, behavioral analysis and interview results, in terms\\nof perceived robot's appropriateness, helpfulness and user\\nbehaviors during the interaction.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,231,548,248],\"text\":\"Manipulation Check\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,746,380],\"text\":\"The manipulation check for robot's proactivity shows that\\nthe $p < .01, \\\\eta^2 = 0.74$ manipulation is effective $(P(2,70) = 59.49, p < .01, \\\\eta^2 = 0.74)$ . Bonferroni post-hoc test confirms that all pairwise\\ncomparisons are significantly different $(p < .01)$ . The high-\\nproactivity $M = 5.64, SD = 1.10$ robot is perceived to be the most proactive ( ) followed by the medium-proactivity robot\\n$(M = 4.58, SD = 1.46)$ and then the low-proactivity robot\\n$(M = 3.03, SD = 1.50)$ .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,391,586,408],\"text\":\"Perceived Appropriateness\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,411,746,634],\"text\":\"The left-hand side of Figure 4 shows the statistical results\\nof user perception of the robots in terms of appropriateness.\\nIn general, $M = 4.72, SD = 1.28$ participants feel that the high-proactivity ( ) robot's behaviors are significantly less ap-\\npropriate than both the medium- $(M = 5.58, SD = 1.13; p < .01)$ and low-proactivity $(M = 5.67, SD = 1.15; p < .01)$\\nrobots: $F(2, 70) = 8.51, p < .01, \\\\eta^2 = .20$ ; Bonferroni post-\\nhoc test; Hla accepted. Post-study interviews suggest that\\nthe high-proactivity robots are often perceived to be in pur-\\nsuit of the store's profit and they somewhat intrude into the\\nparticipants' decision space, which is not a user-friendly and\\nsocially appropriate manner. “ It feels like it (high) is selling\\nsomething ” (P29, male, age: 24). “ I can't make satisfied choice\\nas it (high) doesn't give me enough time ” (P4, female, age: 24).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,635,746,808],\"text\":\"Participants also feel that the politeness of different roots\\nis significantly different (F(2,70) = 41.9, p < .05, $\\\\eta^{2} = .11$).\\nBonferroni post-hoc test shows that the high-proactivity ro-\\nbot (M = 5.31, SD = 1.33) is significantly less polite than\\nthe medium-proactivity one (M = 5.97, SD = .94; p < .05).\\nHowever, the difference between high- and low-proactivity\\n(M = 5.83, SD = 1.32) robots is not significant. Hb is par-\\ntially accepted. The participants really appreciate the polite-\\nness of our robots, especially the medium-proactivity one.\\n\\\"The second (medium) one is more polite as it doesn't use so\\nmany words as the first (high) one\\\" (P1, male, age: 26).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,746,955],\"text\":\"Furthermore, participants suggest that the high-proactivity\\nrobot $(M=4.92, SD=1.44)$ takes significantly more control\\nof the conversation than both the medium- $(M=3.97, SD=$\\n$1.52; p<.01)$ and low-proactivity $(M=2.86, SD=1.57; p<$\\n$.01)$ ones; $F(2,70)=20.66, p<.01, \\\\eta^2=.37$ . H1e accepted.\\nBonferroni post-hoc test shows that the medium-proactivity\\nrobot is also significantly more controlling than the low one\\n$(p<.01)$ . Similar effects are found in the participants' per-\\nception of being interrupted. The participants feel that they\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,120,1012],\"text\":\"Paper 98\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,744,1012],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300328", "source_image_path": "test_data/3290605-3300328/3290605-3300328_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300328/results/output_json/3290605-3300328_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300328_pdf_shortened_page_7_figure_002.png\",\"bbox\":[93,121,708,282],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A bar chart displays scores from 1 to 7 across eight categories: Appropriateness, Politeness, Control, Interruption, Helpfulness, Dependence, Information, and Desirability. For each category, there are three bars representing \\\"High\\\" (blue), \\\"Medium\\\" (orange), and \\\"Low\\\" (gray) conditions, with error bars and significance markers indicating statistical comparisons.\"},{\"label\":\"figure_cap\",\"bbox\":[67,294,745,326],\"text\":\"Figure 4: Means and standard errors of the user perception of the robots in terms of appropriateness (left) and helpfulness\\n(right) on a 7-point Likert scale ( $-0.5 < p < 1$ , $*: p < .05, **: p < .01$ ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,346,395,474],\"text\":\"are interrupted by the high-proactivity ( M = 4.19, SD =\\n1.85) robot significantly more often than by the medium- \\n( M = 2.69, SD = 1.43; p < .01) and low-proactivity ( M =\\n1.89, SD = 1.06; p < .01) ones; F(2,70) = 24.40, p < .01, $\\\\eta^{2}$ = \\n.41; H(df) accepted. The sense of being interrupted very often\\ncould be the main reason for the inappropriateness of the\\nhigh-proactivity robot. “ I don't like to be disrupted by them\\n(high, medium). The low one is better ” (P11, male, age: 25).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,486,207,503],\"text\":\"Perceived Helpfulness\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,395,809],\"text\":\"Regarding perceived helpfulness (right-hand side of Figure\\n4 ) participants generally think that the medium-proactivity\\n( $M=5.36, SD=1.27$ ) robot is significantly more help-\\nful than both the high- ( $M=4.61, SD=1.50; p<.05$ )\\nand low-proactivity ( $M=4.42, SD=1.56; p<.05$ ); _\\n$F(2, 70)=5.43, p<.01, n^2=.13$ ; Bonferroni post-hoc\\ntest: H2a accepted. The participants also feel that they de-\\npend significantly more on the recommendations from the\\nmedium-proactivity ( $M=4.67, SD=1.49$ ) robot than from\\nthe high- ( $M=3.75, SD=1.81; p<.05$ ) and low-proactivity\\n( $M=3.83, SD=1.71; p<.05$ ) ones; $F(2, 70)=3.53, p<.05, n^2=.09$ ; Bonferroni post-hoc test: H2b accepted. Many\\nparticipants comment that the medium-proactivity robot can\\ngive more proper recommendations and help reduce deci-\\nsion space interactively. “Medium) It is better to learn my\\npreferece first. Otherwise, the recommendations are useless”\\n(P22, female, age: 22). “It is more convenient that it (medium)\\ncan automatically help me narrow down choices. It is more\\nefficient” (P25, male, age: 22).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,395,953],\"text\":\"However, in some cases, the high- or low-proactivity robots\\nare of better assistance to the users. For example, the high-\\nproactivity robots are appreciated when the participants are\\nnot familiar with the items, while the low-proactivity robots\\nare more efficient when the participants already have some-\\nthing in mind. “ If I am not familiar with this type of item,\\nI would like the robot to proactively introduce it first ” (P26,\\nfemale, age: 23). “ I have almost made up my mind and want\\nto confirm it. It shouldn't be so proactive ” (P17, male, age: 24).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,347,747,681],\"text\":\"The differences of the rating, “ I get a lot of information from\\nthe robot ” among three cases are also significant ( F (2,70) =\\n9.43, p < .01, $\\\\eta^2$ = .21). The participants perceive that they\\nget significantly more information from the high- ( M =\\n5.39, SD = 1.36; p < .01) and medium-proactivity ( M =\\n5.33, SD = .96; p < .01) robots than from the low-proactivity\\n( M = 4.36, SD = 1.74) robots: Bonferroni post-hoc test.\\nHowever, the difference between the high- and medium-\\nproactivity robots is not significant. H2c is partially accepted.\\nAlthough many participants find the manner of the high-\\nproactivity robot not as apt as that of the other robots, they\\ndo agree that they can get rich information from it. Some\\nof them actually appreciate that the robots can provide in-\\nformation without being explicitly requested. “ It's great that\\nthe robot proactively provides more information when I am\\nhesitant. It broadens my mind as there are some points I didn't\\nconsider ” (P32, female, age: 23). In contrast, many partici-\\npants report that they can not easily get much out of the\\nlow-proactivity robot because they do not know its capabil-\\nity. “ I don't know what it (low) can do. It should let me know\\nit has such functions ” (P34, female, age: 20).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,682,747,922],\"text\":\"Overall, participants prefer to be served by the medium-\\nproactivity robot in the future, significantly more than the\\nother two (F(2,70) = 7.29, p < .01; $\\\\eta^{2}=.17$ ). The Bonfer-\\nroni post-hoc test suggests that people prefer significantly\\nmore the medium- $(M = 5.53, SD = 1.08)$ than the high-\\nproactivity $(M = 4.56, SD = 1.54, p < .05)$ robots. How-\\never, the difference between medium- and low-proactivity\\n$(M = 4.89, SD = 1.37; .05 < p < .1)$ robots is only marginally\\nsignificant. H2d is partially accepted. The participants who\\nprefer the low-proactivity robot argue that it can grant them\\nmore control over the conversation and flexibility of seeking\\ninformation. “ I want to control the conversation. It is enough\\nthat it has the functions to provide me information ” (P21, male,\\nage: 21). “ I can check the information by myself. The robot\\ndoesn't I need to explain it ” (P30, female, age: 22).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,120,1013],\"text\":\"Paper 98\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 8\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300328/results/markdown/3290605-3300328_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[98,117,715,182],\"text\":\"Collaborative Practices with Structured Data: Do\\nTools Support What Users Need?\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[151,201,332,266],\"text\":\"Laura Koesten\\nUniversity of Southampton, EC5\\nSouthampton, UK\\nlaura.koesten@gmail.com\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[174,277,312,342],\"text\":\"Jeni Tennison\\n\\nThe Open Data Institute\\nLondon, UK\\n\\njeni@theodi.org\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[479,201,660,264],\"text\":\"Emilia Kacprzak\\n\\nUniversity of Southampton, EC5\\nSouthampton, UK\\n\\ne.kacprzak@theodi.org\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[494,277,647,342],\"text\":\"Elena Simperl\\n\\nUniversity of Southampton\\n\\nSouthampton, UK\\n\\ne.simperl@soton.ac.uk\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,352,140,368],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,372,395,675],\"text\":\"Collaborative work with data is increasingly common and\\nspans a broad range of activities - from creating or analysing\\ndata in a team, to sharing it with others, to reusing someone\\nelse's data in a new context. In this paper, we explore col-\\nlaboration practices around structured data and how they\\nare supported by current technology. We present the results\\nof an interview study with twenty data practitioners, from\\nwhich we derive four high-level user needs for tool support.\\nWe compare them against the capabilities of twenty systems\\nthat are commonly associated with data activities, includ-\\ning data publishing software, wikis, web-based collaboration\\ntools, and online community platforms. Our findings sug-\\ngest that data-centric collaborative work would benefit from:\\nstructured documentation of data and its lifecycle; advanced\\naffordances for conversations among collaborators; better\\nchange control; and custom data access. The findings help\\nus formalise practices around data teamwork, and build a\\nbetter understanding how people's motivations and barriers\\nwhen working with structured data.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,691,172,709],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,713,394,778],\"text\":\"• Human-centered computing → Collaborative and so-\\ncial computing systems and tools; • Information sys-\\ntems → Collaborative and social computing systems and tools;\\nData exchange.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,352,502,368],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,373,745,389],\"text\":\"Collaborative tools, structured data, Human Data Interaction\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,397,555,412],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,413,748,501],\"text\":\"Laura Koesten, Emila Kacprzak, Jeni Tennison, and Elina Sim-\\nperl. 2019. Collaborative Practices with Structured Data: Do Tools\\nSupport What Users Need?. In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland . UK: ACM, New York, NY, USA, 14 pages. https:\\n//doi.org/10.1145/3290653.3030030\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,517,549,533],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,538,747,650],\"text\":\"Working with structured data - that is, data that is organised\\nas spreadsheets, tables or databases - has become a critical\\npart of many professions [35, 60] . More and more of it is avail-\\nable online: for instance, in 2015 the Web Data Commons\\nproject extracted 233 million data tables from the Common\\nCrawl [39] , while the site Data Planet lists to date no less\\nthan 6.2 billion statistical datasets, many of which are public.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,651,747,889],\"text\":\"However, having data available does not always mean it\\ncan be used purposefully [22] . In this paper, we focus on\\nthe challenges that people face when working together on\\na data task, and explore how current information systems\\nand tools support them in their work. Making sense of data\\nrequires cognitive effort to put it in context and relate it\\nto other information sources, arguably more than in the\\ncase of text documents [1, 42, 67] . Data projects are often\\ncarried out in teams, drawing upon skills from several areas,\\nincluding domain knowledge, statistics, data engineering\\nand interaction design [8, 14] . In these projects, participants\\nmake decisions about how and how much of their work they\\ndocument for the rest of the team, to allow them to reproduce\\nwhat happened even when they do not share the same set of\\nskills or experiences [14] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,889,747,953],\"text\":\"The digitisation of the workplace has led to remote work\\nand teams fragmented across multiple locations [54] , both in\\ndata-related contexts and beyond. More often than not, we\\ncollaborate with others without extensive direct contact. As\",\"reading_order\":19,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[68,820,212,875],\"reading_order\":20,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[69,878,332,904],\"text\":\"This work is licensed under a Creative Commons Attribution\\nInternational 4.0 License.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,912,275,953],\"text\":\"© 2019 Copyright held by the owner/author(s).\\ndoi:10.1111/43256265.330838\",\"reading_order\":22,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 100\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,221],\"text\":\"data becomes ubiquitous, we seamlessly switch between data\\nproducer and consumer roles, sometimes in the frame of the\\nsame project. However, while being in the same place is not\\na requirement anymore [3] , building a common information\\nspace and understanding among collaborators is even more\\nimportant for the success of a project [4, 16] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,221,395,411],\"text\":\"In this paper we define `collaboration with data' on a\\nspectrum that spans across a wide range of scenarios - from\\ncreating, processing or analysing data in an interdisciplinary\\nteam to sharing data with others to reusing someone else's\\ndata in a new context, with little to no interaction with the\\nproducer. Collaboration may involve anything from a small\\ngroup of people sharing an office to large distributed teams\\nto open communities where people join all the time. It in-\\ncludes core data science activities such as data sampling, ex-\\nploratory data analysis, curation, interlinking and machine\\nlearning [34] , as well as supporting ones such as data discov-\\nery, archiving or open data publishing.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,396,716],\"text\":\"We aim to understand collaborative practices along this\\nspectrum in greater detail and compile a set of guidelines\\nfor designers of collaborative data technologies. We present\\nan interview study with 20 participants in different profes-\\nsional roles and domains. Based on the interviews and related\\nliterature, we establish four high-level user needs for collabo-\\nrative data tools: documentation, conversation, change control\\nand custom data access . We then survey 20 systems that are\\ncommonly associated with data activities and compare their\\ncapabilities against the user needs. To manage the scope of\\nthe study, we consider only systems that support work on the\\nactual data, as opposed to 'derivatives' such as descriptive\\nstatistics or charts built from a dataset. Our findings suggest\\nthat data-centric collaborative work would benefit from: a\\nthorough, structured documentation of data and its lifecycle;\\nadvanced affordances for conversations among collaborators;\\nbetter change control to help people understand the history\\nof a dataset; and custom data access to overcome differences\\nin technical skills in data projects.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,726,188,742],\"text\":\"2 BACKGROUND\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,793],\"text\":\"In this section we define the spectrum of collaborative activ-\\nities with data in more detail and discuss how collaborative\\nsensemaking relates to activities across the entire spectrum.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,804,234,822],\"text\":\"Spectrum of Collaboration\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,395,955],\"text\":\"Our notion of 'collaboration with data' is based on scenarios\\nthat have been considered in previous studies [24] or that\\nhave been mentioned by our interviewees. Scientists reuse\\nthe data of their peers to reproduce previous experiments.\\nDevelopers jointly define benchmark datasets and gold stan-\\ndards that everyone can use to establish to compare related\\nalgorithms and approaches. We also consider data sharing\\nand reuse activities as part of this spectrum. In those cases,\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,267],\"text\":\"collaboration then takes a less direct form, and sometimes\\ninvolves more or less formal interactions between data pro-\\nducers and consumers via comments, questions and feedback\\n[17] . In that context a dataset can be seen in some instances\\nas a boundary object in the sense of [36] , an artifact that\\ncan be created in a shared way and exists in multiple con-\\ntexts and communities of practice simultaneously; and thus\\nneeds to satisfy potentially different informational require-\\nments [36, 58] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,267,747,426],\"text\":\"Existing research on data and collaboration discusses spe-\\ncific types of data activities, such as collaborative data cre-\\nation [19, 29, 63] ; maintenance [27] ; analysis [28, 41] ; and\\nvisualisation [46] . In particular, the benefits of collaborative\\ndata analysis have been widely discussed in [22, 28, 46, 66]\\nand there are several tools that support it, including Many\\nEyes [62] and Tableau Public $^1$ . There is also some work on\\ndata sharing as a form of collaboration. For example, [17]\\nstudies how users of a government dataset released in the\\npublic domain engage with the data to make sense of it.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,427,747,570],\"text\":\"Collaboration takes place in teams of different sizes and\\ncompositions [3] . It may be explicit or implicit [33] and in-\\nclude tighter or looser interactions, synchronous and asyn-\\nchronous [50] . Data-centric collaboration takes all these\\nforms and concerns activities that span from co-creation to\\nfeedback and discussion to data reuse . In the remainder of\\nthis section, we introduce each of them in greater detail be-\\nfore discussing the collaborative sensemaking aspects they\\ninvolve.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,748,891],\"text\":\"Co-creation Direct collaboration includes co-creating, as well\\nas jointly maintaining and analysing a dataset, such as when\\na team is working on the same Google spreadsheet. Other\\nscenarios may rely on less explicit forms of collaboration\\nsuch as in community-curated projects like OpenStreetMap, 2\\nor the Gene Ontology, 3 where contributions to the shared\\ndataset are crowdsourced [27] . Participants take various roles.\\nFor instance, in Wikidata 4 only a specific group of editors is\\nallowed to define or change critical parts of the data to min-\\nimise potential disruptions [49] . In other cases, data users are\\nsought to add values to datasets which are already published\\nonline, collaborating with the data producers. This is sup-\\nported in various ways, including pull requests on GitHub.\\nFeedback This involves making producers or publishers of\\ndata aware of errors or other limitations of their data, using\\na range of communication channels including social media.\\nPeople comment upon the data, flag mistakes or missing\\nvalues, or enquire about the way the data was collected and\\nprocessed prior to publication [37] . For instance, a journalist\\nmight leave comments on a site publishing official statistics,\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,899,553,912],\"text\":\"$^{1}$ https://public.tableau.com/s/\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,913,567,924],\"text\":\"2 https://www.openstreetmap.org\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,925,560,938],\"text\":\"$^{3}$http://www.geneontology.org/\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,939,543,952],\"text\":\"$^{4}$https://www.wikidata.org/\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 100\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"aiming to engage with the data owner. Data users commonly\\nreport on their experience with a dataset for a particular task\\nin discussion forums, for example on Kaggle. $^5$\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,364],\"text\":\"Discussion We use the term to refer more generally to con-\\nversations within user communities that are not explicitly\\naddressed at the data producer or publisher. The aim is rather\\nto discuss the data and help each other understand and han-\\ndle it. For example, statistical datasets released by public\\nauthorities are often shared and discussed in different com-\\nmunities, including journalists, researchers and the public.\\nSome data portals have discussion forums connected to key\\ndatasets. In wiki-based data projects such as Wikidata each\\ndata entry is accompanied by a talk page. Conversations\\nabout popular datasets can also be found on general-purpose\\nquestion answering sites such as Quora or on reddit.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,395,555],\"text\":\"Reuse The most implicit form of collaboration happens when\\ndata is reused by other people remotely and asynchronously,\\nwith a minimum of interaction between collaborators. This\\nis a common occurrences in many areas, including science,\\ndata markets, and open government data portals [34] . Data\\ncan be reused in different contexts - for instance, historical\\ndata is used to assess trends over time or to measure the im-\\npact of interventions. There is extensive work on guidance\\nand technologies to make data easier to reuse, possibly in\\ncombination with other sources [6] . However, the focus is\\nmostly on helping the individual data producer or consumer\\nrather than viewing reuse as an interaction between the two.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,395,875],\"text\":\"Independently of the activities it involves, collaboration\\nrequires some form of information sharing between partici-\\npants to develop a common understanding of the task. Even\\nwhen we consider data reuse, data producers and consumers\\nare united in the act of engaging with the data artifact and\\nits meaning [24] . Most challenges in publishing open data\\nare concerned with finding formats and capabilities to make\\nthe data as useful as possible in as many contexts as pos-\\nsible [56] . A shared information space between producer\\nand consumer cannot be defined a priori as the aim is to\\nincrease government accountability and foster innovation.\\nThe same is true about scientific datasets, which are shared\\nand reused to enable reproducibility and advance science,\\noften across domains [20, 23, 64] . Open collaboration is on\\nthe rise - participants work towards a common goal, but the\\ncohesiveness of the group and the level of participation vary\\n[3, 24] . This makes efforts to build a shared understanding\\nof data between collaborators, such as this paper, even more\\ntimely and important.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,125,590,141],\"text\":\"Collaborative Sensemaking\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,747,271],\"text\":\"Our collaboration spectrum is related with the concept of ‘col-\\nlaboration information behaviour' [31] , which covers aspects\\nsuch as identifying an information need together, retrieving;\\nseeking; sharing; evaluating; synthesising; making sense of;\\nand utilising information as potential collaborative activities.\\nCollaborative sensemaking affects all of them, as multiple\\nactors bring in different perspectives, but share a common\\nsense of purpose [47] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,271,747,512],\"text\":\"However, literature on collaborative sensemaking focuses\\non work with documents or textual representations of infor-\\nmation, or does not make the distinction between documents\\nand data. As discussed in multiple studies [14, 17, 22, 29, 30] ,\\nengaging with data involves complex processes and interac-\\ntion patterns, which are not yet well understood. There is\\nadded complexity due to the fact that data on its own is diffi-\\ncult to interpret and needs context to create meaning from it,\\n[8, 17, 18] and because of the skills involved, from knowing\\nhow to handle technical formats to understanding licences\\nand terms of use. Tasks with data are often exploratory and it-\\nerative, with feedback loops at several stages in the workflow\\n[14] . Sensemaking in secondary data use has been subject\\nof studies in several domains, e.g. science [20, 69] and open\\ngovernment data [16, 43] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,543,551,560],\"text\":\"3 METHODOLOGY\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,564,747,613],\"text\":\"We conducted in-depth interviews with data practitioners\\nand supplemented the analysis with a review of selected\\ntools currently used to collaborate with data.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,646,544,663],\"text\":\"In-depth Interviews\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,665,748,954],\"text\":\"Recruitment The purpose of our sampling strategy was to\\ninclude a spread of sectors and a wide range of skill sets and\\nroles. Participants were recruited via targeted emails and so-\\ncial media and asked to fill out an online scoping survey. The\\nsurvey was taken by 65 people. We chose only people who\\nself-reported using data in their day-to-day work. We tried\\nto include various domains and professional backgrounds to\\ngain a broad overview and avoid unintended biases. The re-\\nspondents identified as relevant at this stage were contacted\\nvia email to arrange an interview. The sample consisted of\\nn = 20 data professionals, 17 male and 3 female (see Table 1\\nof participants, their roles and countries of residence). They\\nused both public (open) and proprietary data in different\\nareas: environmental research, criminal intelligence, retail,\\nsocial media, transport, education, geospatial information\\nand smart cities. Most interviewees stated that their tasks\\nwith data vary greatly, but all participants described collabo-\\nrative activities when asked about their tasks with data.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,187,954],\"text\":\"$^{5}$https://www.kaggle.com/\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 100\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[69,125,394,171],\"text\":\"Ethics The study was approved by our institution's Ethical\\nAdvisory Committees. Informed consent was given by the\\nparticipants.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,171,394,331],\"text\":\"Data collection and analysis We used semi-structured, in-\\ndepth interviews of circa 45 minutes, which were audio-\\nrecorded and subsequently transcribed. They were carried\\nout via Skype or face-to-face. The interviews were organised\\naround the participants' data-centric tasks; the search for\\nnew data; and the evaluation and exploration of potentially\\nrelevant data sources. Data types mentioned in the inter-\\nviews included a range of structured and semi-structured\\ndata, such as spreadsheets, JSON, RDF graphs, geospatial\\ndata, survey data or sensor streams.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,332,394,570],\"text\":\"The responses were analysed using thematic analysis [51]\\nwith NVivo, a qualitative data analysis package. This paper\\nfocuses on those questions in the interviews which gave\\ninsights on collaborative tasks with data, including motiva-\\ntions and barriers for data sharing and reuse. The coding\\nwas done by one researcher, but to enhance reliability two\\nsenior researchers checked and discussed the analysis for a\\nsample of the data. We applied two layers of coding to be\\nable to look into the data at different levels of generality and\\nfrom different viewpoints. For this work, we used deductive\\ncategories based on the data science process model [48] as a\\nprimary layer: how people collaborate with data; tasks; issues\\nand barriers; tools used, and how people make sense of data\\nthrough interaction . All codes potentially related to these\\ncategories were recorded.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,571,394,666],\"text\":\"For each of the categories we applied an inductive ap-\\nproach [59] to draw out emerging themes, which were then\\nconsolidated into four core high-level user needs: documenta-\\ntation, conversation, change control and custom data access .\\nThese were linked to a set of 11 capabilities, which we used\\nto review the tools.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,680,152,697],\"text\":\"Tools Review\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,702,394,844],\"text\":\"Our aim was to investigate the range of functionalities which\\nsupport collaboration centred around data. We chose a cross-\\nsection of tools from responses to a one question Twitter\\nsurvey and from the interviews. The tweet read as follows:\\nWhat are the tools and platforms you use to \\\"collaborate\\\"\\nwith data? Include tools for working with data, maintaining\\nit, updating it, asking for feedback on and discussing data,\\npublishing and reusing data and was posted on two Twitter\\naccounts. $^6$\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,845,394,878],\"text\":\"Due to the nature of the network of the Twitter accounts,\\nthe question was likely to be answered by data professionals.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[425,121,753,376],\"text\":\"
PGRoleSector
1FCrime and disorder data analystPublic administration
2MTrainer for data journalistsMedia&Entertainment
3MData editor & journalistMedia&Entertainment
4MPhD researcher, social media analystEducation
5MAssociate professorTechnology&Telecom
6MData scientistTechnology&Telecom
7MLead psychologist in dataTechnology&Telecom
8MData consultant & researcherTechnology&Telecom
9MSenior manager, researcher, and course directorAdministration
10MResearch and innovation managerPublic Administration
11MAdministratorTransport & Logistics
12MSemantic Web PhD researcherScience&Research
13FProject managerEnvironment&Weather
14MQuantitative traderFinance&Insurance
15MData managerPublic administration
16MDirector of partnershipsBusiness leaders
17MLecturer in quantitative human geography & Computation geographerScience&Research
18FDirectorArts&Culture&Heritage
19MAssociate professorHealth care
20MBusiness intelligence managerPublic Administration
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"A table presents a list of 20 individuals, each identified by a number (P), gender (G), specific professional role, and the sector they work in. The roles are diverse, including various data-related positions, while sectors range from Public Administration and Technology&Telecoms to Arts, Culture&Heritage.\",\"figure_path\":\"tables/3290605-3300330_pdf_shortened_page_3_tab_9.png\"},{\"label\":\"table_cap\",\"bbox\":[421,376,733,407],\"text\":\"Table 1: Description of participants (P) with gender (G), their\\nprofession (Role) and sector they are working in (Sector)\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,426,747,633],\"text\":\"The objective was to review a range of popular tools that peo-\\nple use to work with data; to either co-create, edit, publish,\\nshare or reuse it. This includes direct and indirect interac-\\ntions, such as feedback and discussion, between multiple\\nactors (e.g., data producers, data users etc.), with varying lev-\\nels of input into the collaboration process. In addition to the\\nresponses collected via social media, we included the tools\\nreported by our interview participants. We disaggregated tools\\nmentioned only once, and excluded programming languages;\\ngeneral-purpose tools handling documents rather than data;\\ncloud storage; and tools which are focused on creating new\\ndata representations such as data exports to new formats,\\ndescriptive statistics and charts.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,746,793],\"text\":\"The remaining 20 tools (Table 2 ) can be roughly grouped\\ninto four categories: data portals, which offer access to datasets\\nheld by one or more parties; online tools that support col-\\nlaborative forms of specific data activities such as shared\\nspreadsheets or notebooks; wikis; and versioning tools. This\\nis a general high-level categorisation only used for narrative\\npurposes in this work. The tools were analysed individu-\\nally. Detailed information about them and the number of\\nresponses we received can be found in the GitHub reposi-\\ntory that accompanies this paper. $^7$\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,793,746,888],\"text\":\"This is by no means an exhaustive list of tools, but it was\\nchosen to represent the diversity of the space and capabilities\\non an exemplary basis. To streamline the review, we derived\\n11 functional categories (Table 3 ) related to the four core\\nuser needs that came out of the thematic analysis of the\\ninterviews.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,746,922],\"text\":\"The review of the tools was performed by two researchers,\\nduring the first half of 2018, assessing how each of the tools\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,899,393,952],\"text\":\"6The Twitter accounts had at the time of the tweet more than 7k / 45K\\nfollowers. The post reached 24,261 / 5179 impressions, 234 / 36 engagements,\\n64 / 7 retweets and 25 / 4 responses, see also https://support.twitter.com/\\narticles/20171996 .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,616,953],\"text\":\"$^{7}$https://github.com/confsubmission/chi2019\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 100\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[78,124,174,137],\"text\":\"REVIEWED TOOLS\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[77,147,387,243],\"text\":\"● Data portals: CKAN, Sorata (open data management systems); Mendeley Data, Figshare (scientific data portals); ONS, Data world, Kaggle (Data portal)\\n● Online tools: Google sheets, Excel Online, Airtables, Jupyter Note-\\nbook, GitHub, Google Map, Sheet, Floorhs\\n● Wiki-based platforms: Wikidata, OpenStreetMaps\\n● Versioning tools: GitHub, Git, Dart project, OSF\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[166,256,296,271],\"text\":\"Table 2: Tools reviewed\",\"reading_order\":4,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,292,394,501],\"text\":\"supports collaboration with data from the perspective of\\neach of the 11 categories. The objective was to identify exist-\\ning functionalities to provide an overview of the means by\\nwhich tools support collaboration with data currently, and\\nnot to assess their performance or compare their usability.\\nWhere possible, the structure of the review was as follows:\\nwe set up a collaborative test project and each researcher in-\\ndividually went through the categories, noting the relevant\\nfunctionalities available. Following this, both researchers\\nconsulted with one another and compared the two lists, dis-\\ncussing points of disagreement and referring to the tools, in\\norder to produce a common, unified table, which is available\\nin our GitHub repository.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,514,259,530],\"text\":\"Exemplary Discussion Analysis\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,533,394,708],\"text\":\"To add depth to our findings about conversation we carried\\nout an exemplary analysis of public discussions of datasets on\\ntwo popular data-science sites: Kaggle and Data.world. 8 Both\\ntarget public communication as a key functionality and dis-\\ncussions are encouraged and common between users. While\\nthere are other platforms that facilitate discussions, they of-\\nten take place in private between direct collaborators. Our\\naim with this additional analysis was to build an understand-\\ning of the topics people raise in data-centric conversations,\\nas these can point to requirements for collaborative data\\ntools.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,709,394,885],\"text\":\"For Kaggle we took the 20 most trending datasets on\\n30/08/2018 that had a discussion thread attached to them,\\nbased on the category hotness , which, according to the Kag-\\ngle documentation, is a metric for how interesting and recent\\na dataset is. For Data.world we chose the 20 most recently up-\\ndated datasets on 31/09/2018. We searched the site using the\\nquery updated:2018-08-01 TO 2018-08-31 resoucetype dataset\\nand excluded datasets with no discussion threads or non-\\nEnglish discussions. 2 The resulting sample of 20 datasets per\\nplatform contained 755 Kaggle comments, with an average\\nof 18.5 unique users commenting per dataset (with a median\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,252],\"text\":\"of 10.5, min of 2 and max of 128); and 219 Data.world com-\\nments, with an average 5.5 unique users commenting per\\ndataset (with a median of 3, min of 1 and max of 44). We\\nanalysed the discussion threads for each dataset thematically,\\nusing an inductive approach [59] . Results were interpreted\\nin the context of the research goals to draw out user needs\\nthat could be supported by functionalities on collaborative\\ntools for data.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,266,624,282],\"text\":\"4 FINDINGS AND DISCUSSION\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,286,746,398],\"text\":\"We present the findings of our study and discuss their im-\\nplications. The section is structured according to the four\\nhigh-level user needs identified from the interviews: doc-\\numentation, conversation, change control and custom data\\naccess . A comprehensive description of the functionalities\\nthat support these needs in the 20 tools we reviewed is avail-\\nable in our GitHub repository.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,411,723,428],\"text\":\"User Need: Documentation of Data & Its Lifecycle\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,430,746,608],\"text\":\"Scope, forms and granularity of documentation Data work\\nmay involve reusing someone else's data without having ac-\\ncess to additional information about the meaning of the data,\\nits purpose or the way it was collected and processed prior\\nto publication [50, 54] . Capturing this process can take many\\nforms and includes text descriptions, annotations, metadata,\\npreviews and categories. Our interviewees commonly men-\\ntioned a perceived lack of documentation, referring to as-\\npects as diverse as ambiguous variable names, unclear data\\nprovenance or under-specified methodologies. Participants\\ndiscussed the difficulties of interpreting data with limited\\ndocumentation and context:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,612,715,685],\"text\":\"P10: What we do need is good quality data with some\\nidea where it's come from, with some indication of\\nwhat the data is saying. A good example of that would\\nbe when columns are numbered 1, 2, 3, 4, it doesn't\\nreally mean that much!\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,690,713,734],\"text\":\"P6: I think documentation is most frustrating, there's\\noften data without documentation and fishing for this\\ninformation is the hardest bit.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,741,746,788],\"text\":\"From the tools reviewed, only a few (e.g. Socrata, a data\\npublishing software), provide a description of headers with\\ntheir data in a structured way.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,789,746,854],\"text\":\"Documentation on granularity of the data emerged to be\\nof key importance. Being able to understand minimum and\\nmaximum ranges and coverage were mentioned especially\\nfor geospatial and temporal data:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,858,714,916],\"text\":\"P8: I'm looking at what I would call the coverage\\nof the data, so does it cover the geographic area in m\\ninterested in? Or the time period that I'm interested in\\n[? Does it do that to the level of detail I need [...]\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,954],\"text\":\"Metadata and text description Most online tools we reviewed\\ncollect and present metadata, as well as text descriptions of\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,157,912],\"text\":\"8 https://data.world/\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,913,392,952],\"text\":\"For Kaggle we used the first five discussion threads of each chosen dataset.\\nDiscussion posts shared on each thread as there was a lower number of\\nseparate discussions for each dataset.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 100\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[78,115,736,341],\"text\":\"
DOCUMENTATION OF DATA & CREATION PROCESSCUSTOM DATA ACCESS
·Description and context - everything that gives more information about the data, including its underlying methodology, e.g. textual description, structured metadata, README files, previews, etc. ·Annotation - documentation, notes, tags ·Connections to other datasets - datasets that the data was based on or are related·Access to subsets of the data - creation of customisable slices of the data ·Data support - type of data that is supported, such as tabular, geospatial data ·Visualisation - is it possible to create custom visualisations ·Alternative formats - is the data provided in alternative formats, does the tool support transformation between formats
CHANGE CONTROLCONVERSATION
·Subscription and notifications of updates - including notification through emails, or via the tool to specific users or to a project ·Version control - including a history of changes, ability of reverting back to previous version and tracking changes done by individual users·Conversation - all functionalities that can enable users to communicate with each other, or with the creator or publisher of the data ·Feedback - push requests, notifications, instruction of what to do when an issue with the data was found, contact information
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image presents a structured list categorized into four sections: \\\"DOCUMENTATION OF DATA & CREATION PROCESS,\\\" \\\"CUSTOM DATA ACCESS,\\\" \\\"CHANGE CONTROL,\\\" and \\\"CONVERSATION.\\\" Each category contains bulleted descriptions detailing various aspects related to data management and interaction.\",\"figure_path\":\"tables/3290605-3300330_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[288,351,526,367],\"text\":\"Table 3: Categories used to review the tools\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,405,394,500],\"text\":\"datasets, as it can be typically seen in most data portals. How-\\never, our findings suggest that this metadata is of limited\\nuse for human consumption and point to specific elements\\nthat are required to facilitate collaboration, such as the con-\\ntext of a dataset and with it the importance to document\\nmethodology.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,500,395,659],\"text\":\"Metadata often uses domain-specific vocabularies and\\ntechnical formats. Its creation and understanding is chal-\\nlenging [20, 44] . Collaborators share specific aspects of it\\ninformally [69] , hence the need for functionalities to capture\\nand make use of it more effectively. While most tools provide\\ncapabilities to enter metadata, the review suggests a lack of\\nstructured mechanisms to formulate and produce detailed,\\nuseful metadata. For instance README files or descriptions\\nallow for free-text input, but do not offer further support\\nsuch as automatic extraction of specific metadata fields.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,660,395,802],\"text\":\"Datasets are commonly accompanies by a text descrip-\\ntion. Our interviewees reported that these descriptions do\\nnot necessarily increase understanding. There is no stan-\\ndardised way of collecting and presenting this information\\nto users. Our findings suggest that collaborative data tools\\ncould benefit from supporting the creation of dataset sum-\\nmaries, which could be reviewed and revised by multiple\\nparticipants to ensure they are as useful as possible for a\\nvariety of audiences.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,802,399,914],\"text\":\"Looking at other areas, the closest parallels can be found\\nin code where README files are an established practice.\\nGitHub for instance supports line-oriented descriptions. While\\nnot all data formats have canonical representations to allow\\nfor line-oriented documentation, our analysis of public data\\ndiscussions point to several data aspects that users often ask\\nfor: variables, columns, cells etc.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,914,395,946],\"text\":\"Data lifecyc1 Many interview participants showed a strong\\ninterest in understanding methodological choices that were\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,404,747,479],\"text\":\"made in the creation of the dataset. This may involve the\\noriginal purpose of the data, sample size, collection method,\\nsupporting tools and technologies etc. Understanding why\\nand how the data was created helps assess potential risks\\nconnected to reuse:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,486,714,516],\"text\":\"P1: There are always loads of limitations with every\\ndataset that you use.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,520,714,594],\"text\":\"P15: So although the data is a good quality, it's not\\nreally designed for my purpose so actually there's\\nquite a lot of uncertainty and risk in that, it's still the\\nbest data we have but it's that knowledge of how it\\nwas, was why it was created, against how I want to use it.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[451,598,715,659],\"text\":\"P5 There may be lots of hidden implications about\\nthe values, the meaning of the records or the fields\\nand if there is not very clear documentation about it,\\nthen it may be misleading [...]\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,665,747,842],\"text\":\"Reporting on methodology is essential to the interpre-\\ntation of data. For data reuse interviewees reported diffi-\\nculties understanding data in its context, and emphasised\\nthat knowing the original purpose of the dataset is key to\\nunderstanding what it could be used for. Users engage in\\ncommunication with each other, or with publishers, to un-\\nderstand more about the decisions made during the creation\\nof the dataset. Bannon has emphasised issues with recon-\\nstructing the intended meaning of information produced by\\nothers when the context of its creation is not documented\\n[4] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,842,747,954],\"text\":\"Capturing methodological choices and the reasoning be-\\nhind them is widespread in science, but does not yet appear\\nto be a common practice for all types of data and data sci-\\nence activities. Insights in the thought processes that went\\ninto the creation of a dataset can be helpful for collaborators,\\nwhich is supported by findings of [5, 44] . Some systems allow\\nusers to publish the code that was used to create or process\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 100\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,171],\"text\":\"the data alongside the data itself (e.g. GitHub, Kaggle) or\\nrecord the entire history of a dataset for each data entry (e.g.\\nWikidata).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,394,538],\"text\":\"Annotations are used to convey information about a resource\\nor about relations between resources [10, 12] . From the tools\\nwe reviewed annotations were often supported at a dataset\\nlevel; and sometimes at a row (e.g. GitHub, Airtables) or cell\\nlevel (e.g. Google Sheets and EtherCalc). However, none of\\nthe tools provides a flexible and easy way of annotating the\\nexact subset of the data a user might want to refer to. Prede-\\nfined themes were provided in the form of tags in some tools\\n(e.g. ONS, CKAN). Tags may also indicate the file type, such\\nas csv , html (e.g. CKAN), technology used python , java (e.g.\\nGitHub) or dataset content (Data.world). Annotations are\\nsupported in various forms in other areas - for web-based\\ncontent [12, 53] e.g. via annotation servers. Web annotations\\nbuild a layer of interactivity on top of the content and can\\nbe linked, shared and searched [53] . schema.org 10 is a vocab-\\nulary to annotate web pages - these annotations facilitate\\nweb search and ranking. Similar technology is available for\\nother media, for instance videos [32] , or in the form of sticky\\nnote systems. Methods to annotate data are emerging (for\\ninstance in specific domains such as in statistics with the\\nSDMX model, 11 or for specific data types such as CSV ) 12 but\\nthey are not used widely by data producers or supported by\\nthe tool developers.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,551,223,569],\"text\":\"User Need: Conversation\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,573,394,653],\"text\":\"A common issue reported by most interviewees was the lim-\\nited ability to communicate with the data producer, as well\\nas with other users. For the reuse of data, participants men-\\ntioned the need for targeted discussions that would enable\\nthem to assess the data effectively.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,657,361,745],\"text\":\"P5: I think that a pain point is someone, you work\\nwith someone on a project and then they say \\\"Here's\\nthe data, take the data\\\" and I think it's important to\\nhave a discussion with the other person, try to get\\nthem to communicate to you their understanding of\\nthe data because coverage.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,750,394,894],\"text\":\"While most of the points participants made in relation to con-\\nversation could theoretically be solved by more structured\\ndocumentation, capturing everything in a way that serves\\nall types of user tasks and their background knowledge is\\noften unfeasible [23, 52] . When asked what they would want\\nto communicate about, the main themes included the cov-\\nerage of the data; hidden limitations or caveats attached to\\nit; clarification of names and labels; details on the original\\npurpose of the data; and cleaning choices.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"Data conversations, whether within the user community\\nor with the data producer, has value for all actors in the\\ncollaborative activity - knowledge about data use is commu-\\nnicated back to the producers and this feedback can be used\\nto correct the data and better understand its possible use\\ncases. One participant mentioned how conversation could\\nbe used to clarify caveats:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[451,239,714,283],\"text\":\"P17: It is about all the stuff that looks like junk, that\\nit looks like junk to you but it's not junk to someone\\nelse, because it might make a very serious problem.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,287,746,463],\"text\":\"The interviews with data practitioners provide insights\\ninto what data users might want to talk about when work-\\ning together with data. Our exemplary discussion analysis,\\ncarried out on comments from public discussion threads\\non Kaggle (K) and Data-world (D) helps us understand how\\nsuch discussions look like. A common usage of the discus-\\nsion threads is simply to congratulate other users on the data\\nor a related data task. More interestingly the rest of the com-\\nments were centred around the following themes: analysis,\\ndocumentation, connections, issues, requests and context . We\\nreview each of them in the following.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,464,746,542],\"text\":\"Analysis includes asking for help with data handling, point-\\ning to already completed analyses, as well as giving or asking\\nfor feedback on them. Users also exchanged observations\\nabout patterns or trends in the data and related visualisa-\\ntions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[451,545,715,619],\"text\":\"K: It would be interesting to weigh each pollutant with\\nthe maximum recommended value of each pollutant\\nper unit volume. You currently add all the pollutants,\\nbut it is very likely that this sum is a bad approxima-\\ntion since not all pollutants may be equally harmful.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,623,745,671],\"text\":\"Another popular topic was documentation , which includes\\nasking for additional details on data variables, methodology\\nfor data collection, data provenance etc.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,674,714,720],\"text\":\"K: I want to know what POS, AE_TGP and AE_EXAC\\nactually stand for and what are they used for in ge-\\nnetic variant classification.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,724,715,782],\"text\":\"D: Will you be adding descriptions to the data dic- tionary so it's easier to know what dimensions cap- ture/represent? Kinda hard to decipher the abbrevia-\\ntions/labels.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,788,746,850],\"text\":\"Another theme emerged around connections, which includes\\nreferences to other sources that could augment the dataset\\n(documents, code, source files), pointers to other data or\\nanalyses, as well as relations between columns.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,854,712,883],\"text\":\"K: Can you guide me how can we incorporate Local\\nLeague Data to this as well to refine the results?\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,887,713,917],\"text\":\"K: I augmented the data set with geocode information.\\nThis allows for plotting things. Check it out.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,746,954],\"text\":\"A common discussion point was around issues with the data.\\nPeople discuss outliers, raise questions about particular data\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,912,163,925],\"text\":\"10 https://schema.org/\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,925,154,938],\"text\":\"$^{11}$https://sdmx.org/\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,352,953],\"text\":\"$^{12}$https://www.w3.org/TR/tabular-data-primer/#cell-annotations\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 100\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 7\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300330", "source_image_path": "test_data/3290605-3300330/3290605-3300330_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300330/results/output_json/3290605-3300330_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,171],\"text\":\"records, and point out errors and inconsistencies in the data.\\nThis includes data quality aspects such as missing values and\\nmachine readability.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[101,175,361,253],\"text\":\"K: The Area field should be in square km, not square\\nmiles.\\n\\nD: Did anyone else realize there are a ton of dupe in\\nthe data set too? There are some that have 10+ records\\nall for the same thing?\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,258,394,321],\"text\":\"Requests are sometimes raised for different or more data.\\nUsers suggest other variables that could be added to extend\\nthe dataset (for instance, geospatial information) or ask for\\na different level of granularity for specific columns.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[101,326,361,368],\"text\":\"D: Is there any way to get a \\\"City/State\\\" column in the\\ndataset? Would be helpful for a geo map we're trying\\nto build. Thanks!\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,374,394,436],\"text\":\"Finally, some conversations are around the context of the\\ndata, pointing out potential biases. This includes questions\\nabout provenance and data collection, for instance about the\\narea of where the particular data is from.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[101,442,360,471],\"text\":\"D: I'm also looking to gain more insight on how this\\nscore is developed.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,476,394,650],\"text\":\"Although these themes cannot be a seen as an exhaustive rep-\\nresentation of discussion topics around datasets online, they\\nshow the range and variety of topics collaborators find worth\\ndiscussing, reinforcing the importance of feedback and con-\\nversation channels in data teamwork. Thorough documen-\\ntation can provide explanations and to some extent context\\nto data, however our findings suggest a role for communica-\\ntion and engagement capabilities, which could provide data\\nproducers with valuable guidance into how to improve on\\ntheir documentation to address a wide range of data usage\\nscenarios which is difficult to prepare for in advance.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,651,394,729],\"text\":\"Such capabilities are needed beyond the interaction be-\\ntween producers and consumers. This is reflected in the\\ndesign of the tools we reviewed, which offer some level of\\nconversation support for a wide range of data-centric activi-\\nties\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,730,403,873],\"text\":\"Comments Most tools support comments at the level of datasets.\\nA subset of online tools allow users to attach comments to\\ncells (e.g. Google Sheets, Excel Online) and fewer to rows\\n(e.g. Airtables). GitHub facilitates discussions about code re-\\nlated to a specific line. The level of conversation currently\\nsupported does not appear to be sufficient for what people\\nexpressed as their needs. Participants wanted to highlight\\nthe exact subset of data they want to refer to (as it is possible\\nfor text in e.g. comments in Google Docs).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,874,394,954],\"text\":\"Filtering, sorting and categorising comments [66] is es-\\nsential in data projects that involve multiple participants\\nand interactions. Many existing solutions supporting con-\\nversations can be reused by either being incorporated in the\\ntool, or by providing a link that directs users to a shared\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,315],\"text\":\"conversation space. For example, Wikipedia provides sepa-\\nrate discussion pages, connected to an article, which help\\neditors coordinate changes, discuss procedures, and get as-\\nsistance from other editors [33] . Similarly, conversations in\\nKaggle take place in a discussion thread attached to a partic-\\nular dataset. Real-time chats are, for instance, supported in\\nGoogle Sheets, Airlables and Floorbits. These can be beneficial\\nespecially for the co-creation of data and tight collaboration,\\nbut also for reuse (e.g. in the same organisation). [20] point\\nout that conversation about data often happens alongside\\nsharing of data or data fragments which was confirmed by\\nour participants.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,746,476],\"text\":\"Feedback can be seen as a special type of communication. It\\ncan be provided in the form of issuing tickets (e.g. GitHub) or\\ninstructions of what to do when an error is found. Feedback\\nenables correction of data and so can increase data quality\\nand value. This can be supported in a structured (e.g. feed-\\nback forms or pull requests) or unstructured way (forums,\\nthird party communication). Public feedback can also save\\ntime by making others aware that a dataset is unsuitable for\\na specific task or by documenting known errors and allowing\\nusers to ask in the community for workarounds.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,486,591,504],\"text\":\"User Need: Change Control\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,507,746,603],\"text\":\"The ability to access earlier versions of the dataset, for ex-\\nample before particular cleaning methods have been applied,\\nwas reported as a need by some participants. Versioning\\nsystems, which highlight differences between versions of\\na dataset as supported by GitHub or Daf project; and the\\nopportunity to fork datasets were also discussed:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"list\",\"bbox\":[453,605,713,679],\"text\":\"P9: I'd like to apply some sort of GIT version control\\nto that sort of approach, which work very well for\\ntest, images it would be horrible for and.I don't know\\nhow that would work, just because of the file sizes\\nand the spatial data.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,680,746,730],\"text\":\"The usefulness of notification services when a collaborator\\nmakes a change in the dataset, or when an updated version\\nof a dataset is published was noted by participants.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,730,746,792],\"text\":\"In an example of open collaboration, one participant re-\\nferred to notifications and described how in that instance\\nall changes had to be approved by those in charge of the\\nproject.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"list\",\"bbox\":[453,794,713,855],\"text\":\"P13: You have to make a picture and then I get an\\nemail alert, I get information that somebody added\\na new plant and I look at the picture and then I say,\\nokay, it's the plant or it's wrong.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,954],\"text\":\"Tasks in asynchronous collaboration are often split into\\nsub-tasks that can be worked on in parallel [66] . Collabo-\\nrators need to be aware of changes that are made by oth-\\ners [13] , merge individual contributions and resolve poten-\\ntial conflicts. This aligns with the need to design for data\\ntransparency [21, 68] and with existing efforts to capture\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 100\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300330/results/markdown/3290605-3300330_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[98,117,715,184],\"text\":\"RayCursor: A 3D Pointing Facilitation Technique\\nbased on Raycasting\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[134,201,240,265],\"text\":\"Marc Baloup\\n\\nUniv. Lille,\\n\\nInria, Lille, France\\n\\nmarc.baloup@inria.fr\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[311,201,503,264],\"text\":\"Thomas Pietrzak\\n\\nUniv. Lille,\\n\\nUMR 9189 - CRISAL, Lille, France\\nthomas.pietrzak@univ-lille.fr\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[531,201,721,265],\"text\":\"Géry Casiez\\n\\nUniv. Lille,\\nUMR 9189 - CRISAL, Lille, France\\n\\ngerry.casiez@univ-lille.fr\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300331_pdf_shortened_page_0_figure_007.png\",\"bbox\":[66,280,748,389],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A sequence of virtual reality interactions is depicted, showing a handheld controller projecting a light blue ray towards multiple blue circular targets. The ray highlights a target (lighter blue) and indicates selection points with either red or black dots, with some instances showing multiple red dots along the ray and the controller's trigger pressed.\"},{\"label\":\"figure_cap\",\"bbox\":[68,398,747,488],\"text\":\"Figure 1: Illustration of manual RayCursor : a) the user controls a cursor along the ray using relative displacements of their\\nthumb on the controller's touchpad; b) the target closest to the cursor is highlighted. Illustration of semi-auto RayCursor : c) by\\ndefault, it works like Raycoasting . The cursor (in black) is positioned at the intersection with a target; d) the target remains\\nselected if the cursor moves out of the target, until it is closer to another target; e) the user can manually move the cursor\\nusing the controller's touchpad, to select another target (the cursor turns red to indicate manual mode); f) if the user does not\\ntouch the touchpad for 1s, the cursor returns to its behaviour described in c).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,494,141,512],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,514,395,772],\"text\":\"Raycasting is the most common target pointing technique\\nin virtual reality environments. However, performance on\\nsmall and distant targets is impacted by the accuracy of the\\npointing device and the user's motor skills. Current point-\\ning facilitation techniques are currently only applied in the\\ncontext of the virtual hand, i.e. for targets within reach. We\\npropose enhancements to Raycasting : filtering the ray, and\\nadding a controllable cursor on the ray to select the near-\\nest target. We describe a series of studies for the design of\\nthe visual feedforward, filtering technique, as well as a com-\\nparative study between different 3D pointing techniques.\\nOur results show that highlighting the nearest target is one\\nof the most efficient visual feedforward technique. We also\\nshow that filtering the ray reduces error rate in a drastic\\nway. Finally we show the benefits of RayCursor compared to\\nRaycasting and another technique from the literature.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[420,494,525,512],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[420,514,746,546],\"text\":\"• Human-centered computing $\\\\rightarrow$ Virtual reality: Point-\\ning: Gestural input;\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,563,502,581],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[420,584,718,602],\"text\":\"Virtual reality, pointing technique, visual feedforward\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[420,616,554,632],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,633,747,705],\"text\":\"Marc Baloup, Thomas Pietrzak, and Géry Casiez. 2019. RayCursor:\\nA 3D Pointing Facilitation Technique based on Raycasting. In CHI\\nConference on Human Factors in Computing Systems Proceedings\\n(CHI 2019), May 4–9, 2019, Glasgow, Scotland Uk . ACM, New York,\\nNY, USA, 12 pages. https://doi.org/10.1145/3290685.3300331\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,738,550,755],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,759,747,951],\"text\":\"Pointing is a fundamental task in any interactive system fea-\\nturing a 2D or 3D interaction space. Numerous techniques\\nhave been proposed and refined over decades for 2D environ-\\nments to exploit the degrees of freedom offered by new input\\ndevices (e.g. computer mouse, touch interfaces or eye track-\\ners) or the characteristics of the objects displayed, trying\\nto artificially reduce the distance to objects [13, 15] or in-\\ncreasing their width [3] , for example, 3D environments also\\nprovide multiple techniques to accomplish this task. These\\ntechniques can be divided into two main categories: virtual\\nhands and techniques based on Raycasting [4, 23] . Virtual\\nhand techniques provide an isomorphic mapping between\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,789,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,273,910],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":20,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,912,274,924],\"text\":\"© 2019 Association for Computing Machinery.\",\"reading_order\":21,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,924,268,937],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":22,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,940,246,953],\"text\":\"https://doi.org/10.1145/3290605.3300331\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 101\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,205],\"text\":\"the real hand and the virtual one [1] . Despite many tech-\\nnique intended to improve Raycausing [6, 10, 14, 20, 22, 25–\\n28] , standard Raycausing and virtual hand remain the two\\ndefault techniques available with devices such as the HTC\\nVive and their programming environment.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,395,396],\"text\":\"With a Raycasting technique, the user manipulates a ray\\nwhose origin and orientation are defined by those of a 6\\ndegrees of freedom input device, in a way similar to the\\nmanipulation of a laser pointer. When the ray intersects sev-\\neral objects, the one closest to the user can be selected. This\\ntechnique allows to select targets with a difficulty increasing\\nwith longer distances and smaller object widths, due to limits\\nin motion tracking and human motor capabilities. This tech-\\nnique is also affected by occlusion and distracting targets as\\nonly the closest intersecting target can be selected, requiring\\nto change the ray position and orientation to select occluded\\ntargets.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,491],\"text\":\"Many techniques have been designed and refined to over-\\ncome these limitations. New input devices and interaction\\ncontexts offer new opportunities to improve pointing tech-\\nniques. New trackers, as available on the HTC Vive, offer\\nadditional degrees of freedom such as trackpads that were\\nnot available before.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,395,650],\"text\":\"We propose an improved Raycasting called RayCursor 1 ,\\nwhich uses a cursor on the ray. This technique has been\\ndesigned primarily for immersive environments using the\\nHTC Vive but could also be used in other 3D contexts fea-\\nturing 6 degrees of freedom (DOF) controller comprising a\\ntouchpad and buttons. The user can control the cursor along\\nthe ray using relative displacements of their thumb on the\\ncontroller's touchpad. Similarly to the Bubble Cursor [13, 29] ,\\nthe target closest to the cursor can be selected when the user\\npresses a button.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,651,395,794],\"text\":\"After presenting the related work on 3D selection tech-\\nniques based on Raycasting and pointing facilitation tech-\\nniques, we then describe the design of RayCursor and its\\ncharacteristics: visual feedforward, cursor transfer function\\nand ray filtering. We explain the general setup of our user\\nstudies, and a series of experiments investigating each of the\\ncharacteristics of RayCursor . Finally, we detail a user evalua-\\ntion, comparing RayCursor to standard Raycasting and the\\nclosest technique in the literature [26] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[67,806,197,824],\"text\":\"2 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,828,395,923],\"text\":\"Our related work section focuses on selection techniques\\nbuilding on Raycasting. We start by presenting the differ-\\nent disambiguation mechanisms that have been proposed\\nfor these techniques. We then present techniques adding\\nextra degrees of freedom to the ray before covering pointing\\nfacilitation techniques using target proximity.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,124,591,141],\"text\":\"Disambiguation techniques\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,144,747,240],\"text\":\"Arelaquet and Andujar provide a taxonomy of the differ-\\nent techniques designed to improve Raycasting [1] . Most of\\nthese techniques are based on the use of a volume instead\\nof a ray, requiring the use of disambiguation techniques for\\nselection. They distinguish three groups of disambiguation\\nmechanisms: manual, heuristic and behavioral.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,241,748,814],\"text\":\"The manual approach requires additional steps to manu-\\nally select a target among those highlighted. For example, in\\nthe Flower Ray, Grossman et al. display in a pie menu the\\nobjects intersected by the ray [14] . The menu cone technique\\nalso displays the targets to disambiguate in a menu and the\\nuser performs a gesture to select the target of interest [25] .\\nIn a similar way the SQUAD technique proposed by Kop-\\nper et al. adapts the Raycasting to cast a sphere onto the\\nnearest intersecting surface to determine which objects are\\navailable for selection [20] . The selectable objects are then\\ndistributed among four quadrants and the user refines the\\nselection until the desired object can be selected. SQUAD\\nshowed significantly better performance compared to Ray-\\ncasting for small target sizes and low densities but there\\nwas a significant performance degradation with large tar-\\nget sizes and high densities, due to the increased number of\\nsteps to select a target. Cashion et al. propose a variation of\\nSQUAD, called Expand, adding the ability to zoom [6] . They\\nshow Expand performs faster than SQUAD for high object\\ndensities. Without relying on menus, the Depth Ray [14]\\nuses a depth marker attached at a fixed position on the ray.\\nWhen the rays intersects multiple objects, the one which is\\nclosest to the depth marker can be selected. The user can\\nthen adjust the position of the depth ray by changing the\\nposition and orientation of his hand. Grossman and Bakar-\\nishnan also proposed the Lock Ray technique that consists\\nin locking all intersected objects before selecting one using\\nthe depth marker [14] , building on the concept of cycling\\nthrough the set selected objects [19] . However this did not\\nimprove movement time. Using a smartphone to select ob-\\njects in the physical world, Delamare et al. proposed two\\ntechniques to disambiguate targets selected in a cone [11] .\\nWith P2Roll the user performs a rolling gesture to select the\\ntarget of interest and a sliding gesture on the touch surface\\nusing P2Slide. Their techniques were only evaluated with up\\nto 16 targets.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,814,747,941],\"text\":\"The heuristic approach applies some heuristics to deter-\\nmine the target the user is willing to select. The Flashlight\\ntechnique, for example, highlights the object that is the clos-\\nest of the central axis of the selection cone [22] . The Skicky-\\nRay is based on the Raycasting technique [28] , and the last\\nobject intersected remains selectable until another one is\\nhit. The virtual ray is bended towards the objects that can\\nbe selected, loosing some visual feedback to select another\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,322,952],\"text\":\"1 Additional material available at ns.inria.fr/loki/raycursor\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 101\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,205],\"text\":\"object. This technique has not been evaluated. Schmidt et al.\\nproposed different pointing-based probabilistic selection al-\\ngorithms to infer the target the user wants to select but it\\nrequires complex tuning of weighting schemes depending\\non the application [27] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,394,364],\"text\":\"Last, the behavioral approaches consider user's actions\\nbefore the selection confirmation to determine the object\\nto be selected. For example, IntenSelect uses a time-based\\nscoring function to calculate the score of objects inside a\\nconic selection volume and the object with the highest score\\ncan be selected [10] . In a similar way the Smart Ray contin-\\nuously weights targets based on their proximity to the ray\\ncursor [14] . However the latter shows lower performance\\ncompared to techniques such as the Flower Ray or the Depth\\nRay [14] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,394,587],\"text\":\"In summary, current interaction techniques that improve\\nRaycasting require a disambiguation mechanism that needs\\nextra steps to make a selection. When evaluated, these tech-\\nniques show better performance for the selection of small\\nobjects in dense environments but they also show lower\\nperformance compared to Raycasting for the selection of\\nlarge targets. Grossman and Balakrishnan showed that the\\nDepth Ray gets better performance compared to the Lock\\nRay, Flower Ray or Smart Ray because of the lower time\\nrequired for the disambiguation phase [14] . Instead of hav-\\ning to disambiguate between different targets using several\\nsteps, another approach is to add extra degrees of freedom\\nto the Raycasting to help adjusting the target selection while\\nmanipulating the ray.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,598,272,615],\"text\":\"Adding extra degrees of freedom\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,618,394,906],\"text\":\"Grossman and Balakrishnan simply added an extra degree of\\nfreedom by adding a fixed cursor at the middle of a ray [14] ,\\nwhich proved to be the most efficient technique to select\\ntargets in a small volumetric display. However in the context\\nof immersive environments such as VR headsets, the use of\\nthis technique would require significant displacements of\\nthe user to disambiguate between targets. Instead of having\\na cursor fixed on a ray, Ro et al. introduced the ability to\\nadjust the depth of the ray using relative displacements of\\na finger on a smartphone touchscreen [26] . However their\\ntechnique was not compared to other techniques and the\\ntransfer function used to control the length of the ray is not\\ndetailed. Recent studies combine hand movements with head\\nand eye-tracking for pointing in augmented reality, such as\\nPointning [21] . This technique is much more precise than\\ngaze-only-based techniques. However it shares disadvan-\\ntages with Raycasting : sensibility to occlusion, hand tremor\\nand input precision.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,615,141],\"text\":\"Pointing facilitation techniques\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,746,352],\"text\":\"Various strategies were studied to facilitate pointing. For\\ninstance, semantic pointing expands targets in the motor\\nspace [3] . This technique was designed for 2D pointing, but\\nanother study extended it to 3D using a computer mouse\\non standard monitor [12] . This technique improves pointing\\nperformance in sparse environments but is affected by in-\\ntervening targets on the way of the cursor (distractors) [8] .\\nAn alternative strategy is to replace pointing by symbolic\\ngestures [18] . It alleviates issues due to pointing gestures,\\nbut it is not adapted to arbitrary targets. At the opposite,\\nstudies propose 3D gestures for pointing targets on 2D dis-\\nplay but these results are hardly applicable in the context\\nof 3D targets selection [24, 32] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,352,746,542],\"text\":\"One of the most efficient pointing facilitation technique\\nexisting in 2D is to select the target closest to the cursor.\\nFor example, the Bubble Cursor displays a disk (a bubble)\\ncentered on a mouse cursor whose radius is adjusted with\\nthe distance to the closest target [13] . This technique is espe-\\ncially efficient when the density of targets is low, whatever\\nthe size of the targets. The main drawback remains the vi-\\nsual feedback introduced by the bubble constantly changing\\nits radius. Guillon et al. have evaluated the impact of sev-\\neral visual feedbacks on performance for the Bubble Cursor\\nand found that a simple highlight of the closest target is\\nefficient [17] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,541,746,686],\"text\":\"Vanacken et al. developed a 3D version of the Bubble\\nCursor, called 3D Bubble, using a virtual hand technique\\nto control a 3D pointer [29] . Their technique displays a 3D\\nsemi-transparent sphere enclosing the closest target. They\\nshow that the Depth Ray is more efficient than the 3D Bubble,\\nthat is more efficient than the Raycasting . Similarly, Vickers\\ndefined a sensitive cube around a 3D cursor manipulated by\\na wand [30] . When an object was found within the sensitive\\ncube, the cursor jumped to the object.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,686,746,846],\"text\":\"In summary, disambiguation techniques appear efficient to\\nselect small targets in dense environments, but they overall\\nincrease movement time due to the extra steps they intro-\\nduce. Selection techniques using target proximity appear\\nefficient but they require the use of an appropriate feedback,\\nespecially in 3D. Inspired by the 3D Bubble, the Depth Ray\\nand the adjustable length ray introduced by Ro et al. we\\npropose the RayCursor , a technique combining several of the\\nbenefits these techniques offer, without introducing extra\\ndisambiguation steps many techniques require.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,865,525,882],\"text\":\"3 RAYCURSOR\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,885,746,950],\"text\":\"We describe the design of RayCursor , an improvement of\\nRaycasting . First we add a cursor on the ray, that the user\\ncan manipulate. Then we add a strategy consisting in select-\\ning the closest target to the cursor, similarly to the Bubble\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 101\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,124,395,206],\"text\":\"Cursor [13, 29] . We discuss variations of visual feedbacks,\\ninspired by Guillon's work for 2D [17] . Then, we describe\\nalternative transfer functions for the control of the cursor.\\nFinally we explain filtering techniques we used on the ray\\nto reduce tremor effects, with the 16Filter [9] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,216,235,233],\"text\":\"Adding a cursor on the ray\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,236,395,380],\"text\":\"The idea of a controllable cursor was introduced by Ro et al.\\nto select targets in augmented reality environments using\\na mobile phone [26] . However this technique was not de-\\nsigned to facilitate the selection of small targets. Instead of\\nusing a mobile phone, the user performs forward-backward\\ndisplacements on the touchpad of a Vive Controller located\\nunder their thumb. It would be possible to implement this\\ntechnique on any other 6 DOF controller having at least an\\nextra degree of freedom such as a wheel.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,391,266,407],\"text\":\"Gain function for cursor control\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,411,394,492],\"text\":\"The transfer function, which computes the cursor move-\\nments, is an essential aspect of the interaction technique.\\nIndeed, previous research showed that the transfer function\\ninfluences pointing performance [7] . We consider two vari-\\nables for the design of the transfer function:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,494,395,589],\"text\":\"$v_{pad}$ the speed of the contact point on the pad in m/s;\\nthis is a usual input for non-linear transfer functions.\\n$d_{cur}$ the distance between the hand and the cursor in\\nm; because of depth, closer objects seen to be moving\\nfaster than farther objects. We make the hypothesis\\nthat it influences movement time.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,592,394,641],\"text\":\"The speed of the cursor is thus $v_{curr} = g(\\\\alpha_{pad}, d_{curr}) \\\\times v_{pad}$ .\\nWe propose several transfer functions, which we evaluate in\\na dedicated experiment.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,648,395,792],\"text\":\"Gain function depending on finger speed. Common non-\\nlinear transfer functions depend on the cursor speed [7] . This\\nis due to the ballistic and correction phases of a pointing task.\\nDuring the ballistic stage, the user wants to move as fast as\\npossible to get close to the target. In the correction phase\\nthe user wants to select as precisely as possible the target.\\nTo do so, non-linear transfer functions use a lower gain at\\nslow speeds and higher gains at high speed. We designed\\nthis transfer function as a bounded linear interpolation:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[80,792,371,847],\"text\":\"$$V i t L e r p ( v _ { p a d } ) = \\\\left\\\\{ \\\\begin{array} { l l } { k _ { 1 } } & { ~ i f ~ x \\\\leq v _ { 1 } } \\\\\\\\ { k _ { 2 } } & { ~ i f ~ x \\\\geq v _ { 1 } } \\\\\\\\ { k _ { 1 } + \\\\frac { k _ { 2 } - k _ { 1 } } { ( v _ { 2 } - v _ { 1 } ) } ( v _ { p a d } - v _ { 1 } ) } & { ~ o t h e r w i s e } \\\\end{array} \\\\right.$$\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,395,954],\"text\":\"Gain function depending on cursor position. With a con-\\nstant gain function, the cursor speed seems to depend on the\\ndepth position: faster when it is closer, and slower when it\\nis farther. We designed a transfer function based on a gain\\nproportional to the cursor distance to the hand to alleviate\\nthis problem. It is tuned to ensure a usable minimum gain\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,189],\"text\":\"for closer distances. The formula is the following, with $k$ the\\nproportional factor, $d_{our}$ the distance between the hand and\\nthe cursor, and $d$ a constant corresponding to an estimated\\ndistance between the user's eye and hand:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[496,195,670,219],\"text\":\"$$D i s t D e p ( d _ { c u r } ) = k \\\\times \\\\sqrt { d _ { c u r } ^ { 2 } + d ^ { 2 } }$$\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,230,546,247],\"text\":\"Visual feedforwards\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,251,747,395],\"text\":\"Guillon et al.'s work showed an influence of visual feedfor-\\nward on pointing efficiency with a Bubble Cursor for 2D\\npointing [17] . In the case of selecting the nearest target, feed-\\nforward is necessary. Vanacken et al.'s study about the 3D\\nbubble only used the bubble feedback [29] . We adapt to 3D\\ninteraction the feedforwards Guillon et al. designed for 2D\\ninteraction. We describe below these feedforwards along two\\ndimensions: highlighting the target, and representing the\\ndistance between the cursor and the nearest target.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300331_pdf_shortened_page_3_figure_016.png\",\"bbox\":[420,410,747,637],\"reading_order\":16,\"tags\":[],\"alt_text\":\"This image presents five panels demonstrating different cursor interaction techniques in a 3D environment. Each panel shows blue spheres scattered around a central sphere, which is either yellow or highlighted as white, with a green cursor line pointing towards it. Some panels also include a semi-transparent 3D bubble surrounding the central sphere.\"},{\"label\":\"figure_cap\",\"bbox\":[420,647,747,736],\"text\":\"Figure 2: RayCursor with different visual feedbacks. The\\ncursor is red and the ray is cyan .(c,d,e) Highlight : the near-\\nest target is highlighted.(a,d) Rope Cursor [17] : a white ray\\nbinds the cursor and the nearest target. (b,e) 3D Bubble [29]\\n: a 3D bubble centered on the cursor encompassing the near-\\nest target.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,767,747,863],\"text\":\"Target highlight. In our implementation, highlighting the\\nclosest target consists in applying a color lighter than the\\nother targets (Figure 2 (c,d,e)). The advantage of this feedfor-\\nward compared to the following ones is that visual clutter is\\nminimal. We can also combine it with other visual feedfor-\\nwards.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,872,747,953],\"text\":\"Representing target-cursor distance. Representing the dis-\\ntance between the cursor and the nearest target is likely to\\nhelp determining the target that can be selected using the\\ncursor. There are several ways to represent this distance.\\nDrawing a semi-transparent sphere, centered on the cursor\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1012],\"text\":\"Paper 101\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,298],\"text\":\"and whose radius is the distance target-cursor , is a 3D adap-\\ntation of the Bubble Cursor (Figure 2 (b,e)). Guillon et al. also\\nproposed the Rope Cursor , which we adapt to 3D by display-\\ning a white segment between the cursor and the nearest\\ntarget (Figure 2 (a,d)). This visual feedback causes less visual\\nclutter than the bubble. Another proposition of Guillon et al.\\nis the Voronoi region of each target. This diagram represents\\nthe region of influence for each target, taking into account\\nthe distance to each target. Although we implemented this vi-\\nsual feedforward as semi-transparent volumes, we discarded\\nit because the visual clutter created makes it hard to use.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,394,348],\"text\":\"In section 5 we present a comparative study for combina-\\ntions of the following visual feedbacks depicted in Figure 2 :\\n3D Bubble, Rope Cursor and Highlight .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,359,171,377],\"text\":\"Filtering the ray\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,395,633],\"text\":\"An issue with Raycasting is the precision to select small\\ntargets. It is due both to hand tremor and noisy input. We\\npropose to reduce jitter by filtering the ray. We apply filtering\\nboth on Raycasting , and on RayCursor , using the 16 Filter as\\nit is fast, simple to tune, and offers a good trade-off between\\nprecision and latency [9] . We designed two filtering modes.\\nIn the first mode we filter the orientation of the ray but only\\nto compute the intersection with virtual objects. The ray\\ndisplayed is not filtered. We call this mode $16_{M}$ , as the ray is\\nonly filtered in motor space. In the second mode, we filter\\nthe orientation of the ray both in the motor and visual spaces\\n( $16_{VM}$ ). The advantage of $16_{M}$ over $16_{VM}$ is that the user\\nexperiences absolutely no extra delay but still benefits from\\nfiltering for the intersecting objects. In contrast, with $16_{VM}$\\nthe user has a more consistent feedback regarding the results\\nof his actions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,394,666],\"text\":\"We describe a comparative study of these two filter modes\\nand an unfiltered Raycoating in section 5 .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,677,303,694],\"text\":\"4 General experimental setup\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,698,394,730],\"text\":\"All the experiments in this paper use the same general setup\\nas described in this section.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,742,135,759],\"text\":\"$$\\n Apparatus \\n$$\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,762,394,906],\"text\":\"The experiment used a PC with a HTC Vive VR headset [31] .\\nParticipants manipulated a Vive controller in their dominant\\nhand, and were not allowed to use the second hand. The\\nray was controlled using the six degrees of freedom of the\\ncontroller, and the cursor was manipulated using the thumb\\non the touchpad (Figure 1 ). Target selection was done by\\npressing the controller's trigger using the index finger. The\\nexperiment application was coded in C# using Unity 3D and\\nthe SteamVR library.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300331_pdf_shortened_page_4_figure_011.png\",\"bbox\":[414,117,750,370],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A 3D rendering of a gray room shows a handgun on the right pointing a light blue laser beam at a small yellow sphere on the left. Many small blue and a few white spheres are scattered in the upper left corner, near a white rectangular object on the wall. A light blue rectangular outline is visible on the floor in the foreground.\"},{\"label\":\"figure_cap\",\"bbox\":[420,378,746,436],\"text\":\"Figure 3: 3D scene used in the experiments. Participants\\nstood in a cyan square drawn on the ground. Instructions\\nwere displayed on a virtual screen. Targets were displayed\\nbetween the user and the screen.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,454,458,470],\"text\":\"Tasks\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,475,747,680],\"text\":\"Unless stated otherwise, participants had to conform to the\\nfollowing instructions in all experiments. They had to stand\\nin the middle of a 7m square room. The exact position was\\nmarked as a 70cm square on the ground. The experiment\\ninstructions were displayed on a virtual screen in front of\\nthe user (Figure 3 ). Participants were asked to select targets\\nof varying positions, sizes and densities depending on the\\nexperimental conditions. All targets were at sight when the\\nuser was looking at the virtual wall with the virtual display.\\nTo allow a fair comparison of completion times and error\\nrates between conditions, we generated, before the experi-\\nments, a single sequence of targets for each condition, used\\nfor all participants, all techniques and all blocks.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,681,747,953],\"text\":\"All targets were blue except the one to be selected, which\\nwas yellow. The participant could select a target by pressing\\nthe trigger. A 10ms vibration of the controller informed the\\nparticipant when the correct target was selected. When a\\nparticipant pressed the trigger with no target selected (with\\nRaycasting), the controller vibrated for 200ms, the correct\\ntarget flashed green and the trial was marked as an error.\\nWhen the participant selected a wrong target, the controller\\nvibrated for 200ms, the selected target flashed red, the cor-\\nrect target flashed green and the trial was marked as an error.\\nParticipants could not move to the next target before cor-\\nrectly selecting the current one. The error rate was computed\\nas the ratio between trials for which the correct target was\\nnot selected first and the total number of trials. Participants\\nwere instructed to remain around 4 % error rate as a way to\\nbalance their speed/accuracy trade-off. The error rate was\\ndisplayed on the virtual screen during breaks.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 101\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[69,123,357,139],\"text\":\"5 RAYCURSOR CHARACTERISTICS STUDIES\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,240],\"text\":\"We present a series of experiments investigating each of the\\ncharacteristics of RayCursor . We start with the study of dif-\\nferent visual feedforwards to indicate the target to select, as\\nit seemed to us as the characteristic most likely to affect per-\\nformance. We then evaluate the different transfer functions\\nwe designed, and evaluate the effect of filtering the ray.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,251,189,267],\"text\":\"Visual feedforward\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,271,394,463],\"text\":\"We proposed several visual feedforwards, based on previous\\nwork on similar techniques for 2D and 3D interaction [13, 17,\\n29] . Guillon et al. 's study in the 2D case concluded that high-\\nlighting the nearest target is the most efficient feedforward,\\nwhile limiting visual clutter. We describe a similar study,\\ncomparing 3D versions of these visual feedforwards with\\n\\nRaycasting as a baseline. Considering previous work in 2D,\\nour hypothesis is that highlighting the nearest target is the\\nmost efficient feedforward in 3D (HI). We used the DistDep\\ntransfer function to control the cursor and no filtering was\\nused in any condition. We refer to [2] for more details about\\nthis study.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,470,394,519],\"text\":\"Methodology. Twelve participants (1 female, all right-handed,\\nage mean=26, $\\\\sigma=4.3$ ) took part in this experiment. Two of\\nthem experienced Virtual Reality for their first time.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,519,394,709],\"text\":\"We used a within-subjects design, with factors: Tech-\\nnique , target Density , target Size and Block . The 6 tech-\\nniques are Raycasting (RC) as the reference interaction tech-\\nnique, and the RayCursor with the 5 visual feedforwards,\\nas depicted on Figure 2 : RopeCursor (Rope) , Highlight (HL) ,\\n3DBubble (Bub) , 3DBubble+Highlight (Bub+HL) , RopeCursor+\\nHighlight (Rope+HL) . The order of techniques was balanced\\nbetween participants using a Latin square. The 2 target sizes\\nwere $S_{Big} = 8$ cm and $S_{Small} = 4$ cm. The 2 densities used were\\n15 targets ( $D_{Low}$ ) and 40 targets ( $D_{High}$ ). All the targets were\\nspread out at pseudo-random positions in a 2m diameter\\nsphere, whose center was 2m in front of the participants.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,710,394,774],\"text\":\"Participants were allowed to rest between blocks. The\\nexperiment design was: 12 participants $\\\\times$ 6 TECHNIQUES $\\\\times$\\n3 BLOCKS $\\\\times$ 2 DENSES $\\\\times$ 2 SIZES $\\\\times$ 10 targets = 8, 640 trials\\nin total. The experiment lasted around 30min per participant.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,781,394,811],\"text\":\"Results. Our two main dependent variables are selection time\\nand error rate.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,820,394,917],\"text\":\"Selection time. In this analysis, selection time refers to\\nthe time elapsed between two selections. Therefore the first\\ntrial of each sequence of 10 targets is discarded, as well as\\ntrials resulting in an error. A Box-Cox transformation with\\n$\\\\lambda = -1.2$ was applied to correct non-normal selection time\\nresiduals [5] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[82,917,394,933],\"text\":\"A repeated measures ANOVA$^{2}$ found a significant effect\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,205],\"text\":\"of Block ($F_{(1,2,12,7)} = 21.2, p < 0.001, \\\\eta_{p}^{2} = 0.04$). Pairwise com-\\nparisons show significant differences between blocks 1 and\\nthe two following ones ( $p < 0.003$, Block 1: 1.45s, 2: 1.29s, 3:\\n1.25s). We assume this difference is due to a learning effect,\\ntherefore we remove the first block from remaining analysis.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,206,747,283],\"text\":\"Subsequent analysis reveal a significant effect of TECH-\\nNIQUE ($F_{3,55}=5.4, p<0.001, \\\\eta_p^2=0.1$). Pairwise comparisons\\nshow a significant effect between Raycasting and all the other\\ntechniques except 3DBubble (RC: 1.39s, IL: 1.19s, Bub: 1.42s,\\nBub+HL: 1.22s, Rorie: 1.23s, Rorie+HL: 1.17s, p<0.027).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,747,396],\"text\":\"The analysis shows a significant effect of Size ($F_{1,11} =$\\n108.3, p < 0.001, $\\\\eta_p^2 = 0.07$) and a TechniqueXSort interaction\\n($F_{5,53} = 28.1$, p < 0.001, $\\\\eta_p^2 = 0.05$). Pairwise comparisons only\\nshow significant differences between the techniques for small\\ntargets. Raycasting is significantly slower (p < 0.0004) than all\\nthe other techniques except 3DBluBee (RC: 1.63s, Bub: 1.48s,\\nHL: 1.21s, Rope: 1.28s, Rope+HL: 1.20s).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,747,493],\"text\":\"We also observe a significant effect of Density ( $F_{1,11} =$\\n$176.5, p < 0.001, \\\\eta_p^2 = 0.11$ ) and a TechniqueDensity inter-\\naction ( $F_{5,55} = 5.2, p < 0.001, \\\\eta_p^2 = 0.01$ ). For low density, we\\nobserve a significant differences ( $p < 0.01$ ) between Raycast-\\ning and all other techniques, except 3D Rubble (RC: 1.36s, Rub:\\n1.30s, Rub-HIL: 1.13s, HL: 1.10s, Rote: 1.11s, Rote-HIL: 1.07s).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,501,746,533],\"text\":\"Error Rate. The overall error rate is 4.7%, knowing that\\nparticipants were instructed to keep around 4 % of errors.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,541,746,595],\"text\":\"$\\\\alpha=0.05$ and Greenhouse-Geisser corrections were applied to DofS when\\nsphericity was violated. We used Bonferroni corrections, where the p-values\\nare multiplied by the number of comparisons. Detailed statistical analysis\\nare available at ns.inria.fr/lsal/racursor.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300331_pdf_shortened_page_5_figure_018.png\",\"bbox\":[423,614,743,904],\"reading_order\":18,\"tags\":[],\"alt_text\":\"This image displays six bar charts arranged in a 3x2 grid, comparing different interaction techniques. The charts in the left column show \\\"Mean time (s),\\\" while the charts in the right column show \\\"Error rate (%).\\\" The techniques are compared overall, by target size (Big vs. Small), and by density (High vs. Low), with a legend indicating six distinct colored techniques at the bottom.\"},{\"label\":\"figure_cap\",\"bbox\":[420,918,745,949],\"text\":\"Figure 4: Mean times and error rates results for the visual\\nfeedforward experiment, with 95 % confidence intervals.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,940,394,954],\"text\":\"$^{2}$All statistical analysis in the 4 experiments were performed using R, using\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 101\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 6\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,394,396],\"text\":\"Data were pre-processed using an Aligned Rank Transform\\n(ART) to take into account the non-normal distribution [33] .\\nRepeated-measures ANOVA reveals a significant effect of\\nTECHNIQUE ( $F_{5,829}=30.3$ , $p<0.001$ ). Pairwise comparisons\\nshow a significant differences between Raycasting (12.9 % ) and\\nall the other techniques ( $HL=2.2$ , $Bub:8.8$ , $Hub:HL=1.9$ , $Rope=4.3$ ,\\n$Rope:HL=3.3$ , $p<0.006$ ). We also observe a significant\\neffect of Size ( $F_{11,829}=140.7$ , $p<0.0001$ ) and a Technique:Size\\nInteraction ( $F_{5,829}=26.4$ , $p<0.0001$ ). Pairwise comparisons\\nonly show that error rate with Raycasting is significantly\\nhigher for small (20.2 % ) targets than with big targets (5.6 % ).\\nRaycasting also has a higher error rate for small targets\\nthan all the other techniques (< 5 % , $p<0.0001$ ). The analysis\\nalso shows a significant Technique:Distance interaction\\n( $F_{5,829}=5.8$ , $p<0.0001$ ). Pairwise comparisons show that\\nRaycasting has a higher error rate for low density than all\\nthe other techniques (< 3.6 % , $p<0.0001$ ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,406,394,568],\"text\":\"Discussion. The results show that all visual feedforwarded used\\nwith RayCursor are overall more efficient than Raycasting.\\nIn particular RayCursor is overall faster for small targets\\nwhile keeping a low error rate. Highlighting the nearest\\ntarget is among the most efficient visual feedforwards (H1).\\nDisplaying a bubble does not allow to improve performance\\ncompared to Raycasting, especially for small targets or dense\\nenvironments, certainly due to the higher visual clutter it\\nintroduces. These results are in line with Guillon et al. 's study\\nfor the 2D case.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,582,220,599],\"text\":\"Cursor transfer function\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,394,763],\"text\":\"To check H2, we compared the performance of VitLerp , Dist-\\nProp , and VitLerp+DistDep (a combination of VitLerp and\\nDistDep ) with 9 participants (2 female, all right handed, age\\nmean=27.7, $\\\\sigma=6.5$ ). The parameters of each transfer func-\\ntion were tuned empirically to maximize performance. For\\nVitLerp , the parameters were $k_1=30$ , $k_2=150$ , $\\\\upsilon_L=0.05$\\nand $\\\\upsilon_V=0.15$ . For DistProp , the parameter was $k=50$ . The\\ncombination of VitLerp and DistDep (VLDD) consists in mul-\\ntiplying both gains. For VLDD , the parameters were $k_1=20$ ,\\n$k_2=100$ , $\\\\upsilon_L=0.05$ , $\\\\upsilon_V=0.15$ , $k=1$ and $d=0.55$ .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,764,394,875],\"text\":\"The independent variables were transfer Function (ViT ether\\nDistProp, VLDD), target Position (Near, Far), Distance from\\nthe previous target (Short, Long), and Block (3). The targets\\nto select were organized to combine long and short displace-\\nments, target far away and close to the user, to try to use\\nall the possible range of speed and displacement for each\\nfunction.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,887,394,953],\"text\":\"Selection time. A Box-Cox transformation ($\\\\lambda = -0.4$) was\\napplied to correct non-normal selection time residuals. A\\nrepeated measures ANOVA $^2$ showed a significant main ef-\\nfect of Function (F$_{2,16} = 3.8$, $p = 0.046, \\\\eta_{p}^{2} = 0.07$). Pairwise\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,500,747,660],\"text\":\"comparisons show a marginally significant difference be-\\ntween DistProp and VLDD ( $DP:2.79s$ ; VLDD: $2.38s$ ; $p<0.05$ ).\\nDistProp is slightly slower on average than VLDD . We also\\nobserve a significant effect of Position ( $F_{1,8}=223$ , $p<0.001$ ;\\n$R^{2}_{G}=0.55$ ) and a Function $\\\\times$ Position interaction ( $F_{2,16}=25.1$ ,\\n$p<0.001$ ; $R^{2}_{G}=0.16$ ). No significant difference was observed\\nfor the Near position. However for the Far position, pairwise\\ncomparison show a significant difference between DistProp\\n( $3.72s$ ) and the two other functions ( $VL:2.76s$ ; VLDD: $2.88s$ ;\\n$p<0.002$ ).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300331_pdf_shortened_page_6_figure_009.png\",\"bbox\":[419,118,746,401],\"reading_order\":9,\"tags\":[],\"alt_text\":\"The image contains six bar charts, arranged in two columns (mean time and error rate) and three rows (by function, by function x position, and by function x distance). Each bar chart compares three different functions: DispProp (light gray), VitLerp (blue), and VitLerp x DistDep (purple), with error bars indicating variability. The x-axes display \\\"Functions,\\\" \\\"Positions\\\" (Near, Far), and \\\"Distances\\\" (Long, Short), while y-axes show \\\"Mean time (s)\\\" or \\\"Error rate (%)\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[420,412,745,444],\"text\":\"Figure 5: Mean times and error rates results from the trans-\\nfert function experiment, with 95 % confidence intervals.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,676,747,885],\"text\":\"Error Rate. Data were pre-processed using an ART to take\\ninto account the non-normal distribution. Repeated measures\\nANOVA shows a significant effect of Function (F1,304 =\\n4.55, p < 0.0004). Pairwise comparisons show a significant\\neffect between DistProp and VitLerp (DP: 7.4%; VL: 3.7%; p <\\n0.002). Users globally made less errors with VitLerp than with\\nDistProp. We also observe a significant effect of Position\\n(F1,304 = 29.6, p < 0.001), and a Function $\\\\times$ Position interaction\\n(F2,304 = 12.9, p < 0.0001). Pairwise comparisons do not show\\nstatistical differences between transfer functions for Near\\ntargets. However we observed significant differences for Far\\ntargets between DistProp and VitLerp (DP: 11.8%; VL: 3.9%,\\np < 0.008).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,885,746,949],\"text\":\"We conclude that the transfer function influences the per-\\nformance of RayCursor (H2 confirmed): ViLeep is faster and\\nmore reliable than DistProp for targets far away from the\\nuser and it is overall the most efficient function.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 101\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300331", "source_image_path": "test_data/3290605-3300331/3290605-3300331_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300331/results/output_json/3290605-3300331_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,125,149,140],\"text\":\"Ray filtering\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,395,367],\"text\":\"In the previous experiments, smaller targets were harder to\\nselect because of hand tremor and input jitter. In this exper-\\niment we want to assess our hypothesis that filtering the\\nray will reduce selection errors for Raycasting (H3). While\\nfiltering has already been used in the literature to filter rays\\n[20, 32] , it was used in the context where the ray intersects a\\nphysical screen. We are not aware of previous work formally\\nevaluating the effect of filtering for Raycasting on perfor-\\nmance and error rate. Vogel et al. and Kopper et al. both used\\nwhat corresponds to a primitive version of the 1e Filter [9] .\\nWe also used it as it appears to provide the best trade-off\\nbetween low jitter and low latency. In this experiment we\\nonly consider far away targets, which is the most difficult\\nsituation.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,376,394,422],\"text\":\"Methodology. Nine participants (2 female, all right handed,\\nage mean=26.9, $\\\\sigma=6.25$ ) took part of this experiment. All\\nof them already experienced Virtual Reality before.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,423,395,615],\"text\":\"We used a within-subjects design. Independent variables\\nare: Timepoint and Block . The three techniques are de-\\nscribed in section 3 : Raycasting not filtered (RC) , Raycasting\\nfiltered in the motor space ( $\\\\text{IE}_M$ ) and Raycasting filtered in\\nthe visual and motor spaces ( $\\\\text{IE}_VM$ ). The order of the three\\ntechniques was balanced among participants using a Latin\\nsquare. We set the 1e Filter parameters to $min_{coif} = 0.1$ and\\n$\\\\beta = 50$ according to empirical evaluations, in order to mini-\\nmize latency and jitter. The selectable target was highlighted,\\naccording to the previous study on visual feedforward. For\\neach technique, the participants had to perform 5 Blocks of\\n20 targets.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,615,394,662],\"text\":\"In summary, the experiment design is: 9 participants ×\\n3 Techniques × 5 Blocks × 20 trials = 2,700 trials in total.\\nThe experiment lasted around 15min per participant.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,670,394,751],\"text\":\"Results. We analyze selection time and error to study the\\neffects of filtering. There is an interruption between blocks,\\nso we discarded the first trial of each block in the analysis.\\nFor selection time, we also discarded trials resulting in an\\nerror.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,759,394,792],\"text\":\"Selection Time. A Box-Cox transformation with $\\\\lambda = -0.2$\\nwas applied to correct non-normal selection time residuals.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,173],\"text\":\"Repeated measures ANOVA$^{2}$ does not show a significant\\neffect of BLOCK ($F_{4,32}=2.2,p=0.09$) or TECHNIQUE ($F_{1,2,9,8}=2.0$,\\n$p=0.18$).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300331_pdf_shortened_page_7_figure_010.png\",\"bbox\":[67,807,390,909],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This image presents two bar charts comparing three techniques: Raycasting, 1€ Filter motor space, and 1€ Filter motor+visual space. The first chart shows that all three techniques have similar mean times, around 2.0 seconds. The second chart indicates that Raycasting has a significantly higher error rate (around 25%) compared to the two 1€ Filter techniques (around 12-13%).\"},{\"label\":\"figure_cap\",\"bbox\":[68,919,394,949],\"text\":\"Figure 6: Mean times and error rates results from the 1e Fit-\\nter experiment, with 95 % confidence intervals.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,180,746,308],\"text\":\"Error Rate. The overall error rate is 16.02 % , despite the in-\\nstruction to follow a 4 % error rate. We applied a log transfor-\\nmation to correct non-normal error rate residuals. The anal-\\nysis does not show a significant effect of Block ($F_{3,32}=0.94$,\\n$p>0.05$). However we observe a significant effect of Tech-\\nnique ($F_{2,16}=12.2$, $p<0.001$; $\\\\eta_G^2=0.21$). Pairwise comparisons\\nshow a significant effect by Raycasting(25.2 % ) and the\\nother techniques ($16\\\\text{M}: 11.7\\\\%$, $16\\\\text{M}: 11.1\\\\%$, $p<0.0001$).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,315,746,412],\"text\":\"Discussion. The results show that filtering the ray with the\\nI$\\\\ell$ Filter cuts selection errors by more than 50 % (H3 con-\\nfirmed). Whether only the motor space or both the visual\\nand motor space are filtered does not influence selection er-\\nrors. However our debriefing with participants reveals that\\n7/9 prefer when both the visual and motor space are filtered.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,421,490,439],\"text\":\"Discussion\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,746,571],\"text\":\"Among the visual feedbacks we proposed for RayCursor , the\\nefficient ones show the target that will be selected unam-\\nbiguously. This is the case for all techniques highlighting the\\ntarget, and the rope. Although several of the feedforwards\\nhave similar performance, we suggest just highlighting the\\nnearest target, since this is the feedforward with the less vi-\\nsual clutter. It also suggests that the 3D bubble technique [29]\\nwould certainly also benefit from this type of feedforward.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,747,793],\"text\":\"Our studies about the transfer function for controlling\\nthe cursor showed that a non linear function of the cursor\\nspeed was the most efficient. This is in line with the liter-\\nature and common transfer functions for computer mice\\nand trackpads on a desktop [7] . We proposed a simplified\\nfunction, parametrized with two input speed thresholds, and\\ntwo extrema gains. The application designer can adapt these\\nparameters to the size of the trackpad input area, and the\\ndistances the user has to travel. We informally observed that\\nfrequent forward and backward movements of the cursor\\nover long distances slow down the technique. This brought\\nus the idea of combining Raycasting and RayCursor , with a\\nmechanism to teleport the cursor close to a point of interest,\\nhence reducing travelling time.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,793,746,889],\"text\":\"Finally we showed that filtering the ray decreases selection\\nerrors. This is both beneficial for Raycasting and RayCursor .\\nWhile our studies showed that either filtering just the motor\\nspace or both the visual and motor space increased perfor-\\nmance, user preference tends to suggest it is better to filter\\nboth spaces.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,747,955],\"text\":\"In the following, we provide a last experiment to compare\\n1) RayCursor using the highlight feedback, tuned transfer\\nfunction and filtered ray; 2) the same version of RayCursor\\nbut using a semi-automatic cursor positioning along the ray;\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 101\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300331/results/markdown/3290605-3300331_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,36,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[125,118,687,149],\"text\":\"Swire: Sketch-based User Interface Retrieval\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[96,164,282,227],\"text\":\"Forrest Huang*\\nUniversity of California, Berkeley\\nBerkeley, California, U.S.A.\\nforrest_huang@berkeley.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[315,164,500,227],\"text\":\"John F. Canny\\nUniversity of California, Berkeley\\nBerkeley, California, U.S.A.\\ncanny@berkeley.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[534,163,721,227],\"text\":\"Jeffrey Nichols\\n\\nGoogle LLC\\n\\nMountain View, California, U.S.A.\\njwnichols@google.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300334_pdf_shortened_page_0_figure_007.png\",\"bbox\":[80,255,733,443],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A four-step system diagram illustrates a process where a user's hand-drawn mobile app sketch (1) is converted into a numerical embedding by a deep neural network (2). This embedding is then used in a nearest neighbor search (3) to retrieve and display visually similar mobile application interfaces as ranked results (4), with the most relevant on the left.\"},{\"label\":\"figure_cap\",\"bbox\":[69,460,746,504],\"text\":\"Figure 1: Overview of Swire. Swire encodes 1) a sketch query drawn by the user into 2) the sketch-screenshot embedding space\\nusing its deep neural-network. Swire then performs a 3) nearest neighbor search in the embedding space and retrieves 4) design\\nexamples that have similar neural-network outputs as the user's sketch query.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,511,140,528],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[70,530,396,772],\"text\":\"Sketches and real-world user interface examples are fre-\\nquently used in multiple stages of the user interface design\\nprocess. Unfortunately, finding relevant user interface exam-\\nples, especially in large-scale datasets, is a highly challenging\\ntask because user interfaces have aesthetic and functional\\nproperties that are only indirectly reflected by their corre-\\nsponding pixel data and meta-data. This paper introduces\\nSwire, a sketch-based neural-network-driven technique for\\nretrieving user interfaces. We collect the first large-scale user\\ninterface sketch dataset from the development of Swire that\\nresearchers can use to develop new sketch-based data-driven\\ndesign interfaces and applications. Swire achieves high per-\\nformance for querying user interfaces; for a known valida-\\ntion task it retrieves the most relevant example as within the\\ntop-10 results for over 60 % of queries. With this technique,\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,512,747,592],\"text\":\"for the first time designers can accurately retrieve relevant\\nuser interface examples with free-form sketches natural to\\ntheir design workflows. We demonstrate several novel appli-\\ncations driven by Swire that could greatly augment the user\\ninterface design process.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,604,525,622],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,625,747,686],\"text\":\"• Human-centered computing $\\\\rightarrow$ Human computer in-\\nteraction (HCI) ; • Computing methodologies $\\\\rightarrow$ Com-\\nputer vision tasks ; • Information systems $\\\\rightarrow$ Information\\nretrieval.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,701,502,718],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,723,746,771],\"text\":\"data-driven design; user interface design; sketching; design\\nexamples; information retrieval; computer vision; deep learn-\\ning\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,779,554,792],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,793,747,868],\"text\":\"Forrest Huang, John F. Canny, and Jeffrey Nichols. 2019. Swire:\\nSketch-based User Interface Retrieval. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland UK . ACM, New York, NY, USA, 10 pages. https:\\n//doi.org/10.1145/3290695.3300334\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,885,550,902],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,954],\"text\":\"Design examples are commonly used in multiple stages of\\nthe design process. Designers search, consult and curate de-\\nsign examples to gain inspiration, explore viable alternatives\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,787,348,800],\"text\":\"*Work done as an intern and student researcher at Google LLC.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,817,396,897],\"text\":\"Permission to make digital or hard copies of part or all of this work for\\npersonal or classroom use is granted without fee provided that copies are\\nnot made or distributed for profit or commercial advantage and that copies\\nbear this notice and the full citation on the first page. Copyrights for third-\\nparty components of this work must be honored. For all other uses, contact\\nthe owner/author(s).\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,898,275,954],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n\\nc 2019 Copying held by the owner(s)/author(s).\\n\\nACM ISBN 978-1-4503-5970-2/21-05.\\n\\nhttps://doi.org/10.1145/3290653.330034\",\"reading_order\":22,\"tags\":[\"meta_num\",\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 104\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,252],\"text\":\"and form the basis for comparative evaluations [2, 9] . The\\nrecent introduction of data-driven design and the emergence\\nof large-scale user interface (UI) datasets provide designers\\nwith large corpuses of real examples that reflect multiple\\nfacets of successful designs [11] . These examples embody\\nrich information such as popular visual illustrations, com-\\nmon flow patterns and high-fidelity layout implementations\\n[6] that can greatly augment various design tasks [12, 18, 25] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,460],\"text\":\"Retrieving relevant design examples from large-scale UI\\ndatasets, however, can be a daunting task. While designers\\ncan easily search for general categories of examples (e.g., Uls\\nfrom all Dating Apps), conducting fined-grained searches\\nbased on visual layouts and content is much more difficult.\\nResearchers have developed image-based UI retrieval system\\n[27] , but this technique alone is often unsuitable for retriev-\\ning Uls because of their inherent semantic complexity. A\\nsuccessful UI retrieval technique needs to 1) allow users to\\neasily express their query criteria in a way that can cover\\nboth visual layout and content; and 2) match these criteria\\nwith design information obfuscated by raw pixels and code\\nin the design examples.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,460,394,603],\"text\":\"Sketching is an effective visual medium for conveying\\ndesign ideas. Designers use sketches to expand novel ideas,\\nvisualize abstract concepts, and rapidly compare alternatives\\n[3] . Moreover, sketches are commonplace in design processes\\nand typically require minimal effort for designers to produce.\\nThis suggests that sketches might be a good method by which\\ndesigners could specify query criteria when searching UI\\ncorpuses, which motivates our investigation of sketch-based\\nUI retrieval techniques in this paper.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,603,394,714],\"text\":\"Using sketches as the querying modality also lends it-\\nself to the recent success of machine learning techniques\\nin recognizing visual patterns. Since both sketches and UI\\nscreenshots contain complex visual features, we can develop\\ndeep-neural-network-based models to effectively learn cor-\\nrespondences between sketches and UI screenshots for re-\\ntrieval.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,394,955],\"text\":\"Driven by the utility of using sketching as a medium for\\nUI retrieval and the effectiveness of machine learning vi-\\nsion models, this paper introduces Swire, a sketch-based UI\\nretrieval technique powered by neural networks. This pa-\\nper offers two major contributions. First, we collected the\\nfirst large-scale sketch dataset consisting of 3802 sketches\\ncorresponding to 2201 UI examples from the Rico dataset\\n[5] drawn by experienced UI designers recruited on an on-\\nline freelance work platform. This dataset allows us to de-\\nvelop techniques capable of learning UI sketch patterns and\\nsupports future work in this area. Second, this paper intro-\\nduces a versatile neural-network-based UI retrieval tech-\\nnique adopted from a common machine learning method\\nused for sketch-based image retrieval. This technique en-\\nables sketches to be used by designers as a novel interaction\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,284],\"text\":\"modality to interact with large-scale UI datasets. We present\\na quantitative evaluation of the accuracy of the model and\\nderive qualitative insights from sample queries, expert evalu-\\nation, and embedding values that reflect the concepts learned\\nby the network. Furthermore, we demonstrate Swire's ca-\\npability to support multiple novel sketch-based data-driven\\ndesign applications that tightly integrate into the design pro-\\ncess. With Swire, we hope to enable design applications that\\nhelp designers effortlessly gain inspirations, evaluate designs\\nand communicate novel ideas.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,316,550,334],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,338,634,355],\"text\":\"Mobile User Interface Repositories\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,358,746,469],\"text\":\"Design examples are commonly curated and collected by\\ndesigners to explore the design space and inspire new design\\nideas. The value brought by these examples has led to the\\ncreation of several large-scale mobile UI repositories, such as\\nUXArchive [1] , ERICA [6] and Rico [5] . Swire is developed\\nby collecting a dataset of sketches from designers based on\\ndesigns found in Rico.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,470,746,581],\"text\":\"The Rico dataset consists of 72,219 unique UI examples\\nfrom 9,722 Android apps. Each example consists of a screen-\\nshot and the corresponding view hierarchy data. Since Rico\\nis crowdsourced from real crowdworkers' interactions with\\nthe app, Rico also captures the user interaction information\\n(e.g., clicks that lead to the current interface) during the data\\ncollection process.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,581,746,709],\"text\":\"The Rico dataset has been shown to be useful in a number\\nof machine-learning driven applications. The most notable\\napplication is a deep auto-encoder model that retrieves simi-\\nlar Uls based on the position of text and non-text elements [5] .\\nWhile this model demonstrates Rico's applicability on deep\\nlearning techniques, Swire explores retrieval with sketch-\\ning, a modality that encapsulates richer requirements for a\\nmachine-learned model.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,741,685,774],\"text\":\"Sketch-based User Interface Authoring and\\nManipulation\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,777,747,889],\"text\":\"Sketch-based interactions are commonly used in the early\\nstages of the design process [17] . Thus, HCI researchers have\\nexplored sketch-based design applications to support these\\nstages. SILK [13] is the first system that allows designers to\\nauthor interactive, low-fidelity UI prototypes by sketching.\\nDENIM [14] allows web designers to prototype with sketches\\nat multiple detail levels.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,746,955],\"text\":\"Inspired by the effectiveness of sketching for authoring\\nand manipulating UI designs, Swire uses sketching as a in-\\nteraction modality that allows designers to naturally query\\nfor relevant examples from large-scale UI datasets.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 104\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"sec_2\",\"bbox\":[69,124,376,140],\"text\":\"Sketch-based Image Retrieval and Sketch Datasets\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,395,270],\"text\":\"Sketch-based Image Retrieval is a frequently studied problem\\nin the Computer Vision community. The standard sketch-\\nbased image retrieval task involves users creating a simplistic\\nsketch with binary strokes depicting minimal user-defined\\nfeatures of the target natural image. For instance, when a\\nuser desires to retrieve an image of a bird in a certain pose,\\nthe user would only sketch the outline of the target body of\\nthe bird and lines that delineates the bird's wing.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,271,395,479],\"text\":\"Since users often focus on the target objects within the\\nimages when attempting to retrieve these images, typical\\napproaches in prior work are to first obtain an edge-map\\nof the original image that delineates the boundary between\\nthe (foreground) object and the background scene using an\\nedge-detection technique, such as the Canny Edge Detec-\\ntor [4] . These approaches then match the edge-map with\\nthe user-created sketch using image similarity techniques.\\nResearchers have developed a variety of image similarity met-\\nrics to improve retrieval performance, from the basic Peak\\nSignal-to-Noise Ratio (PSNR) [26] to the more advanced Bag-\\nof-words (BoW) Histogram of Oriented Gradients (HOG)\\nfilters [10] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,479,395,702],\"text\":\"With the recent increasing popularity of neural networks\\nand crowdsourcing, researchers have developed large-scale\\nsketch datasets that correspond to natural image datasets to\\npower neural-network-driven techniques for image-retrieval\\ntasks. The TU-Berlin [8] and Sketchy [22] sketch datasets\\nconsist of crowdsourced sketches that are collected from\\ncrowdworkers by presenting them the original correspond-\\ning natural images. Using these corresponding sketch-image\\npairs, neural networks are trained to directly encode match-\\ning sketches and images to similar low-dimensional outputs.\\nWhen retrieving images with a sketch query, the natural\\nimages are ranked by the distance (e.g., Euclidean Distance)\\nbetween their neural-network outputs and the sketch query's\\noutputs.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,703,394,782],\"text\":\"Swire is greatly influenced by neural-network-based im-\\nage retrieval methods described above. In addition, we ex-\\nplore the use of BoW-HOG filters as a baseline method to\\ndemonstrate and contrast the high effectiveness of neural-\\nnetwork-based Swire for retrieving UIs using sketches.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,803,318,821],\"text\":\"3 user interface sketch dataset\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,395,954],\"text\":\"Our approach to recognizing and deriving patterns from\\nsketches requires a dataset of actual sketches stylistically\\nand semantically similar to designers' sketches of UIs. To our\\nknowledge, no large-scale public datasets of UI sketches are\\ncurrently available, especially coupled with corresponding\\nscreenshots of real-world UIs. Hence, we collected sketches\\ncreated by designers based on screenshots of original UIs\\nin the Rico dataset. We hope to support the development of\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,173],\"text\":\"future sketch-based data-driven design applications by re-\\nleasing the dataset. The dataset is available at https://github.\\ncom/huang4studio/swire .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,184,676,201],\"text\":\"Designer Recruitment and Compensation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,316],\"text\":\"We recruited 4 designers through the freelancing platform\\nUpwork. All designers reported having at least occasional\\nUI/UX design experience and substantial sketching experi-\\nence. In addition, all designers reported receiving formal\\ntraining in UI design and degrees in design-related fields.\\nThey were compensated 20 USD per hour and worked for\\n60-73 hours.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,327,527,344],\"text\":\"Dataset Statistics\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,747,522],\"text\":\"We collected 3802 sketches of 2201 UI examples from 167 pop-\\nular apps in the Rico dataset. Each sketch was created with\\npen and paper in 4.1 minutes on average. Many UI examples\\nwere sketched by multiple designers. 71.0 % of the examples\\nwere sketched by 2 designers, 28.1 % of the examples were\\nsketched by 1 designer and the remaining examples (< 1 % )\\nwere sketched by 3 designers in our dataset. Our 4 designers\\nsketched 505/1017/1272/1008 UIs respectively based on their\\navailability. We allocated batches of examples to different\\ncombinations of designers to ensure the generality of the\\ndataset.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,666],\"text\":\"We did not have the resources to generate sketches for\\nevery UI in the Rico dataset, so we curated a diverse subset\\nof well-designed UI examples that cover 23 app categories\\nin the Google Play Store and were of average to high design\\nquality. We omitted poorly designed UIs from the dataset\\nbecause of the relative small size of the dataset for neural\\nnetwork training. Noise introduced into training by poor\\ndesigns had the potential to negatively impact the training\\ntime and quality of our model.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,677,704,695],\"text\":\"Data Collection and Postprocessing Procedure\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,699,747,921],\"text\":\"We supplied the screenshots of our curated examples to the\\nrecruited designers and asked them to create sketches cor-\\nresponding to the screenshots with pen and paper. They\\nwere prompted to reconstruct a low-fidelity sketch from the\\nscreenshot as if they were the designers of the interfaces. We\\ninstructed them to replace all actual image content in the\\nscreenshot with a sketched placeholder (a square with a cross\\nor a mountain) and replace dynamic text in the screenshot\\nwith template texts as shown in Figure 2 . We added these\\ninstructions to obtain sketches with a more unified repre-\\nsentation focused on the design layout of various UIs. These\\ninstructions also make it easier for the neural network to\\nlearn the concepts of images and text within the constraints\\nof our small dataset.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,746,954],\"text\":\"In order to efficiently collect and calibrate sketches cre-\\nated by multiple designers in various formats of photos and\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 104\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300334_pdf_shortened_page_3_figure_002.png\",\"bbox\":[84,123,376,273],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image illustrates a design workflow, beginning with a colorful UI screenshot supplied to a designer. The second panel shows a hand-drawn sketch of the UI layout on a template with ArUco markers for calibration. The final panel displays the post-processed sketch, where computer vision techniques have highlighted \\\"Template Text\\\" and \\\"Template Image\\\" areas in blue boxes.\"},{\"label\":\"figure_cap\",\"bbox\":[68,285,394,376],\"text\":\"Figure 2: Data Collection Procedure. We first send a UI\\nscreenshot (Left) and paper templates with ArUco markers\\nto designers. Designers then sketch on the template and\\nsends back a photo or a scan of the completed sketch (Mid-\\ndle). We then post-process the photo using Computer Vision\\ntechniques to obtain the final clean sketch dataset (Right).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,410,394,507],\"text\":\"scans, we supplied them with paper templates with frames\\nfor them to sketch on as shown in Figure 2 . These frames are\\nannotated with four ArUco codes [16] at the corners to allow\\nperspective correction. All photos and scans of the sketches\\nare corrected with affine transformation and thresholded to\\nobtain binary sketches as final examples in the dataset.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,518,342,550],\"text\":\"4 DEEP NEURAL-NETWORK-BASED USER\\nINTERFACE RETRIEVAL\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,394,730],\"text\":\"The main component of Swire is a deep convolutional neural\\nnetwork. The development of Swire consists of a training\\nphase and a querying phase. During the training phase, we\\ntrain Swire's deep neural network to generate similar low-\\ndimensional outputs (64-dimensions) for matching pairs of\\nscreenshots and sketches, and dissimilar outputs for non-\\nmatching pairs of screenshots and sketches. This training\\nscheme is shown to be useful for sketch-based image retrieval\\n[22] . In the querying phase, we use Swire's trained neural\\nnetwork to encode a user's sketch query and retrieve UIs\\nwith the closest output to the user's sketch's output.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,394,889],\"text\":\"Many other best alternative solutions to sketch-based im-\\nage retrieval mentioned in Section 2 use fixed image features\\nof the original image extracted with edge detection methods.\\nThese methods may work for certain types of UI designs that\\nexhibit strong edges, such as a grid-based photo viewer, but\\nthis approach can be inadequate when the sketches of the\\nUIs do not directly correspond to the edges. For example,\\nlist-based UIs without clear dividers will have edge-maps\\nwhich correspond less to their sketches compared to their\\ngrid-based counterparts with clear dividers.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,954],\"text\":\"Swire's adoption of cross-modal embedding training has\\nthe advantage that it creates a unified embedding space for\\nboth sketches and UIs with learned concepts based on their\\ncorrespondences. This means Swire can be used to search a\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"dataset of UIs using either sketches or actual screenshots as\\nthe querying modality.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,169,556,185],\"text\":\"Network Architecture\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,189,747,236],\"text\":\"Since the system is required to match correspondence be-\\ntween images, we used two convolutional sub-networks to\\nhandle the two inputs of sketch-screenshot pairs.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,237,747,444],\"text\":\"These two sub-networks are similar to VGG-A [24] , a shal-\\nlow variant of the state-of-the-art network that won the\\nILSVRC2014 image recognition challenge [21] . Our network\\nconsists of 11 layers with five convolutional blocks and three\\nfully-connected layers. Each convolutional block contains\\ntwo (one for the first two blocks) convolutional layers with\\n3x3 kernels and one max-pooling layer. The convolutional\\nlayers in the five blocks have 64, 128, 256, 512, and 512 filters\\nrespectively. The first two fully-connected layers have 4096\\nhidden units. The last layer has 64 hidden units and outputs\\nthe 64-dimension embedding used for querying. The activa-\\ntion functions of all layers except the last layer are ReLU.\\nThe network architecture is described in detail in Figure 3 .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,444,746,523],\"text\":\"The final 64-dimensional output embeddings of the sub-\\nnetworks are trained to produce adequate embeddings rep-\\nresented as codes in the last layer. The model is trained with\\na pairwise sampling scheme described in the following sub-\\nsection.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,536,495,552],\"text\":\"Triplet Loss\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,556,747,715],\"text\":\"The model is trained with a Triplet Loss function [23, 28]\\nthat involves the neural-network outputs of three inputs: an\\n'anchor' sketch $s$ , a 'positive' matching screenshot $i$ and a\\n'negative' mismatched screenshot $i'$ . This forms two pairs\\nof input during training. The positive pair $p(s,i)^+$ consists\\nof a sketch-screenshot pair that correspond to each other.\\nThe negative pair $p(s,i')^-$ consists of a sketch-screenshot\\npair that does not correspond. The negative pair is obtained\\nwith the same sketch from the positive pair and a random\\nscreenshot sampled from the mini-batch.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,716,747,811],\"text\":\"During training, each pair $p(s,i)$ is passed through two sub-\\nnetworks such that the sketch sample $s$ is passed through\\nthe sketch sub-network and outputs an embedding $f_s(s)$ ,\\nand we similarly obtain the neural-network output of the\\nscreenshot $f_i(s)$ . We compute the $l^2$ distance $D$ between the\\nneural network outputs. For the positive pair,\",\"reading_order\":16,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[507,818,660,835],\"text\":\"$$D ( p ( s , i ) ^ { + } ) = | | f _ { s } ( s ) - f _ { i } ( i ) | | _ { 2 }$$\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,842,675,859],\"text\":\"Similarly, for the distance of the negative pair,\",\"reading_order\":18,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[502,866,663,882],\"text\":\"$$D(p(s, i)^{-}) = ||f_s(s) - f_i(i')||_2$$\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,888,736,905],\"text\":\"With these distances, we formulate a triplet loss function,\",\"reading_order\":20,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[473,913,694,928],\"text\":\"$$L = D ( p ( s , i ) ^ { + } ) + \\\\operatorname* { m a x } ( 0 , m - D ( p ( s , i ^ { \\\\prime } ) ^ { - } ) )$$\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[450,938,716,954],\"text\":\"$m=margin\\\\ between\\\\ positive\\\\ and\\\\ negative\\\\ pairs$\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 104\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300334_pdf_shortened_page_4_figure_002.png\",\"bbox\":[102,119,714,296],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This diagram displays two parallel VGG-A Net architectures: one processing a sketch input and the other processing a screenshot input. Both networks project their respective inputs into a shared embedding space, with the objective of minimizing the distance between the resulting sketch and screenshot embeddings.\"},{\"label\":\"figure_cap\",\"bbox\":[68,309,746,356],\"text\":\"Figure 3: Network Architecture of Swire's Neural Network. Swire's neural network consists of two identical sub-networks\\nsimilar to the VGG-A deep convolutional neural network. These networks have different weights and attempts to encode\\nmatching pairs of screenshots and sketches with similar values.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,389,394,436],\"text\":\"We maintain a margin $m$ between the positive and negative\\npairs to prevent the network from learning trivial solutions\\n(zero embeddings for all samples).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,449,248,466],\"text\":\"Data and Training Procedure\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,470,394,596],\"text\":\"Since we collected data from four separate designers, we\\nsplit the data and used data collected from three designers\\nfor training and from one designer for testing. This is to en-\\nsure that the model generalizes across sketches produced by\\ndifferent designers. In addition, we do not repeat interfaces\\nfrom the same apps between the training and test sets. This\\ncreates 1722 matching sketch-screenshot pairs for training\\nand 276 pairs for testing.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,596,394,709],\"text\":\"During training, the sketches and screenshots are resized\\nto 224 × 224 pixels, and the pixel values are normalized\\nbetween (−1, 1) centered at 0. The network is trained using\\na Stochastic Gradient Descent Optimizer with a mini-batch\\nsize of 32. The learning rate is $1 \\\\times 10^{-2}$ . The margin is 0.2 in all\\nmodels. All hyper-parameters listed above were determined\\nby empirical experiments on the training set.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,721,131,739],\"text\":\"Querying\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,741,394,853],\"text\":\"When the user makes a query with a drawn sketch, the model\\ncomputes an output by passing the sketch through the sketch\\nsub-network. This output is then compared with all neural-\\nnetwork outputs of the screenshots of UI examples in the\\ndataset using a nearest neighbor search. The UI results are\\nranked by the distance between their outputs and the user's\\nsketch's output.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,865,150,881],\"text\":\"5 RESULTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,885,124,900],\"text\":\"Baseline\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,394,954],\"text\":\"We implement a competitive non-neural baseline to evaluate\\nthe performance of our method. As described in Section 2 ,\\ntypical methods of sketch-based image retrieval involve two\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,389,747,627],\"text\":\"steps: 1) extract an edge-map from the original image to be\\nqueried, 2) match the edge-map using a specific similarity\\nmetric. Using this framework, we first extracted the edges\\nof the screenshots using the Canny Edge detector [4] . We\\nthen extracted features from the edges using Bag-of-words\\n(BoW) Histogram of Oriented Gradients (HOG) filters. BoW-\\nHOG filters is an advanced method of computing similar-\\nity between images. It captures edge features in an image\\nby computing the magnitude of gradients across the entire\\nimage with respect to multiple orientations. This method\\nsummarizes image features with fixed-length vectors that\\ndescribe the occurrences and characteristics of edges in im-\\nages. This method is highly effective for sketch-based image\\nretrieval as it focuses on the characteristics of edges while\\nbeing insensitive to local translations and rotations.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,628,746,708],\"text\":\"After obtaining these fixed-length vectors, we compare\\nthem using Euclidean Distance as a simple metric to ob-\\ntain similarity values between images, and subsequently use\\nthese values to query for closest matching images (design\\nscreenshots in our case) to the sketch queries.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,725,548,743],\"text\":\"Quantitative Results\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,747,954],\"text\":\"We use a test set that consists of 276 UI examples to compare\\nTop-1 and Top-10 performances of BoW-HOG filters and\\nSwire. The results are summarized in Table 1 . We observe\\nthat Swire significantly outperform BoW-HOG filters for Top-\\n10 performance at 60.9 % . For Top-1 accuracy, Swire achieves\\nan accuracy of 15.9 % which only slightly outperformed the\\nstrong baseline of BoW-HOG filters at 15.6 % . This shows\\nSwire to be particularly effective for retrieving complex ex-\\namples from the dataset compared to the BoW-HOG filters.\\nWe believe deep-learning-based Swire is advantageous com-\\npared to BoW-HOG filters that rely on matching edge-maps\\nbecause UI sketches have semantic complexities that are not\\ncaptured by edge-maps of screenshots.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 104\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"tab\",\"bbox\":[130,122,331,192],\"text\":\"
TechniqueTop-1Top-10
(Chance)0.362%3.62%
BoW-HOG filters15.6%38.8%
Swire15.9%60.9%
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A table displays performance metrics for different techniques. It has three columns: \\\"Technique\\\", \\\"Top-1\\\", and \\\"Top-10\\\", and three rows: \\\"(Chance)\\\", \\\"BoW-HOG filters\\\", and \\\"Swire\\\". The \\\"Swire\\\" technique shows values of 15.9% for Top-1 and 60.9% for Top-10, which are bolded.\",\"figure_path\":\"tables/3290605-3300334_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,195,394,225],\"text\":\"Table 1: Top-k Accuracy of Various Models on the Test Set.\\nSwire significantly outperforms BoW-HOG filters.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,275,187,292],\"text\":\"Qualitative Results\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,295,395,488],\"text\":\"We visualize query results from the test set to qualitatively\\nunderstand the performance of Swire in Figure 4 . Swire is\\nable to retrieve relevant menu-based interfaces despite the\\ndifference in visual appearance of the menu items (Exam-\\nple a). Swire is also able to retrieve pop-up windows imple-\\nmented in various ways despite the drastic difference in the\\ndimensions of the pop-up windows (Example b). We observe\\nsimilar efficacy in retrieving settings (Example c), list-based\\n(Example f), and login layouts (Example e). Nevertheless, we\\nobserve that Swire sometimes ignores smaller details of the\\ninterfaces described by sketched elements. This limitation\\nwill be further discussed in Section 7 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,502,180,519],\"text\":\"Expert Evaluation\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,395,793],\"text\":\"To better evaluate Swire's performance from professional\\nusers' perspectives, we recruited 5 designers on Upwork with\\nsubstantial experience in mobile UI/UX design to evaluate\\nselected results from the test set. There was no overlap be-\\ntween these designers and those recruited for creating the\\ndataset. We provided them with 9 sets of query sketches and\\nthe corresponding Top-10 retrieved results for each query\\nfrom the test set. The 9 sets consist of 3 'best' results (the\\ncorresponding screenshot of the sketch query is retrieved\\nas the Top-1 result), 3 'medioore' results (the corresponding\\nscreenshot of the sketch query is retrieved within the Top-10\\nresults, but not Top-1), and 3 'poor' results (the correspond-\\ning screenshot of the sketch query is not retrieved within\\nthe Top-10 results). We asked the designers to provide com-\\nments on each set of results regarding the relevance between\\nthe sketches and the screenshots, and to comment on the\\npotential integration of this tool into their design workflows.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,794,395,954],\"text\":\"Most designers agreed that all retrieved results in the\\n'best' result sets are relevant to the query, and they would be\\nsatisfied with the results. They were especially satisfied with\\na result set of sliding menus (also shown in Figure 4a ). They\\nwere able to identify the results as 'variations on the theme\\nof navigation drawers' (D3) or 'slide out modal pattern.' (D2)\\nMoreover, the designers also expressed satisfaction towards\\nsome sets of 'mediocre' results. Most were satisfied with a set\\nof results that 'show variations of the top tabbed navigation'\\n(D5) which is a common design pattern.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300334_pdf_shortened_page_5_figure_009.png\",\"bbox\":[432,120,731,769],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image displays a grid comparing six rows (a-f) of mobile user interface query sketches with their top three ranked real application screenshots. Each row shows a hand-drawn wireframe on the left and three corresponding mobile app screens on the right that visually match the sketch's layout and elements.\"},{\"label\":\"figure_cap\",\"bbox\":[420,779,746,825],\"text\":\"Figure 4: Query Results for Complete Sketches. Swire is able\\nto retrieve common types of UIs such as sliding menus (a),\\nsettings (c), and login (e) layouts.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,954],\"text\":\"On the other hand, some designers considered the 'poor'\\nresults unsatisfactory. For example, designers were less sat-\\nisfied with the model's performance on a sign-up sketch,\\ncommenting that the model only gathered screens with sim-\\nilar element layouts while ignoring the true nature of the\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 104\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,204],\"text\":\"input fields and buttons in the query (D3). However, D4 con-\\nsidered 'rows of design elements' common in the results\\nrelevant to the sketch, and D1 considered two similar sign-\\nup screens retrieved by the model as strong results even they\\ndid not match up perfectly with the sketch.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,205,394,396],\"text\":\"In general, we observed that designers were more satisfied\\nwith the results when the model was able to retrieve results\\nthat are semantically similar at a high-level instead of those\\nwith matching low-level element layouts. Notably, D1 com-\\nmented that we `probably already considered the common\\nUI sketch patterns and train' our `system to match it up with\\nimage results,' which reflects the effectiveness of Swire in de-\\ntecting common UI patterns in some instances provided that\\nit was not specifically trained to recognize these patterns. All\\ndesigners also considered Swire to be potentially useful in\\ntheir workflows for researching, ideating and implementing\\nnovel designs.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,416,236,434],\"text\":\"Embedding Understanding\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,438,394,614],\"text\":\"Since we obtained fixed-length embedding values by encod-\\ning all UIs in the dataset with our trained networks, we\\nproject each data point in the training set in this embedding\\nspace to a 2-D figure using the dimensionality reduction\\nmethod t-SNE [15] (see Figure 5 ). t-SNE is an optimization-\\nbased method that is capable of constructing projections that\\nfaithfully present distances between data points in the origi-\\nnal dimensionality. We find clear clusters of sliding menus,\\nFacebook login screens and onboarding screens, which sug-\\ngests that Swire is categorizing UIs at least in part by their\\noverall structure.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,635,188,651],\"text\":\"6 APPLICATIONS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,656,394,799],\"text\":\"In Section 5 , we evaluated and validated Swire's effectiveness\\nfor generally finding design examples through sketch-based\\nqueries. Since both sketches and UI design examples are\\ncommonly used in early stages of the user interaction design\\nprocess as reported by a variety of prior studies [9, 17] , we\\nexplore the potential usage of Swire through several design\\napplications in this section. Prototypes of these applications\\nimplemented with the Jupyter Notebook are available at:\\nhttps://github.com/huang4ftstudio/swire .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,821,270,839],\"text\":\"Auto-completing Partial Designs\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,841,394,954],\"text\":\"Sketches are often used for rapid exploration of potential de-\\nsign solutions [3] . Designers use partial sketches to express\\ncore ideas, while leaving out parts of the interface in sketches\\nfor considering viable design alternatives. We trained an al-\\nternative model Swire-segments on partial sketches of UIs,\\nwhich allows us to `auto-complete' the remaining UI by re-\\ntrieving a variety of examples that are only required to match\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,503,746,549],\"text\":\"parts of the UI sketched by the user. This model allows de-\\nsigners to quickly gain design inspirations that are relevant\\nto the key UI elements desired by them.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300334_pdf_shortened_page_6_figure_011.png\",\"bbox\":[447,121,723,384],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A scatter plot of numerous small blue points shows several clusters. Three labeled callout boxes, \\\"Onboarding,\\\" \\\"Facebook Login,\\\" and \\\"Sliding Menus,\\\" each display two mobile phone screen screenshots, indicating features associated with specific point clusters.\"},{\"label\":\"figure_cap\",\"bbox\":[420,395,746,456],\"text\":\"Figure 5: t-SNE Plot of the Embedding Space. Swire is able\\nembed semantically similar UIs into multiple clusters. For\\ninstance, tutorial screens, onboarding screens and sliding\\nmenu each form their own clusters in the embedding space.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,550,746,759],\"text\":\"In the training and querying phases of Swire-segments, UI\\nexamples are split into small parts. Designers can thus specify\\none-or-more parts of the UI to be matched by the model with\\nthe examples in the dataset. We compute an embedding for\\neach part of the interface and match only the embeddings of\\nthe parts specified by the users for retrieval. Example a in\\nFigure 6 demonstrates that Swire-segments is able to retrieve\\nmultiple designs that all contain the Floating Action Button\\n(FAB, a popular Android design paradigm) but with diverse\\nlayouts. Swire-segments is also able to retrieve interfaces\\nwith only tab-based top bars in common (see Example b).\\nThese examples show that Swire-segments is able to remain\\nagnostic to the unspecified part of the sketch queries.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,772,643,790],\"text\":\"Evaluation with Alternative Designs\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,793,746,905],\"text\":\"Designers often explore alternative design examples to sup-\\nport the implementation and comparative evaluation [9] of\\ntheir own designs. HCI research literature also recommends\\nthe use of parallel prototyping techniques to obtain better fi-\\nnal products through extensive comparison [7] . Swire is able\\nto support design comparisons because it enables querying\\nfor similar UIs with high-fidelity UI prototypes.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,906,746,953],\"text\":\"Swire is effective in retrieving similar UIs because the\\nvisual content of UI screenshots are reinforced with the se-\\nmantic structure of sketches in the embedding space during\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 104\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300334", "source_image_path": "test_data/3290605-3300334/3290605-3300334_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300334/results/output_json/3290605-3300334_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300334_pdf_shortened_page_7_figure_002.png\",\"bbox\":[81,119,378,360],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays a system for matching UI sketches to real application interfaces, presented in two rows. Each row shows a query, depicted as a rough wireframe drawing, alongside three ranked mobile application screenshots that visually correspond to the query's layout or elements. The top row's query is a search bar and boxes, matched with a map app, a text-heavy app, and an image collage app. The bottom row's query is a data table sketch, matched with a list-based app, a news feed app, and a horizontal scroll app.\"},{\"label\":\"figure_cap\",\"bbox\":[68,373,394,418],\"text\":\"Figure 6: Autocomplete Query Results. Swire is able to re-\\ntrieve interfaces only based on parts specified by users'\\nsketches while remaining agnostic to other parts of the UIs.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,496,394,528],\"text\":\"training, Swire can thus be used as a semantically-aware\\nsimilarity metric between interfaces.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,528,394,656],\"text\":\"Figure 7 shows that Swire retrieves similar menus (Exam-\\nple a), login screens (Example b), list-based UIs (Example c),\\nand grid-based UIs (Example d) when querying with high-\\nfidelity screenshots. Most notably, Swire is able to retrieve\\nmultiple types of list-based UIs despite differences among the\\nindividual items within the lists in Example c. This enables\\neffective comparison between similar designs with slight\\nvariations.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,677,194,694],\"text\":\"User Flow Examples\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,698,394,825],\"text\":\"Beyond querying for single UIs, designers also use sketches\\nto illustrate user experience at multiple scales [17] , such as\\nconveying transitions and animations between multiple in-\\nterfaces. Since the Rico dataset also includes user interaction\\ndata, we use this data to enable flow querying with Swire. De-\\nsigners can use this application to interact with interaction\\ndesign examples that can accelerate the design of effective\\nuser flows.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,395,955],\"text\":\"To query flow examples in the dataset, since Swire creates\\na single embedding for each UI, we can match an arbitrary\\nnumber of interfaces in arbitrary order by concatenating the\\nembedding values during the ranking process of querying.\\nFigure 8 shows the results of querying for two sketches that\\noccur consequently in a user interaction. Swire is able to\\nretrieve registration (Example a) and `closing menu' (Exam-\\nple b) flows that are commonly implemented by designers.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300334_pdf_shortened_page_7_figure_009.png\",\"bbox\":[441,119,730,568],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image presents four rows (a-d) of mobile app screenshots, each row showing a \\\"Query\\\" screen on the left followed by three \\\"Results (Ranked 1, 2, 3)\\\" screens on the right. The query and result screens display a variety of user interfaces including navigation menus, sign-up forms, location maps, item listings, and content feeds.\"},{\"label\":\"figure_cap\",\"bbox\":[420,582,746,629],\"text\":\"Figure 7: Alternative Design Query Results. Swire is able to\\nretrieve similar UIs in the dataset from queries of complete,\\nhigh-fidelity UI screenshots.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,674,746,738],\"text\":\"Since Rico also contain transition details between each con-\\nsequent ULS, these examples can demonstrate popular ani-\\nmation patterns [6] that provide inspiration to interaction\\nand animation designers.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,753,524,769],\"text\":\"7 DISCUSSION\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,773,491,789],\"text\":\"Limitations\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,793,746,873],\"text\":\"Despite Swire's success in retrieving relevant UI examples,\\nwe observed its inability to obtain a fine-grained semantic\\nunderstanding of certain sketches. Figure 9 shows several\\nmodes of the failure cases we observed during the evaluation\\nof Swire.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,873,747,954],\"text\":\"The first mode occurs when Swire handles rare, custom\\nUI elements as exhibited by Example 6. Swire failed to under-\\nstand the sophisticated weather chart and retrieved another\\ninterface with similar layouts as the most relevant result\\nwith the query.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 104\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 8\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300334/results/markdown/3290605-3300334_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[98,118,717,180],\"text\":\"DataToon: Drawing Data Comics About Dynamic\\nNetworks with Pen + Touch Interaction\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[104,193,709,227],\"text\":\"Nam Woo Kim$^{1,2}$ Nathalie Henry Riche$^{2}$ Benjamin Bach$^{3}$ Guanpeng Xu$^{4}$ Matthew Brehmer$^{2}$\\nKen Hinckley$^{2}$ Michel Pahud$^{2}$ Haijun Xia$^{3}$ Michael J. McGuffin$^{6}$ Hanspeter Pfister$^{4}$\",\"reading_order\":4,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[283,227,529,242],\"text\":\"$^{1}$ Harvard University $^{2}$ Microsoft Research\",\"reading_order\":5,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[111,242,701,291],\"text\":\"$^{3}$ University of Edinburgh $^{4}$ Philips Academy $^{5}$ University of Toronto $^{6}$ École de technologie supérieure\\n[nanwkim, pfister]@g.harvard.edu [nath, mahrehne, kenh, mpahud]@microsoft.com\\nbbach@inf.ed.ac.uk gux19@andover.edu hajunxiagp.toronto.edu michael.mcguiffin@et#smtl.ca\",\"reading_order\":6,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300335_pdf_shortened_page_0_figure_007.png\",\"bbox\":[64,306,751,569],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A diagram illustrates an interactive data visualization system through various user actions, including creating panels, filtering data via a timeline, and exploring patterns in network graphs. The system also features tools for storyboarding, sketching and annotating elements on maps and graphs, and smooth transitions between different views.\"},{\"label\":\"figure_cap\",\"bbox\":[68,582,746,611],\"text\":\"Figure 1: DataTooth is a pet & touch environment for producing data comics. A storyteller can rapidly isolate aspects of their\\ndata via filtering and pattern detection, as well as assemble a rich narrative via annotation and automatic panel transitions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,619,141,636],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,640,394,767],\"text\":\"Comics are an entertaining and familiar medium for pre-\\nsenting compelling stories about data. However, existing\\nvisualization authoring tools do not leverage this expressive\\nmedium. In this paper, we seek to incorporate elements of\\ncomics into the construction of data-driven stories about\\ndynamic networks. We contribute DataToon, a flexible data\\ncomic storyboarding tool that blends analysis and presenta-\\ntion with pen and touch interactions. A storyteller can use\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,620,746,683],\"text\":\"DataToon to rapidly generate visualization panels, annotate\\nthem, and position them within a canvas to produce a visual\\nnarrative. In a user study, participants quickly learned to use\\nDataToon for producing data comics.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,695,524,712],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,716,745,748],\"text\":\"• Human-centereded computing $\\\\rightarrow$ Visualization systems\\nand tools.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,761,502,777],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,782,745,813],\"text\":\"Data comics, pen + touch interfaces, direct manipulation,\\nstorytelling, dynamic networks, data visualization.\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,819,555,833],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,834,746,952],\"text\":\"Nam Woo Kim1,2 Nathalie Henry Riche2 Benjamin Bach3\\nGuangpu Xu4 Matthew Brehmer5,6 Kin Hinckley2 Michel\\nPahudi7 Haijun Xia2 Michael J. McGuffin5 Hanspeter Pfister1,\\n2019. DataToon: Drawing Data Comics About Dynamic Networks\\nwith Pen + Touch Interaction. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4-9, 2019, Glasgow,\\nScotland, UK . ACM, New York, NY, USA, 12 pages. https://doi.org/\\n10.1145/3296065.3300333\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,393,883],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,273,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,265,936],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":21,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,941,244,952],\"text\":\"https://doi.org/10.1145/3290605.3300335\",\"reading_order\":22,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 105\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,125,197,140],\"text\":\"1 INTRODUCTION\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,395,302],\"text\":\"Visualization is a pivotal component in data-driven story-\\ntelling, providing an audience with the means to understand\\npatterns in data without requiring advanced statistical lit-\\neracy [40] . One genre of data-driven storytelling [43] is the\\ndata comic [4] , in which a narrative grounded in data is con-\\nveyed by leveraging the well-established visual language of\\ncomics [30] . Data comics integrate captions and annotations\\nwith visualization, suppressing the complexity of data by\\nincrementally revealing aspects of the data across multiple\\npanels, arranged thoughtfully on one or more pages [6, 47] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,303,395,557],\"text\":\"A recently curated collection of manually-created data\\ncomics [7] demonstrates the richness of this genre and its ap-\\nplicability to telling stories about datasets of different natures.\\nFrom a storytelling standpoint, one of the most challenging\\nforms of data is a dynamic network. Dynamic networks ap-\\npear in many contexts, from analyzing social networks to\\nmodeling neural connections in the brain. In addition to\\nevolving in time, such networks may contain multiple types\\nof nodes and links exhibiting different connectivity patterns.\\nDue to this complexity, it is notoriously difficult to communi-\\ncate insights about dynamic networks to a general audience\\nwith a single large visual representation. Since conventional\\ncomics often illustrate the dynamic nature of characters and\\nthe interactions that occur between them over time by iden-\\ntifying and sequencing salient moments, dynamic networks\\nare ideally suited for a comic treatment [3] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,558,395,717],\"text\":\"However, producing a data comic is a difficult and labo-\\nrious process, one that involves switching between visual-\\nization and graphic design tools [9] , the former being ideal\\nfor generating accurate data representations, and the latter\\nbeing ideal for stylizing visual elements and arrange panels\\nin space. While several recent tools support the construc-\\ntion of visual data stories [25, 37, 42, 51] , they do not take\\nadvantage of the comic form as a storytelling medium. Thus\\nauthors have to resort to illustration and design tools such\\nas Adobe Illustrator and Photoshop.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,718,395,861],\"text\":\"We contribute DataToon as a storytelling tool for produc-\\ning data comics with a focus on dynamic networks. DataToon\\noffers fluid storyboarding by blending analysis and presenta-\\ntion in a unified environment supported by pen and touch\\ninteractions. A storyteller can use DataToon to rapidly ex-\\nplore their data and generate visualization panels via interac-\\ntive filtering and from recommendations of interesting data\\npatterns, resulting in a visual story with custom annotations,\\nautomatic panel transitions, and layout templates.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,862,395,942],\"text\":\"The direct manipulation of panels and their data contents\\nfurther facilitates the storytelling process. Natural touch in-\\nteraction supports the iteration of story ideas by experiment-\\ning with different ways to compose panels and lay them out\\non a page. The use of a digital pen also allows storytellers\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"to annotate panels with drawings and handwriting, or to\\ndraw custom glyphs for data entities. DataToon leverages\\nthe underlying data to eliminate the tedious duplication of\\nactions necessary in conventional illustration software, such\\nas propagating visual designs to other panels.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,746,348],\"text\":\"To demonstrate the expressivity of DataToon, we created\\na set of comics showing different rendering styles, panel\\nlayouts, visualization types, and narrative structures. Results\\nfrom a reproduction study suggest that novice participants\\ncan successfully learn to use DataToon with minimal guid-\\nance to produce comics about dynamic networks. Insights\\nabout usability that led to improvements of DataToon in-\\nclude difficulties in discovering features, the inconsistency\\nof interactions, and the complexity of visualization contexts.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,359,549,375],\"text\":\"2 RELATED WORK\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,746,427],\"text\":\"DataToon draws from and extends previous research and\\ntool development relating to communicative visualization,\\ndata-driven storytelling, and pen and touch interaction.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,439,607,455],\"text\":\"Communicative Visualization\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,459,747,809],\"text\":\"Although the visualization research community has been\\nprimarily devoted to the study of visualization in support\\nof data analysis tasks, visualization has throughout history\\nbeen used to communicate insight to an audience. Recent\\nresearch has examined the aspects of memorability [10, 11] ,\\nvisual embellishment [8] , and annotation [36] in the context\\nof communicative visualization, which has in turn informed\\nthe design of increasingly expressive interactive visualiza-\\ntion authoring tools. For example, tools like Lyra [42] or\\niVisDesigner [37] both provide a palette of graphical styling\\noptions that can be applied to a visualization. More recently,\\nData-Driven Guides [25] , Data Illustrator [29] , Dataink [51] ,\\nand Charticallor [38] allow further expressivity in terms\\nof custom visual marks and custom layouts, while tools like\\nChartAccent [36] or DataWrapper [17] provide rich annota-\\ntion options. It is important to note that most of these tools\\nare devoted to visualizing tabular data; Graph Coiffure [44]\\nis an exception in that it provides an interface for visualizing,\\nstyling, and laying out static node-link diagrams. However,\\nto our knowledge, there exists no interactive authoring tool\\nfor producing communicative visualization about dynamic\\nnetworks, this being the purpose of DataToon.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,821,574,838],\"text\":\"Data-Driven Storytelling\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,746,922],\"text\":\"Most communicative visualization tools allow for the pro-\\nduction of one visualization at a time. While these tools may\\nbe sufficient for conveying simple messages about the data,\\nthey cannot support the design of a fuller narrative and thus\\ntheir ability to produce a comprehensive story is limited.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,922,746,954],\"text\":\"Recent research has examined the integration of commu-\\nnicative visualization within a linear narrative sequence [22] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 105\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 2\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,395],\"text\":\"This research is reflected in another category of tools that\\nfocus on sequence and narration. These include commercial\\ntools including Tableau's Story Points [45] and Bookmarks\\nfor Microsoft's Power BI [32] , which provide interfaces for\\ncomposing a sequence of story points with embedded vi-\\nsualizations. Meanwhile, tools emerging from the research\\ncommunity aim for greater expressivity. These include: El-\\nlipsis [41] and Timeline Storyteller [12] , which augment a\\nsequence of visualizations with annotations and state-based\\nscene transitions; DataClips [2] , which focuses on sequenc-\\ning data-driven video clips; and Vistories [18] , which lever-\\nages the interaction history produced during data explo-\\nration to automatically generate a sequence that can be cu-\\nrated and annotated into a presentable story. In each of these\\ntools, a set of annotated visualizations are arranged in a lin-\\near narrative sequence, revealed one at a time via stepping\\nor scrolling interactions [31] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,619],\"text\":\"Unlike linear slideshows and scroll-based stories, the lay-\\nout and juxtaposition of panels in a comic allows for non-\\nlinear narrative structures, in which a reader can consume\\nnarrative points in various orders in a glanceable format that\\naffords both skimming and revisitation. Unfortunately, no\\nsingle existing data-driven tool can produce such narrative\\nstructures. The sole existing data comics editor by Zhao and\\nElmqvist [53] allows for the composition of linear slideshow\\ncomics and the embellishment of visualization with speech\\nbubbles and a narrator character. However, like illustration\\nsoftware, this tool requires the importation of preexisting\\nvisualization generated by other tools. In contrast, we pro-\\nvide the first all-in-one visualization and narrative design\\ntool where multiple panels can be arranged freely on a page.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,619,395,955],\"text\":\"Another assumption inherent to many existing data-driven\\nstorytelling tools is that the storyteller already has a pre-\\nconceived story, perhaps developed in the course of data\\nanalysis performed with other tools, in consultation with\\ndata analysts and subject matter experts, or in some com-\\nbination thereof. However, this separation of analysis and\\nstorytelling hampers rapid experimentation of alternative\\nnarrative structures and the process of refining a story. In\\nother words, dedicated analysis tools often do not have flexi-\\nble storytelling features while dedicated storytelling tools\\nlack data exploration capabilities such as ways to collect\\nand organize insights. One of the benefits of an interface\\nthat allows for the flexible arrangement of comic panels\\nis that storytellers can rapidly iterate with alternative nar-\\nrative structures. Furthermore, they can quickly generate\\nand discard panels the process of data exploration without\\ndisrupting completed parts of the comic. Finally, DataToon\\nintegrates automatic suggestions and transitions between\\npanels as a way to scaffold a story, eliminating the tedium\\nof alternating between a dedicated visualization tool and a\\ndedicated storytelling tool.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,706,141],\"text\":\"Pen + Touch Interaction for Creativity Support\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,748,527],\"text\":\"Historically, comics have been drawn by hand, and thus we\\ngravitated to interfaces that could leverage expressive pen-\\nbased input for drawing and styling comic elements. Such\\ninterfaces have become increasingly popular in recent years,\\nand along with them we have seen an emerging body of\\nresearch that focuses on the combination of pen and touch\\ninteraction for content creation and manipulation. By com-\\nbining these forms of interaction, users report feeling more\\ndirectly engaged as compared to manipulating elements via\\na WIMP interface [51] . Hinckley et al. introduced a rich\\npalette of compelling interaction techniques for manipulat-\\ning content, all following the principle that the pen writes\\nand touch manipulates [21, 34] . Other research has sought\\nto identify and evaluate pen and touch gestures for common\\noperations on interactive surfaces, including selection, dele-\\ntion, and copy / paste [33] , and these gestures have applied\\nsuch gestures in various applications including diagram edit-\\ning [16] , digital drawing [48, 49] , early-stage ideation [50] ,\\nand active reading [20] . Visualization researchers are also\\nbeginning to take advantage of touch and pen interaction in\\nvarious contexts [27] , including visualization authoring [51] ,\\nstorytelling [28] , and data exploration [23, 52] , though until\\nDataToom, they have yet to apply such interaction to the\\ncreation of data comics.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,542,542,558],\"text\":\"3 DESIGN GOALS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,563,724,579],\"text\":\"We conceive DataToon to accomplish three main goals.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,581,748,955],\"text\":\"D1. Support the creation of data comics. Data comics\\nhave unique characteristics and components [4, 6] . They\\nexpose the story via a juxtaposed and sequenced panels,\\neach containing one (or a few) insight(s). Getting the reader\\nto focus on each insight requires that the author carefully\\ncrafts the view of each panel, such as zooming in on an\\nimportant part of a network. However, identifying different\\ncharacters of interest (e.g., nodes) and tracking them across\\npanels requires that the author gives each a custom visual\\nstyle to maintain consistency [35] . DataToon aims to support\\nthe crafting of panels and the expressive design of characters\\nby direct manipulation using pen and touch, while ensuring\\nconsistency with data-driven propagation.\\nD2. Enable data-driven design. Authoring tasks such as\\npropagating visual designs across panels or creating transi-\\ntions between panels are tedious and time-consuming. Data-\\nToon leverages the underlying data to automatically prop-\\nagate visual designs of graphical elements and to generate\\ntextual labels and captions from data. DataToon also enables\\nan author to generate transitional panels. For example, given\\ntwo panels containing data at different times, DataToon can\\nautomatically create a series of panels representing the data\\nat interim time points.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 105\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 3\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300335_pdf_shortened_page_3_figure_002.png\",\"bbox\":[63,118,749,521],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image illustrates a user interface for a data visualization tool, showcasing various interaction flows with wireframe sketches. It features a pen tools and palette menu, examples of network graphs and map-based visualizations, and controls for data loading, visual customization, panel arrangement, layout adjustments, and time synchronization. Labels such as \\\"Pen Tools & Palette,\\\" \\\"On Data Load,\\\" \\\"Arrange Panels,\\\" and \\\"Time Caption In Sync\\\" describe the depicted functionalities.\"},{\"label\":\"figure_cap\",\"bbox\":[68,529,746,560],\"text\":\"Figure 2: DataToon's interface: the pen can acquire different functions, such as labelling or filtering. The canvas area provides\\nan infinite space for ideation and exploration, as well as a dedicated page area for presentation.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,574,395,814],\"text\":\"D3. Support exploration and authoring activities. Like\\nany storytelling medium, the production of a comic is a cre-\\native and iterative process, often requiring the author to\\nsmoothly transition from reviewing the data and its patterns\\nto styling them to craft a compelling story. DataToon facili-\\ntates the data exploration and review process by providing\\nrecommendations of interesting patterns in the data, such\\nas a large cluster in the network, while enabling the rapid\\ncreation of visualizations using direct pen and touch manip-\\nulation. DataToon enables flexible workflows by providing\\na unique platform in which authors can review salient data\\naspects, rapidly generate and filter data visualizations, craft\\nexpressive visual design for data elements, compose a story\\nby leveraging existing data comic templates, create a story-\\nboard, or directly sequence and reorder panels.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,869,208,885],\"text\":\"4 USAGE SCENARIO\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,395,954],\"text\":\"To illustrate how DataToon accomplishes our goals and to\\ndescribe key components of its interface, we describe the\\nprocess taken by a hypothetical comic author named Aidan\\nto create the comic in Figure 4 , adapted from Bach et al. [3] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,575,747,717],\"text\":\"Aidan opens DataToon in his web browser on a pen + \\ntouch-enabled device. The pen-tools menu (Figure 2a) rep- \\nresents the set of instruments his digital pen can acquire. \\nAidan loads a dataset he previously created: a dynamic ge-\\nographic and multi-faceted network containing countries \\nand their alliances and oppositions over time. Dragging the \\nfile into the application instantiates both the legend panel \\nand automatically generates a set of panels depicting notable \\nstructural patterns in the data (Figure 2c).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,718,746,845],\"text\":\"Aidan recalls that the evolution of alliances was interesting\\nand he decides to explore these. He creates a new content\\npanel by dragging the Country node type from the legend\\npanel onto the canvas. Using the time slider for these panels\\n( Figure 1B ), he filters the data back and forth to explore\\nhow the alliances changed over time. He duplicates panels\\nas he finds interesting times, jotting down notes on them\\nusing the pencil ( Figure 1D ).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,845,746,942],\"text\":\"Continuing this process of exploration, Aidan now has\\nmultiple panels with annotated insights. He proceeds to craft\\na story for his comic by organizing them on the canvas. He\\nwants to start with an overview of the nations involved, so he\\ndrops an image file containing a map of Europe (Figure 2g)\\ninto a panel, adjusting the location of each node with the\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 105\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,123,394,157],\"text\":\"Layout pen\\n( Figure 2H). He extracts country names from\\nthe data to place them on the map with the Label pen\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,157,394,316],\"text\":\"After establishing the context of the story, Aidan wants to\\nshow the evolution of alliances in Europe. He reuses panels\\nthat he created earlier, transforming his rapid handwritten\\nannotations into visual clusters around nodes, captions and\\nlabels. While he pans and zooms his first panel to empha-\\nsize two nodes (Figure 2 ), he realizes that the difference\\nbetween this panel and the first one may be too great and\\nthat his audience may fail to see the connection. He acquires\\nthe Magic pen to interpolate between these panels and\\ngenerate intermediary ones (Figure 1G ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,316,394,411],\"text\":\"He generates a time caption for the last panel by dragging\\nthe time label from the slider (Figure 2K, left). Duplicating\\nthis panel (Figure 2I) and adjusting the time automatically up-\\ndates the caption (Figure 2K, right). Uncertain about what to\\nshow next, Aidan uses the Magic pen to trigger suggested\\npanels with interesting patterns (Figure 1C).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,394,523],\"text\":\"As his comic nears completion, he customizes the node\\nand link representations. For instance, he draws a custom\\nsketchy representation for all nodes (Figure 2 D). To empha-\\nsize France among all countries, he paints its flag (Figure 1 E).\\nThis custom node representation is automatically propagated\\nto all panels. Satisfied with his comic, he exports the comic\\nas an image that he can share with his students.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,540,165,558],\"text\":\"5 DATATOON\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,563,395,659],\"text\":\"We designed DataToon for a broad range of people who wish\\nto craft data comics that communicate insights about their\\ndata. This may include graphic designers without program-\\nming expertise, data analysts without design expertise tasked\\nwith communicating their findings, or educators seeking new\\nways to engage their students.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,676,174,695],\"text\":\"Data Abstraction\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,395,955],\"text\":\"As mentioned in the introduction, we chose to focus on dy-\\nnamic network data since it is poorly supported by existing\\ncommunicative visualization and storytelling tools, and be-\\ncause of its inherent parallel to the dynamic interactions\\nbetween characters appearing in comics. In particular, Data-\\nToon supports multivariate dynamic network data, which\\nconsists of nodes and links and their attributes. A node can\\nhave a label and a type, as well start and end dates. A link\\nmust have source and target nodes and may have a direction\\nand a weight along with same set of attributes describing\\nnodes. Given this criteria, DataToon also supports static net-\\nworks, where neither nodes nor links have associated start\\nor end times. Note that DataToon is primarily a storytelling\\ntool, one suitable for communicating different aspects of dy-\\nnamic network data; we do not address scalability issues and\\nanalysis tasks related to very large networks in this paper.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,530,140],\"text\":\"Story Abstraction\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[420,144,747,271],\"text\":\"Like a comic book, a data comic consists of pages (Figure 4 ), in\\nwhich each page can contain multiple panels. A panel is the\\nessential building block of a narrative structure, which can\\nin turn contain visualization, images, text captions, and an-\\nnotation. The spatial arrangement of panels having varying\\nsize and content generates a unique narrative flow, enabling\\na nonlinear reading experience unlike linear sequences pro-\\nduced by other storytelling tools.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,303,537,321],\"text\":\"Interaction Design\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,325,747,388],\"text\":\"DataToon is comprised of a canvas for storytelling; content\\nand legend panels for presenting visual representations of\\ndata; a set of pen tools for content creation and manipulation;\\nand a contextual canvas for sketching custom visuals.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,388,747,564],\"text\":\"Figure 3 summarizes our pen + touch interactions. In gen-\\neral, our interaction design choices reflect the mantra: the\\npen writes, touch manipulates [21] . However, since individual\\nnodes and links within panels are often too small to ma-\\nnipulate with a finger, the pen is also used to manipulate\\nvisual elements in some circumstances, as described below.\\nThroughout the interface, we chose to visually expose in-\\nteractive controls rather than rely on implicit multi-touch\\ngestures that are difficult to discover and remember. Note\\nthat we describe our final system, which improves upon the\\nversion used in our reproduction study described below.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,575,747,752],\"text\":\"Interacting with the canvas. DataToon provides an infi-\\nnite canvas to support flexible authoring and rapid ideation,\\ntransitioning from data exploration to authoring activities\\n(D3). The author can navigate the canvas via pan and zoom\\ngestures. Meanwhile, using the pen, the author can draw or\\nwrite anywhere on the canvas, either to annotate content or\\nto add storyboarding notes and ideas. The author can create\\nan empty panel by simply drawing a rectangle, to be filled\\nlater with content, or create panels from data. Panels can be\\nfreely arranged and resized with touch interactions, leading\\nto different layouts at any point in the authoring process.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,761,747,954],\"text\":\"Interacting with the legend panel. A legend panel is cre-\\nated when the author drags a dataset file onto the canvas.\\nThis panel provides an overview of the dynamic network,\\ndisplaying a list of node types and link types along with\\nthe cardinality of each type. This legend also serves as an\\ninterface for creating content panels. Dragging a node or link\\ntype from the legend onto the canvas creates a new content\\npanel displaying a filtered visualization of the data. Dragging\\na node type automatically creates a unit chart of all nodes in\\nthe data matching this type. Dragging a link type automat-\\nically creates a force-directed node-link diagram of nodes\\nconnected by this link type. Note that links can convey both\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1012],\"text\":\"Paper 105\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300335_pdf_shortened_page_5_figure_002.png\",\"bbox\":[67,121,745,321],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A grid of twelve illustrations demonstrates various touch-based interactions for manipulating and creating visual panels. Each illustration features hands interacting with screens displaying network graphs or interface elements, performing actions like filtering, panning, drawing, and resizing. Titles above each illustration describe the specific interaction, such as \\\"Create Panels,\\\" \\\"Filter Nodes,\\\" \\\"Pan & Zoom,\\\" and \\\"Panel Transition.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[194,331,620,348],\"text\":\"Figure 3: An overview of the pen + touch interactions supported by DataToon.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,367,394,399],\"text\":\"weight and direction via line thickness and arrows, should\\nthese optional attributes be provided.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,399,394,528],\"text\":\"Node and link types can also be dragged from the legend\\npanel to an existing content panel, whereupon its contents\\nare updated to reflect the additional type (Figure 2E) and its\\nlayout recomputed. For instance, dragging a link type to a\\ncontent panel containing a unit chart will convert the chart\\ninto a node-link diagram. Similarly, adding a link type to a\\npanel containing a node-link diagram will generate multiple\\nlink types (see Figure 2 ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,537,394,681],\"text\":\"Interacting with content panels. A content panel may\\ncontain visualizations, text, annotations, a background image,\\nor some combination thereof (D1). Panels can be nested:\\ndrawing a rectangle inside a panel creates a child panel,\\nwhich is useful for text captions or inset visualizations. It\\nis possible to duplicate an existing panel, copying all of the\\ncontent of the source panel to a new panel (Figure 2 ). This\\ninteraction is particularly useful for progressively building a\\nnarrative using the previous panel as a starting point.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,681,394,794],\"text\":\"Tapping on a panel containing a visualization selects it\\nand enables panning and zooming within the panel. This also\\nreveals a time slider for the panel, which applies additional\\ntemporal filtering to nodes and links displayed within the\\npanel. Dragging this slider onto the panel creates a nested\\ntime caption panel (D2), which remains updates as the user\\nchanges the time slider (Figure 2K).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,796,394,830],\"text\":\"Acquiring different pen modes. Content editing occurs\\nthrough the use of the following pen modes:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,834,394,902],\"text\":\"Pencil mode is the default pen mode and allows for\\nfreeform inking on the canvas. If the author draws atop a\\ncontent panel, the ink belongs to the panel and moves along\\nwith it when that content panel is manipulated.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,366,750,624],\"text\":\"Label mode generates a text label for nodes and links\\nand allows for adjusting label positions (Figure 1F). Label\\nand leader lines move when the element is moved.\\nHighlight mode allows the author to lasso a set of nodes\\nto highlight them in a colored group (Figure 1F). As with\\nlabels, highlights also adjust when elements are moved.\\nFilter mode allows the author to lasso a set of nodes to\\nfilter them from a panel or to create a new panel with these\\nnodes (Figure 1B). Filtering can de-clutter panels and help\\nfocus on different subsets of the network.\\nLayout mode leverages the high-precision of the digital\\npen to adjust the positions of nodes and labels (Figure 2H).\\nMagic mode offers a way to automatically generate con-\\ntent panels (Figure 1C, D), described in more detail below.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300335_pdf_shortened_page_5_figure_011.png\",\"bbox\":[419,672,750,883],\"reading_order\":11,\"tags\":[],\"alt_text\":\"The image displays a series of visual representations detailing European alliances before World War I (1836-1914), including sketched diagrams, abstract network graphs with colored lines, and multiple historical maps showing connections between countries. Below these informational graphics are several blank comic strip templates with various panel layouts.\"},{\"label\":\"figure_cap\",\"bbox\":[421,897,747,956],\"text\":\"Figure 4: DataToon uses a comic book metaphor to allow au-\\nthors to create multiple pages of data comics using more\\nthan one dataset. Each page can be created with a a prede-\\nfined layout such as the ones shown in the second row.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 105\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300335_pdf_shortened_page_6_figure_002.png\",\"bbox\":[67,119,395,371],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays a 3x4 grid of network graphs, each row demonstrating a different interactive operation on a social network centered around a node labeled \\\"Marie Boucher.\\\" The top row shows a \\\"Zoom\\\" function, increasing detail around \\\"Marie Boucher\\\" and her connections, while the middle row illustrates network evolution over \\\"Time\\\" with expanding connections. The bottom row demonstrates \\\"Filters,\\\" changing edge and node colors to highlight different aspects of the network, with a hand icon interacting in the final frame of each sequence.\"},{\"label\":\"figure_cap\",\"bbox\":[68,386,394,430],\"text\":\"Figure 5: Automatic transitions between panels involve in-\\nterpolating differences between panels, incorporating zoom\\nlevels, time ranges, filters, and combinations thereof.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,451,394,503],\"text\":\"Eraser mode deletes any item on the canvas including\\npanels, ink, annotations, and highlights. This mode can also\\nbe invoked via the pen's eraser button, should it have one.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,503,397,557],\"text\":\"Palette mode allows the author to choose a different\\ncolor, line thickness, and fill opacity, which will be applied\\nto subsequent pencil strokes, annotations, and highlights.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[66,566,396,714],\"text\":\"Drawing custom node and link representations. A sec-\\nondary canvas is invoked when the author taps on the iconic\\nrepresentation of a node or link type in the legend (Figure 2 D).\\nWithin this canvas, the author can draw a new iconic repre-\\nsentation for the selected node or link type, and this custom\\nrepresentation is immediately propagated across the comic\\nfor consistency (D2). The author can also invoke this canvas\\nto change the representation of a single node or link, by\\ntapping it with the pen while in pencil mode ( ) .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,718,195,735],\"text\":\"Facilitating Ideation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,738,394,771],\"text\":\"DataToon provides several ways to scaffold and accelerate\\nthe data comics creation process (D1):\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[63,775,398,956],\"text\":\"1. Multiple pages and layout templates facilitate the cre-\\nation of multiple iterations of comics (Figure 4 ). Pages can\\nload different datasets or contain different notes. Templates\\nare a set of panel layouts commonly used in comics [6] such\\nas grid, overview-detail, parallel, and staggered. When se-\\nlected, the new page is auto-populated with empty content\\npanels specified by the template. Authors can simply drag\\ndata on top of them to fill them.\\n\\n2. Automatic transitions. DataToon creates intermediary\\npanels by interpolating the difference between the two pan-\\nels, taking into account their respective panel sizes, data\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,125,746,204],\"text\":\"filters, and zoom states (Figure 5 ). These transitions may also\\nincorporate a temporal progression between two time filter\\nstates and the addition or removal of nodes and links [6] . It\\ndoes not, however, attempt to interpolate annotations be-\\ntween two panels.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,331],\"text\":\"As an example, if a source panel and a target panel have\\nzoom factors of 1.0 and 1.8 respectively, intermediary panels\\nwill have interpolated zoom factors between 1.0 and 1.8.\\nIn addition, if the source and target panels have different\\nsizes and display data at different time periods, DataToon\\nwill interpolate over these dimensions as well, producing\\nintermediary panels that would gradually increase in size\\nand depict a progression over time intervals.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,746,412],\"text\":\"DataToon places intermediary panels along the path drawn\\nby the author. Greater distances between panels results in\\nmore intermediary panels along the path. It discretizes the\\npath and conducts a linear search for panel positions, while\\nensuring no overlap between intermediary panels.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,421,747,630],\"text\":\"3. Panel suggestions for new panels are shown in two con-\\ntexts: either when loading a new dataset or when drawing\\na line out of a panel using the Magic pen. In the first case,\\nit attempts to detect interesting subnetwork patterns in the\\nwhole dataset and places suggested panels at the left side\\nof the canvas. This helps authors become familiar with the\\ndataset and serves to kickstart the story design process. In\\nthe second case, it takes into account the current state of\\nthe panel and detects patterns within the panel to generate\\nsuggestions. It thereby enables authors to discover potential\\ncompelling directions for their story. Similar to transitions,\\nthese suggested panels are placed along the path the author\\ndraws, while preventing overlap between them.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,630,747,854],\"text\":\"To detect patterns in the network data, DataToon relies on\\na pattern detection engine. The engine accepts any network\\ndata including highlighted nodes as input and returns a list\\nof detected patterns. It currently looks for four structural\\npatterns including articulation points (or bridges), cliques,\\nhubs, and communities (Figure 6 ). Once patterns are found,\\nit heuristically prunes the results such as by removing over-\\nlapping patterns (e.g., a bridge and a hub can often show a\\ncompletely identical structure), as well as cliques with less\\nthan four nodes. Finally, it ranks the patterns based on how\\nmuch each pattern overlaps with the source data. This is to\\npromote closure between the source panel and the suggested\\npanel. Finally, the rankings give a high priority to patterns\\nthat contain highlighted nodes (Figure 6 C).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,869,567,886],\"text\":\"Implementation Details\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,748,954],\"text\":\"DataToon is a browser-based application written in Javascript.\\nIt uses React.js for building user interface components and\\nRedux.js for application state management. It uses Web-\\nCla-14 to generate the layout of the node-link diagram.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 105\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300335", "source_image_path": "test_data/3290605-3300335/3290605-3300335_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300335/results/output_json/3290605-3300335_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300335_pdf_shortened_page_7_figure_002.png\",\"bbox\":[67,119,395,329],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A 3x4 grid of panels displays various network graphs composed of colored nodes (circles, squares, diamonds) and connecting lines. Some nodes are labeled with names, and some panels show a hand interacting with the graphs by selecting or dragging nodes, with certain areas highlighted in orange. Dashed arrows with labels A, B, and C connect different panels, indicating a sequence.\"},{\"label\":\"figure_cap\",\"bbox\":[68,341,394,415],\"text\":\"Figure 6: Automatic panel suggestions depicts structural pat-\\nterns: communities, hubs, articulation points, and cliques.\\nThe author can trigger suggestions from existing panels (A)\\nand suggested panels (B). Patterns are ranked based on net-\\nwork coverage and inclusion of highlighted nodes (C).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,431,394,543],\"text\":\"and a Javascript implementation [26] of Bubble Sets [13] to\\nhighlight a group of nodes as a cluster. DataToon consists of\\na front-end interface without a back-end server, though one\\ncan be attached if needed; currently, DataToon makes use of\\nlocalStorage and indexedDB in HTML5 to persist the applica-\\ntion state. The panel recommendation engine is implemented\\nin Python and uses NetworkX to detect patterns [19] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,559,174,575],\"text\":\"6 EVALUATION\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,580,395,660],\"text\":\"Our evaluation methodology is representative of other re-\\ncent evaluations of visualization authoring systems [39] , in\\nthat we demonstrate the expressiveness of DataToon with an\\nexample gallery (Figure 7 ) and also evaluate its learnability\\nand usability via a reproduction study.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,672,172,691],\"text\":\"Example Gallery\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,694,398,823],\"text\":\"Figure 7 shows example comics varying in their comic style,\\nincluding diverse rendering styles (abstract, sketchy, realis-\\ntic), panel layouts (inset, overlapping, staggered) [6] , visual-\\nizations (unit charts or pictographs, maps, set visualizations,\\nnode-link diagram), and narrative structures (overview+detail,\\nnonlinear+temporal, cut-out, build-up [6] ). The gallery also\\nexemplifies a diversity of datasets, including multivariate\\nand temporal social networks and co-authorship networks.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,837,194,855],\"text\":\"Reproduction Study\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,858,395,955],\"text\":\"To evaluate whether people can learn how to use DataToon\\nto create comics from data, we conducted a qualitative repro-\\nduction study, in which participants are asked to reproduce\\nthem completed examples with DataToon. This type of study\\nis particularly common in the evaluation of visualization\\nauthoring tools [39] , having been used to evaluate Lyra [42] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,745,156],\"text\":\"ChartAccent [36] , DataInk [51] , Data-Driven Guides [25] ,\\nData Illustrator [29] , and Charticulator [38] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,166,746,264],\"text\":\"Participants. We recruited eight participants from a large\\nsoftware company in the United States. Half of the partici-\\npants were graphic designers with limited data literacy (P1-\\nP4: 3M, 1F; ages 30 – 50, avg: 44), while the other half were\\ndata analysts with minimal experience in design tools (P5-P8:\\n2M, 2F; ages 31 – 42, avg: 37).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,274,746,339],\"text\":\"Apparatus. Participants used a earlier version of DataToon\\non a Microsoft Surface Studio with a 28-inch screen at 4500\\n× 3000px (192 PPI), a device that enables simultaneous pen\\nand multi-touch input.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,349,747,573],\"text\":\"Procedure and tasks. Beginning with a demographic sur-\\nvey, each study session lasted ~90 minutes, with two partici-\\npants finishing in ~60 minutes, and one taking ~120 minutes.\\nWe asked them to reproduce two comics: 1) the first with\\nguidance from us using the comic about World War I alliances\\n(Figure 2 ) and 2) the second without any assistance using\\nthe comic inspired by Fathom's Scaled in Miles project [15]\\nabout the evolving instrumentation on Miles Davis' records\\n(Figure 7 -left). The first task served as a training session and\\nlasted 30 to 40 minutes, which included a 15-minute tutorial,\\nwhile the second task lasted between 30 and 50 minutes. The\\nstudy ended with three Likert-style questions about ease of\\nuse & learning, and enjoyment, along with a semi-structured\\ninterview about their experience.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,587,505,603],\"text\":\"Observations\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,607,746,656],\"text\":\"All participants successfully completed both comics, while\\nwe discovered several usability insights into the usability of\\nDataToon. We describe our observations below.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,825],\"text\":\"Learning to interact with both pen and touch. All of\\nthe participants appeared to grasp DataToon's interaction\\ndesign by the end of the study, except for P2, who had no\\nprior experience with pen + touch devices. It took a long\\ntime (approx. 10 min) for P2 to complete the first task and the\\neffort spent to learn the interactions are reflected in their low\\nease of learning (3/7) and use (4/7) scores. P4, P5, P6, and P7\\nalso repeatedly appeared to be frustrated when attempting\\nto use pen and finger interchangeably, with P7 stating \\\"I kept\\nusing my hand instead of the pen\\\".\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,826,747,955],\"text\":\"Participants bimanual pen and touch interaction to be\\nengaging, with P8 remarking on the simplicity of the inter-\\nactions: \\\"I love the power of just dragging [shows fingers] and\\ncreating [shows the pen] \\\". P4 spoke about the empowering\\nexperience of bimanual pen and touch input for content cre-\\nation, making DataToon \\\"unique\\\" and \\\"fun\\\" compared to\\nother tools: \\\"I feel like a surgeon because I got precise and used\\nboth of my hands, not something I do ever. It's pretty cool!\\\"\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 105\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300335/results/markdown/3290605-3300335_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[86,119,726,185],\"text\":\"‘I make up a silly name’: Understanding Children’s\\nPerception of Privacy Risks Online\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[93,204,282,281],\"text\":\"Jun Zhao\\n\\njun.zhao@cs.ox.ac.uk\\n\\nDepartment of Computer Science,\\nUniversity of Oxford\\nOxford, UK\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[308,202,506,282],\"text\":\"Ge Wang\\nge.wang.17@ucl.ac.uk\\nDepartment of Information Studies.\\nUniversity College London\\nLondon, UK\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[533,203,718,281],\"text\":\"Carys Dally\\ncarysdally@gmail.com\\n\\nDepartment of Experimental\\nPsychology, University of Oxford\\nOxford, UK\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[111,296,266,376],\"text\":\"Petr Slovak*\\np.slovak@ucl.ac.uk\\nDepartment of Informatics,\\nKing's College London\\nLondon, UK\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[310,295,504,377],\"text\":\"Julian Edbrooke-Childs†\\nJulian Childs@anafeud.org\\nUCL Interaction Centre, University\\nCollege London\\nLondon, UK\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[532,295,719,407],\"text\":\"Max Van Kleek\\n\\n\\nNigel Shadbolt\\n\\nmax.van.kleek@cs.ox.ac.uk\\nnigel.shadbolt@cs.ox.ac.uk\\n\\n\\nDepartment of Computer Science,\\nUniversity of Oxford\\nOxford, UK\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,416,141,433],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,438,395,694],\"text\":\"Children under 11 are often regarded as too young to compre-\\nhend the implications of online privacy. Perhaps as a result,\\nlittle research has focused on younger kids' risk recogni-\\ntion and coping. Such knowledge is, however, critical for\\ndesigning efficient safeguarding mechanisms for this age\\ngroup. Through 12 focus group studies with 29 children aged\\n6-10 from UK schools, we examined how children described\\nprivacy risks related to their use of tablet computers and\\nwhat information was used by them to identify threats. We\\nfound that children could identify and articulate certain pri-\\nvacy risks well, such as information oversharing or revealing\\nreal identities online; however, they had less awareness with\\nrespect to other risks, such as online tracking or game promo-\\ntions. Our findings offer promising directions for supporting\\nchildren's awareness of cyber risks and the ability to protect\\nthemselves online.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[422,416,525,433],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,438,746,470],\"text\":\"• Security and privacy → Social aspects of security and\\nprivacy; Privacy protections.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,483,502,499],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,504,746,534],\"text\":\"Privacy, Family Technologies, Children, Tablet Computers,\\nScaffolding\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,542,555,556],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,557,746,646],\"text\":\"Jun Zhao, Ge Wang, Carys Dally, Peth Slovak, Julian Edbrooke-\\nChilds, Max Van Kleek, and Nigel Shadbolt. 2019. 'I make up a silly\\nname': Understanding Children's Perception of Privacy Risks On-\\nline. In CHI Conference on Human Factors in Computing Systems Pro-\\nceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK . ACM, New\\nYork, NY, USA, 13 pages. https://doi.org/10.1145/3290605.3300336\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,661,549,678],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,682,747,889],\"text\":\"Today, children are spending more time online than with\\nother media sources, such as watching television or playing\\noffline video games [48, 60] . Among the many kinds of de-\\nvices now connected to the Internet, mobile devices (such as\\ntablet computers or smartphones) have become the primary\\nmeans by which children go online [48] . In the UK, 44 % of\\nchildren aged five to ten have been provided with their own\\ntablets, with this percentage increasing annually [60] , while\\nin the US, ownership of tablets by children in this age group\\ngrew fivefold between 2011 and 2013 [1] . Children under\\nfive are also using smartphone and tablets more often, as\\nthe category of apps designed for younger kids continues to\\nexpand rapidly [6, 60] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,889,747,954],\"text\":\"Whilst online content has opened up significant new op-\\nportunities and experiences for children to learn and have\\nfun [39, 58, 63, 67] , parents and educators alike are raising\\nconcerns about the rapid adoption of online content and apps\",\"reading_order\":20,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[71,720,348,734],\"text\":\"* Also with UCL Interaction Centre, University College London.\",\"reading_order\":21,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[71,735,352,747],\"text\":\"†Also with Anna Freud National Centre for Children & Families.\",\"reading_order\":22,\"tags\":[\"author_affili\"]},{\"label\":\"fnote\",\"bbox\":[70,778,392,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acrgo.\\ncom, July 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,900,392,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,925,265,953],\"text\":\"ACM ISBN 978-1-4653-5970-2/19-05...$1500\\nhttp://dx.doi.org/10.1145/3290665.3300336\",\"reading_order\":25,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,997,127,1012],\"text\":\"Paper 106\",\"reading_order\":26,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1012],\"text\":\"Page 1\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,380],\"text\":\"by children, in particular as it relates to the amount of time\\nspent online, and online safety [36, 40, 47] . A recent survey\\nhas shown that parents consider privacy their primary con-\\ncern regarding their children's use of the Internet [47] . This\\nconcern is driven, in part, by the view that children them-\\nselves are too young to understand the privacy risks they\\nmight face [45, 49] , which drives many parents to take a re-\\nstrictive approach to filter or monitor their children's online\\nactivity [41, 83] . Indeed, recent studies show how children's\\nability to recognise risks online remains inadequate, and as\\na result, the children are dependent on parents' strategies\\nto keep them safe [41, 48, 50, 83] . Unfortunately, however,\\nparents themselves often feel they lack an adequate under-\\nstanding of the landscape of potential risks online — ranging\\nfrom bullying to cybercrime — making them uncertain about\\nthe effectiveness of their mediation approaches [49] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,395,603],\"text\":\"We feel that it is important to understand children's pri-\\nvacy behaviours and conceptualisations not only because it\\nmight identify conceptual gaps in understanding that lead to\\nbetter ways to educate and protect children online, but also\\nbecause such behaviours have been shown to be indicative\\nof later behaviours and attitudes [40, 41, 78] . To this end,\\nwe build on recent work examining children's perceptions\\nof online privacy risks [26, 41, 53, 83] , and extend existing\\nliterature in two ways: first, by examining in detail how chil-\\ndren describe certain common kinds of risks, for the purpose\\nof understanding their conceptualisations of them; second,\\nwe examine the risk coping strategies taken by the children\\nfor each distinct risk context. Specifically, we focus on the\\nfollowing three research questions:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,609,395,756],\"text\":\"• R1: Perception - Do children care about privacy online?\\nWhen they do, how do they describe privacy risks?\\n• R2: Recognition - How do children recognise risks?\\nWhat information do they use in the process?\\n• R3: Response - How do children apply their existing\\nknowledge in responding to risks in different scenar-\\nios, including threats they never experienced before?\\nWhat do such responses suggest about information\\nand knowledge that might be needed?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,761,395,954],\"text\":\"We report our results based on 12 focus groups with 29 chil-\\ndren, aged 6-10, from UK schools undertaken between June\\nand August 2018. We found that children in our study had a\\ngood understanding of risks related to inappropriate content,\\nthe approach of strangers, and oversharing of personal infor-\\nmation online. However, they struggled to fully understand\\nand describe risks related to online game/video promotions\\nand personal data tracking. Moreover, children's risk coping\\nstrategies depended on their understanding of the risks and\\ntheir previous experiences: effective risk strategies were ap-\\nplied only if children recognised certain risks or when they\\nfelt something untoward. These findings demonstrate the\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,172],\"text\":\"importance of learning about potential risks through a mul-\\ntitude of channels, such as school, parents, friends, siblings,\\nand personal experiences [34, 81] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,172,747,365],\"text\":\"We identified significant gaps in children's current aware-\\nness and understanding of two major forms of online risk: (i)\\nonline recommendations, and (ii) implications of data track-\\ning, i.e., the recording and sharing of data pertaining to what\\nthey do online. Children remain poorly equipped to identify\\ntargeted promotional material online, including adverts and\\nin-app promotions, exploiting tracked activity data. We offer\\nrecommendations on the development of tools to facilitate\\nchildren's understanding of privacy risks, and the need to\\nextend children's awareness of implicit personal data access,\\nwhich is becoming ever more prevalent in the games and\\ncontent they encounter [13, 20, 65] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,386,541,403],\"text\":\"2 BACKGROUND\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,406,620,423],\"text\":\"Children's Perception of Privacy\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,426,747,666],\"text\":\"Privacy has been described as a \\\"concept in disarray\\\" [69]\\nreflecting the complex and often overlapping conceptualisa-\\ntions. O'Hara proposed \\\"seven veils\\\" of privacy, spanning\\nthe conceptual, factual, phenomenological, preferential, so-\\ncietal, legal, and moral [61] . Practical research in privacy\\nhas typically spanned multiple such veils; Livingstone sug-\\ngests that privacy is related to the keeping of information\\nout of the public domain or the effective determination of\\nwhat personal information is made available to whom [44] .\\nNissenbaum's theory of Contextual Integrity (CI) frames\\nprivacy as \\\"the right to appropriate flow of personal infor-\\nmation\\\" [59] where what is \\\"appropriate\\\" is based on particular\\ncontexts and relationships. CI has been found to be a use-\\nful practical framework to interpret people's perceptions of\\nprivacy [10, 43] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,666,747,955],\"text\":\"Managing privacy is becoming increasingly challenging,\\ngiven the vast (and growing) information asymmetries of\\nthe digital age [7] , where data about people are harvested by\\npowerful platforms and vast networks in ways they do not\\nunderstand nor recognise. Children are particularly suscepti-\\nble in part due to them having little sense of the risks posed\\nby the accumulation of personal data over time [62] . The\\ncombination of such a lack of understanding, with incentives\\nput in place by apps and platforms to get people to share\\ntheir data, have yielded the so-called `privacy paradox', a\\nbehaviour studied in teenagers [14] and adults [11] alike,\\nin which individuals act in ways contrary to their stated\\nprivacy preferences and concerns [37, 38, 62] . Recent studies\\nshowed that although teenagers from 14 to 18 were typi-\\ncally concerned about being personally identified by their\\npersonal data, they failed to perceive the potential threat of\\nre-identification via the particular fragments they shared,\\ne.g., images or geo-location [62] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 106\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,124,394,331],\"text\":\"Whilst there has been extensive research on teenagers'\\nperceptions of privacy, relatively little has been done for\\nchildren aged below 11. They have often been perceived as\\nbeing too young to understand privacy or exercise digital\\nindependence online [47] . However, developmental research\\nhas shown that children can develop a `theory of mind' by\\nthe age of 4 [19] , which enables children to recognise the dif-\\nferences between concepts in their minds and those in others,\\nand hence to grasp complicated concepts like `secrecy' [19]\\nor `deception' [17] . Contrary to common expectations, chil-\\ndren value their privacy because this enables them to enjoy\\ntheir experience online [41, 68] , such as socialising with their\\nfriends and families or experimenting with new games.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,332,394,571],\"text\":\"Recent research with 14 Canadian families showed that\\nchildren aged 7-11 can align online privacy with real-world\\nscenarios such as \\\"being left alone\\\" or \\\"hiding secrets\\\", and\\ndraw an analogy to the online environment through expres-\\nsions like \\\"keeping things to yourself\\\" or \\\"not talking to\\nstrangers\\\" [83] . Kumar et al. [41] unpacked the perception of\\nonline privacy for 26 US young children and examined how\\nthey were able to recognise sensitive entities (such as pass-\\nwords) but struggled with identifying risky actors (strangers)\\ninvolved in questionable contexts. These studies provide use-\\nful insights into children's perception of risks, i.e. what they\\nthink of as being risky, and what they struggle to recognise;\\nhowever, they do not tell us how children make these judge-\\nments - or whether children can in fact identify a threat and\\nits origination.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,583,293,600],\"text\":\"Managing Children's Privacy Online\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,602,394,746],\"text\":\"Tools developed for managing children's privacy on mobile\\nplatforms usually comprise features that monitor and restrict\\nchildren's online activities [46, 60, 77] . Children often find\\nthese tools overly restrictive and invasive of their personal\\nprivacy [30, 77] . Co-design studies with children under 12\\nshow that they prefer technologies that facilitate their risk\\ncoping skill development, promote communication and inter-\\naction with their parents, and emphasise restrictions around\\nmonitoring [53] . However, such tools are still scarce.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,747,394,890],\"text\":\"Several recent studies have recognised the importance of\\nsupporting children's learning through approaches like in-\\nteractive storytelling [82] , game playing [52] or co-learning\\nwith parents [34] . They have shown the effectiveness of in-\\ncreasing children's awareness of related online safety issues,\\nsuch as online personal identity or content appropriateness.\\nThis demonstrates that a knowledge scaffolding approach\\nto a child's means of dealing with privacy risk coping could\\nprovide a useful addition to safeguarding their cybersecurity.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,901,329,918],\"text\":\"Developmental Stages of Privacy Concepts\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,393,955],\"text\":\"Children's ability to recognise privacy risks may be intrin-\\nsically limited by their developmental stage. At ages 3 to 5\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,348],\"text\":\"years, children start to build up friendships; however, at this\\nstage, family interactions are dominant, and many of their\\nonline activities are still parent-guided [40] . At this stage,\\npeer pressure is less of an influence [9] . Children from 6 to 9,\\nhowever, start to learn about the complexity of relationships\\nand feel the need to fit in to peer social groups [9] . They\\nare also more involved in online activities and enjoy playing\\ngames with their friends [40] . This social interaction with\\npeers makes them more aware of interpersonal privacy risks,\\nbut less of other privacy risks [40] . So while they often care\\ndeeply about their personal information being shared with\\ntheir peers, parents, and others online, they remain unaware\\nof other actors, including platforms, app designers, malicious\\nactors, and others operating in digital ecosystems [50, 62] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,348,746,508],\"text\":\"Vygotsky's Zone of Proximal Development (ZPD) is a the-\\nory that relates the difference between what learners can do\\nindependently to what can be achieved by through guidance\\nby a skilled partner [16] . It has been applied to assess the ef-\\nfectiveness of teaching and learning [55] , to identify key bar-\\nriers in learning by understanding knowledge gaps [22] , and\\nin the design of better intelligent tutoring systems (ITS) [64] .\\nInspired by ZPD, we focus on identifying children's miscon-\\nceptions of privacy risks and highlighting areas of knowledge\\nthat could be developed through future active scaffolding.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,517,540,533],\"text\":\"3 STUDY DESIGN\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,537,746,635],\"text\":\"Given our focus on understanding children's ability to recog-\\nnise privacy-related contexts by examining how they de-\\nscribe them, we chose the focus group method to elicit chil-\\ndren’s responses to a collection of hypothetical scenarios\\nthat reflect different types of explicit and implicit threats to\\nchildren's online personal data privacy.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,645,594,662],\"text\":\"Focus Groups with Children\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,746,874],\"text\":\"The role of children in research is increasingly recognised,\\nas children are key stakeholders in modern digital technolo-\\ngies [23] . Focus groups put children at the centre of the\\nresearch, and encourage the sharing of their perspectives\\nand experiences [31, 32, 57] . They are often used to facili-\\ntate group dialogues around the topic of interest and result\\nin findings that cannot be obtained through individual in-\\nterviews [70] . Focus groups have been successfully used to\\nstudy children's experiences in different fields, such as health\\nsciences (e.g. studying children's experience of living with\\nasthma [57] ), in sociology (e.g. studying children's experi-\\nences with bullying [33, 56] ), or in understanding children's\\nexperiences with technology [24, 26, 27] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,874,746,954],\"text\":\"These previous studies have demonstrated that using focus\\ngroups with children can reduce the influence of adults, and\\nencourage children to keep each other on track and truthful.\\nHowever, conducting focus groups can be challenging, given\\nthe power dynamics amongst the children and the different\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 106\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,252],\"text\":\"forms of expression preferred by different children. Based\\non the experiences of several previous focus groups with\\nchildren under 11 [26, 57] , we took the following decisions\\nin our study design: 1) keeping children from the same age\\ngroup together; 2) using role playing to relax children and\\nbalance the power between the adult and children; and 3)\\nproviding options for children to express themselves using\\nother methods like pen and paper.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,264,130,279],\"text\":\"Scenarios\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,283,395,427],\"text\":\"In our focus group discussions, we chose to walk through\\na series of hypothetical scenarios with participant children,\\nabout a cartoon character named Bertie, an 8-year-old koala\\nbear who likes playing with tablets, but is not always certain\\nhow to cope with unusual events taking place during his use\\nof the mobile apps (see Figure 1 ). Hypothetical scenarios are\\neffective ways of collecting children's perception of online\\nsecurity and privacy [41] , by making them feel they are not\\nbeing judged [73, 79] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,427,395,586],\"text\":\"Our scenarios were carefully designed to contrast explicit\\nversus implicit data collection in a familiar versus unfamil-\\niar technology context. Previous research has shown that\\nchildren under 11 particularly struggle to understand risks\\nposed by technologies or comprehend the context of being\\nonline [41, 83] . They have explored how children responded\\nto explicit data requests such as in-app pop-ups; while our\\nstudy also looks into children's awareness and perception\\nof implicit data access through third-party tracking, which\\nleads to personalised online promotions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,586,395,762],\"text\":\"Story 1 - Implicit video promotions are widely found in\\napplications like social video sharing platforms, which can\\nbe based on personal viewing history or a viewers' interests.\\nOnline promotions on such platforms are a significant means\\nby which children discover games or video channels, material\\nthat is not always appropriate for their age or developmental\\nneeds [48] . Therefore, story 1 aimed to assess how much\\nchildren are aware of the video promotion behaviours of\\nonline platforms, some of which could be based on children's\\nonline activities, including the videos they have watched or\\nthe games they enjoy playing.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,762,395,857],\"text\":\"Story 2 — In-app pop-ups can explicitly prompt children\\nfor personal information (such as names, age or voices) be-\\nfore they can continue with the game. Story 2 aimed to assess\\nchildren's awareness of explicit stranger danger and in-app\\ngame promotions, which can be personalised based on their\\nonline data.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,395,954],\"text\":\"Story 3 – The large number of applications ('apps') that\\ncan be downloaded for free are a major way by which chil-\\ndren interact with these devices. Currently these 'free' apps\\nare largely supported by monetisation of user's personal in-\\nformation [8, 43] . A large amount of personal information\\nand online behaviour may be collected from children's apps\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,171],\"text\":\"and shared with third party online marketing and advertis-\\ning entities [65] . This scenario is designed to examine how\\nchildren perceive and feel about these risks.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,172,747,332],\"text\":\"Scenario 1 and 3 are closely related to children's ability to\\ncomprehend the impacts of data-driven decision-making, i.e.\\ntheir `big data' literacy [25] . Previous research has shown\\nthat children aged 8-16 were capable of critiquing analytics\\napplied to the data about them [35] and recognise issues re-\\nlated to algorithmic accuracy and fairness. Our study comple-\\nments previous research by looking into how much children\\naged 6-10 are aware of the context in which their personal\\ndata may be collected, transmitted to other online actors,\\nand then used to drive algorithm-based decision-makings.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,343,550,360],\"text\":\"4 STUDY METHOD\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,363,747,571],\"text\":\"Participants were recruited from both local primary schools\\nand a public forum for advertising local family events. Re-\\ncruitment started in May 2018 after obtaining ethics approval,\\nand 12 studies were carried out between June and August\\n2018. Half of the studies took place on school premises dur-\\ning school term time, and the other half in our university\\npremises during the summer holiday period. At school, a\\nschool teacher or teaching assistant was present in the room,\\nat the university, parents left the children in the room and\\nwaited outside until the study was completed. The majority\\nof the participants were recruited through schools and school\\nnewsletters. Each study was facilitated by one researcher\\nalong with two note-takers.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,583,508,600],\"text\":\"Study Process\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,746,730],\"text\":\"Each focus group study contained four parts, including a\\nwarm-up and introduction session, a sharing of favourite\\napps, a walk-through of the hypothetical risk scenarios, and\\nfinally an open-ended session about issues not so far dis-\\ncussed. The whole study was planned to last around 1 hour\\nand each part of the study was designed to be fun and framed\\nas a game. We avoided using words like 'dangerous' or 'sus-\\npicious' in our scenarios.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,730,746,890],\"text\":\"The warm-up session included a game of \\\"throwing a\\nball\\\" [57] and invited everyone in the room to share their\\nfavourite colour and food with the others. The session nor-\\nmally lasted 10 minutes. It helped participants, particularly\\nyoung children, to relax. Then we used an iPad to ask chil-\\ndren to show us their favourite apps, or search for them\\nin the app store if they could not find them on our device.\\nChildren were then asked to comment on why they liked the\\napp. This gave us insight about what children in our study\\nenjoyed doing online and their positive experiences.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,746,954],\"text\":\"During the session discussing the three hypothetical sce-\\nnarios, we let everyone choose a soft toy in the room and\\nrole played a character each, such as Bertie's sibling, parent\\nor teacher, in order to help participants (particularly) quiet\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1013],\"text\":\"Paper 106\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300336_pdf_shortened_page_4_figure_002.png\",\"bbox\":[138,127,680,385],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays three distinct panels, each featuring a cartoon koala and text presenting a scenario related to digital safety and privacy, followed by questions. Panel (a) illustrates a YouTube autoplay situation, panel (b) shows a game prompting user interaction on a tablet, and panel (c) depicts concerns about app data collection with a world map showing data destinations.\"},{\"label\":\"figure_cap\",\"bbox\":[67,395,746,442],\"text\":\"Figure 1: Three hypothetical scenarios for focus group discussion (original story cards were in colour): (a) shows a video\\npromotion scenario; (b) illustrates an in-app pop-up requesting children's inputs; and (c) depicts how children's personal data\\ncould be tracked and sent to third parties without their knowledge or explicit consent.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,462,395,684],\"text\":\"children) feel they are not being judged [57] . In each hypoth-\\netical scenario, children were first given some time to read\\nthrough the printed story cards (as illustrated in Figure 1 ). If\\nthey had trouble, one of the note-takers would provide help\\nand read along with them $^1$ . While children were first asked\\nto respond to the predefined questions, like what will you do\\nor what do you think Bertie should do , our facilitator followed\\nup any responses that required further clarifications (such\\nas what do you mean by “ hacking ” ). This session also en-\\ncouraged children to share their personal experience related\\nto the scenarios, by asking questions like whether this has\\nhappened to them and what you did . This enabled us to listen\\nto children's descriptions of their experiences not covered\\nin the scenarios.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,685,395,767],\"text\":\"Audio and video recordings were taken during the studies;\\ntwo note-takers provided additional details about key inter-\\nactions they observed. Video recordings were played back\\nduring the transcription and data analysis phases to highlight\\nany notable interaction patterns between participants.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,781,215,797],\"text\":\"Participant Information\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,800,395,882],\"text\":\"We had 29 participant children, including 14 boys and 15\\ngirls, with an average age of 8.5 (range = 6-10, s.d. = 1.4).\\nDetails about participants can be found in Table 1. In total\\nwe had 12 focus group and the group size varied between 2\\nand 4 [29], with an average group size of 2.4.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,462,747,655],\"text\":\"Children in our study were generally more attracted to\\n'fun' games that they found exciting or could learn new\\nthings from. They were also influenced by friends and fami-\\nlies on the choice of apps ('so that I can play with friends').\\n25/29 children owned their tablets or phones, while the rest\\nused their parents' devices or shared with their siblings. On-\\nline promotions (e.g in-app promotions, app store adverts,\\nYouTube videos) had influenced many children's choice of\\napps; 20/29 children reported that they have seen promotions\\nin their games or videos, and 12 children reported that they\\nfound their favourites or installed new games through these\\nmeans.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[486,667,681,762],\"text\":\"
Age#Boys#Girls#Total
6-yo404
7-yo101
8-yo336
9-yo347
10-yo3811
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"This is a tabular data representation with four columns: \\\"Age\\\", \\\"#Boys\\\", \\\"#Girls\\\", and \\\"#Total\\\". The rows list age groups from 6-yo to 10-yo, showing the count of boys, girls, and their combined total for each age. The data indicates varying numbers of boys and girls across the age groups, with totals calculated from the boy and girl counts.\",\"figure_path\":\"tables/3290605-3300336_pdf_shortened_page_4_tab_9.png\"},{\"label\":\"table_cap\",\"bbox\":[442,765,724,781],\"text\":\"Table 1: Summary of participants' ages and genders\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,789,608,804],\"text\":\"5 DATA ANALYSIS METHOD\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,746,873],\"text\":\"We transcribed the interviews and analysed the data in two\\niterations. In the first iteration, we used a thematic analysis\\nmethod to develop codes and themes related to risks talked\\nabout by the children and how they coped with them.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,954],\"text\":\"The thematic coding process started by dividing the tran-\\nscriptions into two (roughly) equal-sized sets. The first three\\nauthors independently analysed the first set of transcriptions\\nto derive an initial set of codes. Then they met to consolidate\\nand reconcile codes into a common codebook. These codes\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,911,395,954],\"text\":\"*Reading literacy is widely promoted in the U.K. for children aged 4 years\\nand above. The story cards were written in as simple a language as possible\\nand were tested with children aged five.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 106\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"were then applied to the second (yet unseen) set of transcrip-\\ntions by the same set of researchers, and Fleiss' kappa [28]\\n(0.83) was computed to assess inter-coder reliability.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,267],\"text\":\"In the second iteration, we used the CI framework, particu-\\nlarly its four-parameter model, to examine the risks identified\\nby the children (either from our hypothetical scenarios or\\ntheir own experiences with technologies) and how they were\\ndescribed by the children. The four parameters from the CI\\nframework include the following:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[89,270,396,414],\"text\":\"• Attributes : the types of information being transmitted,\\nsuch as users' data, personal information, etc.\\n• Contexts : the situation or scenario to which the social\\nnorms may be applied.\\n• Actors : the entities involved in the information trans-\\nmission, which can be the subject, sender or recipient\\nof the information.\\n• Transmission principles : the way information is trans-\\nmitted from the sender of information to the recipients.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,417,395,501],\"text\":\"This four-parameter model helped us to calibrate whether\\nchildren recognised the exact actors, attributes, context and\\ninformation transmissions involved in each risk context, led\\nus to delineate three categories of risk recognition by chil-\\ndren, namely accurate , vague and missed risk recognition.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,510,150,527],\"text\":\"6 RESULTS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,529,396,675],\"text\":\"We present our results by first outlining children's use of\\nlanguage under each category of risk recognition (i.e. recog-\\nnised, vaguely or missed). We then present an overview of\\nchildren's responses to the three hypothetical scenarios, be-\\nfore providing in-depth analysis regarding children's risk\\ncoping strategies when risks were recognised, vaguely un-\\nderstood or missed. In this way, we demonstrate an under-\\nstanding of children's current knowledge gaps in describing\\nand coping with risks.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,684,388,719],\"text\":\"Children's Use of Language Under Each Category of\\nRisk Recognition\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,722,395,835],\"text\":\"We observed that some terms were repeatedly used by chil-\\ndren across different situations. Moreover, as shown by the\\nexamples in Table 2 , children were able to describe risks\\naccurately when they could recognise the actual risks. How-\\never, when they had only a vague understanding of the risks,\\nthey struggled to describe things consistently or to provide\\na good explanation of what they meant.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,838,316,855],\"text\":\"Good risk recognition and accurate description\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,954],\"text\":\"When children recognised the actual risks, such as inappro-\\npriate content or over-sharing of personal information, they\\ncould describe them quite accurately, for example, using\\nterms like 'personal information' or 'private information' to\\nrefer to the type of information they treated as sensitive;\\nor words like 'things for adults' or 'not my age' to refer to\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,641,141],\"text\":\"content that was inappropriate to them.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[421,151,696,168],\"text\":\"Vague risk recognition and inconsistent descriptions\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,173,748,430],\"text\":\"When children only made a partial sense of certain types of\\nrisks, their use of terms can be inconsistent. For example,\\nalthough some children were able to describe the scenario of\\nnew videos being presented to Bertie using words like 'peo-\\nple trying to make money' or 'them trying to make you watch\\nmore', they struggled to explain who these 'people' are and\\nhow information might be transmitted to these ['YouTube']\\nchannel 'people' in this context. Another example is the term\\n'hacking', which has been used by children across differ-\\nent focus groups, but in fact with very different meanings.\\nFor example, when trying to explain why a new video was\\nshown following a previous video, children used 'hacking' to\\nmean 'someone stole my data', 'take your account', or 'steal\\nfrom house'. 'Hacking' has been used by the same group of\\nchildren to make sense of other scenarios, including in-app\\npop-ups or data tracking.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[421,441,695,459],\"text\":\"Feelings and experiences, but no recognition of risks\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,464,748,609],\"text\":\"When children could not describe the exact risks they en-\\ncountered, they would refer to a feeling of 'scary' or ’an-\\nnoying' to talk about times when they felt a need to take an\\naction. Children also referred to things they 'had experienced\\nbefore' when they could not describe why something made\\nthem take actions. This indicates that although sometimes\\nchildren probably did not fully comprehend their previous\\nexperiences, the consequences provided a signpost for them\\nto stop [37] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,622,735,640],\"text\":\"Children's Responses to the Hypothetical Scenarios\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,643,747,675],\"text\":\"Table 3 summarises how children responded to our three\\nhypothetical scenarios:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,680,748,955],\"text\":\"• In the video-related scenario of story 1, which aimed\\nto assess children's awareness of (personalised) game\\npromotions, children largely missed these risks and\\nassociated this context with 'autoplay' or computers\\ntrying to 'save your time'; only three groups associated\\nthis context with YouTubers trying to 'make money', 9\\nout of 12 groups suggested that they would 'play and\\nsee', and half of the groups suggested that Bertie should\\ntell his parents. However, when asked what they would\\ndo in this scenario, all but one of the groups would\\nplay the video and make a judgment by themselves,\\ninstead of seeking advice from their parents.\\n• Story 2 aimed to assess children's awareness of stranger\\ndanger and in-app game promotions, which again can\\nbe personalised. Apart from one group, all children\\nagreed that pop-ups should be treated with caution,\\nwhilst they made different interpretations of pop-ups.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 106\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,746,1013],\"text\":\"Page 6\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"tab\",\"bbox\":[71,121,742,226],\"text\":\"
ContextRisksWorriesChildren's explanation of the meanings
Risks recognisedInappropriate contentword thingsthings for adult, not my age
Threats from strangersstrangersrandom people, or I don't know
Personal information over sharingpersonal informationeverything about me, my stuff, personal photos
Risks vaguely understoodOnline promotionChannel people, app developersI don't know
Pop-upsget more subscribersmore money and more famous
Data trackinghackingsteal from house, take your account, steal your data
No risks specified-hackingtrack your personal information
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This table presents children's understanding of online risks, categorized into \\\"Risks recognised,\\\" \\\"Risks vaguely understood,\\\" and \\\"No risks specified.\\\" For each risk, the table lists associated words used by children and their explanations of those meanings.\",\"figure_path\":\"tables/3290605-3300336_pdf_shortened_page_6_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[149,227,663,244],\"text\":\"Table 2: Example descriptions of risks felt, experienced, recognised or interpreted by children.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[71,266,391,448],\"text\":\"
ContextBertie should?You would?Why?
Story 1Play-and-see, or tell parentsPlay-and-see, or continue (because it is fun)autoplay, making it easier (to watch), based on past history, people making money
Story 2Stop, delete, or tell parentsShut off or deletehack you, trick you, steal the voice, ask for personal information
Story 3Stop, tell parents, or do some researchStopmy information, depending the companies
\",\"reading_order\":4,\"tags\":[],\"alt_text\":\"This is a table with four columns and three data rows, plus a header row. The columns are labeled \\\"Context\\\", \\\"Bertie should?\\\", \\\"You would?\\\", and \\\"Why?\\\", containing textual responses for three different \\\"Stories\\\".\",\"figure_path\":\"tables/3290605-3300336_pdf_shortened_page_6_tab_4.png\"},{\"label\":\"table_cap\",\"bbox\":[68,450,394,480],\"text\":\"Table 3: Children's responses to hypothetical scenarios –\\nwhat to do and why\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[100,487,395,584],\"text\":\"which could be `hacking' (i.e. stealing their informa-\\ntion or voice data') or `tricking them to buy things'.\\nEven though the perception of risks differed, all chil- \\ndren suggested that both Berti and they should go \\nand tell someone about this, or immediately delete or \\nstop using the app.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[87,584,396,791],\"text\":\"• For story 3, which focused on the tracking behaviour\\nof apps, an aspect still largely unfamiliar to adults\\nand children alike, `telling parents' and `discussing\\nwith parents' were suggested by 10/12 groups as the\\ncoping strategies, even though children didn't fully\\nunderstand who might access this tracked data. A few\\nolder children (9-10 yo) also suggested that they would\\ndo some further research with their parents to figure\\nout what kind of information might be collected or\\nwho the companies might be that were receiving this\\ninformation. All children said that Berta should stop\\nusing the app and they would stop using their favourite\\napps too.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,804,326,838],\"text\":\"Risk Coping When Risks Were Accurately\\nRecognised\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,954],\"text\":\"Children demonstrated a strong consciousness of their online\\nidentity and the importance of avoiding sharing their real\\nidentity or over-sharing their personal information. In these\\ncases, children applied various effective strategies to protect\\ntheir sensitive personal information. For example, a 10-yo\\ngirl demonstrated her knowledge of using an obfuscation\\nstrategy to protect her real identity online:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,267,714,300],\"text\":\"'I make up a name cause I don't want people\\nknow my name'\\n- C-a, 10-yo girl\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,303,745,336],\"text\":\"Others mentioned techniques they would use to verify the\\nidentity of anyone who tried to contact them online:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,340,715,436],\"text\":\"\\\"If I know who they are and they told me their\\nnames and accounts, and if they ask me in person\\nto friend them, then I would friend them. If I\\ndon't know who they are and haven't seen them\\nin real life then I wouldn't accept them\\\" – C14,\\na 9-0 yo girl\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,440,747,569],\"text\":\"These risk coping strategies are effectively applied by the\\nchildren when they face explicit inappropriate content or an\\nexplicit request for their personal information from platforms\\nor apps. However, our analysis showed that children may\\nstruggle to fully understand risks in other contexts. In the\\nfollowing sections, we unpack how children responded to\\nsituations when they struggled to recognise or understand\\nthe risks fully, summarised in Table 4 .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,581,735,599],\"text\":\"Risk Coping When Risks Were Vaguely Understood\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,602,746,682],\"text\":\"In contrast to exploit privacy risks, children struggled to\\nassociated online promotions with losing control of personal\\ninformation. The effectiveness of their risk coping may vary\\n– they may be cautious even though not fully understanding\\nrisks, or open to try-it-and-see strategies.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,686,564,703],\"text\":\"Open to Recommendations\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,706,746,800],\"text\":\"Several children discussed their interpretation of how YouTu-\\nbers may try to 'persuade' them to watch their videos in order\\nto gain 'money' or 'more subscribers'. For example, a group\\nof 8-you shared their knowledge about how the number of\\nsubscribers to an online video could be related to the reward\\nto the video publisher.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,804,713,836],\"text\":\"'C12: eurgh, they get money and they get more\\nfamous\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,836,713,869],\"text\":\"C10: if you watch their video a lot, then they get\\na lot of thumbs ups of their videos\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,870,642,886],\"text\":\"C13: they have lots of subscribers'\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,746,954],\"text\":\"However, none of these children expressed resistance to\\nthese video promotions. They treated it as if this is how the\\nInternet works – if they reach the max subscribers, then\\nthey get the money’ (C12). Their primary decision making\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 106\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300336", "source_image_path": "test_data/3290605-3300336/3290605-3300336_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300336/results/output_json/3290605-3300336_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[140,121,672,329],\"text\":\"
ContextDescriptions and examplesChildren’s risk coping strategies
Risks recognisedInappropriate contentask for help
Request for sensitive personal informationstop
Approaching by strangersavoid oversharing
Risks vaguely understoodOnline promotions == recommendationsit’s ok, let’s play
Tracking == hackingstop
Pop-ups == hackingask for help
stop
Risks missedNew videos == auto playask for help
Familiar YouTube/games == Okit’s ok, let’s play
1/My friends played it before == Okit’s ok, let’s play
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a table presenting children's risk coping strategies in different online contexts. The table is organized into three main categories: \\\"Risks recognised,\\\" \\\"Risks vaguely understood,\\\" and \\\"Risks missed,\\\" each listing specific descriptions and examples alongside corresponding coping strategies like \\\"ask for help,\\\" \\\"stop,\\\" \\\"avoid oversharing,\\\" or \\\"it's ok, let's play.\\\"\",\"figure_path\":\"tables/3290605-3300336_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[139,331,675,347],\"text\":\"Table 4: Children's Risk Coping Strategies Depending on Their Ability to Recognise Risk Contexts\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,383,394,414],\"text\":\"was still based on whether the content was interesting or\\nwhether it was from their favourite video providers.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,421,394,439],\"text\":\"Play-and-See When Not Fully Recognising Recommendations\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,442,394,553],\"text\":\"Only a few children (3/12 focus groups) recognised how new\\nvideos might be related to personalised recommendations.\\nOne group of 10-yo children used the word 'recommenda-\\ntion' to describe video promotions on YouTube. However,\\nthey struggled to understand who was performing these rec-\\nommendations, and as a result, they were less sure about the\\nconsequences for their privacy.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,557,290,573],\"text\":\"'C2: because it recommended this.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,573,361,589],\"text\":\"C1: maybe he watched other videos like that.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,589,262,605],\"text\":\"and then this one popped up\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,605,286,620],\"text\":\"R: how did you know about that?\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,621,174,636],\"text\":\"C1: not sure'\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,640,394,689],\"text\":\"As a result, the children usually applied the play-and-see\\nstrategy to assess the content or apps they came across, with-\\nout any more complex reasoning.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,707,371,724],\"text\":\"Stop, Even Not Fully Recognising What Hacking Involves\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,727,394,871],\"text\":\"Children associated a diverse range of scenarios with the\\nword `hacking'. Sometimes it was used deliberately to re-\\nfer to actions (or intentions) by app and platform designers,\\nrather than activities of computer criminals. For example,\\nthe following description from a 10-yo girl referred to her\\nexperience with location tracking by Snapchat. She under-\\nstood risks associated with location tracking, even though\\nshe used the word `hacking' to describe tracking behaviour\\nof the app:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,874,362,955],\"text\":\"'Yeah, that's why I put on ghost mode, so they\\ncan't find your location. So yeah, they try to hack\\nyour tablet and they can get all the games you\\nlike to play in, all the personal information, like\\nwhat school you go to' — C5, a 10-yo girl\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,383,746,462],\"text\":\"Other times, children might use the word to refer to being\\npersonally coerced or made to take an action by an app or\\nservice. For example, C24 (a 7-yo girl) tried to explain why\\nshe thought Bertie should not watch the new video by saying\\nthat\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,465,715,498],\"text\":\"'It is a bit random and just pops up ... someone\\nmight be trying to hack you or something'\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,498,541,513],\"text\":\"C24, a 7-yo girl\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,517,746,581],\"text\":\"In such a situation, the concept was 'hacking' was used\\nto provide a possible explanation as to why or by whom\\nthey were being made to take particular actions-which they\\nstruggled to fully understand.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,581,746,692],\"text\":\"This was particularly common among younger children\\nunder 8 (11/29), who could not explain what they meant by\\n'hacking' when this word was used in their interviews. In\\nthese situations, because children recognised that 'hacking'\\nis a bad thing, they would take effective action to either\\nstop or ask for help from parents, even though their actual\\nrecognition of the risks were vague or misinformed.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,704,655,721],\"text\":\"Risk Coping When Risks Were Missed\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,724,746,820],\"text\":\"Children could miss risks due to a lack of knowledge, or\\ndue to their past experiences, which did not lead to any\\ndirect consequences related to the risks. For those children\\nwho interacted with certain technologies and experienced\\nno implications before, they would tend to be more (over-)\\nconfident with technologies.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,823,636,840],\"text\":\"Associating New Videos with 'Autoplay'\",\"reading_order\":23,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,747,954],\"text\":\"Children from 7 focus groups treated online video promo-\\ntions as part of an 'autoplay' function of the platform, with-\\nout questioning how the new content might be presented\\nto them. 12/29 children demonstrated trust in the content\\nprovided by their familiar YouTubers. For example, C4 (a\\n10-yo girl) mentioned that 'because it's one of my favourite\\nYouTubers. So I was ok with it'.\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 106\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 8\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300336/results/markdown/3290605-3300336_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[67,119,746,183],\"text\":\"Supporting Coping with Parkinson’s Disease Through\\nSelf-Tracking\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[89,204,288,278],\"text\":\"Sonali R. Mishra\\n\\nUniversity of Washington School of\\nInformation\\n\\nSeattle, Washington\\nsmishra@uw.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[342,204,471,264],\"text\":\"Pedrag Klasnja\\n\\nUniversity of Michigan\\n\\nAnn Arbor, Michigan\\n\\nklasnja@umich.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[536,204,714,264],\"text\":\"John MacDuffie Woodburn\\n\\nSage Biometrics\\nSeattle, Washington\\nwoody.macduffe@sagebase.org\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[92,292,283,355],\"text\":\"Eric B. Heckler\\n\\nUniversity of California San Diego\\nSan Diego, California\\n\\nehepler@ucsd.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[324,293,490,356],\"text\":\"Larsson Omberg\\n\\nSage Bietworks\\n\\nSeattle, Washington\\n\\nlarsson.omberg@sagebase.org\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[553,293,697,356],\"text\":\"Michael Kellen\\n\\nSage Bionetworks\\n\\nSeattle, Washington\\n\\nmike.kellen@sagebase.org\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[324,370,491,432],\"text\":\"Lara Mangravite\\n\\nSage Bionetworks\\n\\nSeattle, Washington\\n\\nlara.mangravite@sagebase.org\",\"reading_order\":10,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,443,141,460],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,465,394,735],\"text\":\"Self-tracking can help people understand their medical condi-\\ntion and the factors that influence their symptoms. However,\\nit is unclear how tracking technologies should be tailored to\\nhelp people cope with the progression of a degenerative dis-\\nease. To understand how smartphone apps and other tracking\\ntechnologies can support people in coping with an incurable\\nillness, we interviewed both people with Parkinson's Disease\\n(n=17) and care partners (n=6) who help people with Parkin-\\nson's manage their lives. We describe how symptom trackers\\ncan help people identify and solve problems to improve their\\nquality of life, the role symptom trackers can play in helping\\npeople combat their own tendencies towards avoidance and\\ndenial, and the complex role of care partners in defining and\\ntracking ambiguous symptoms. Our findings yield insights\\nthat can guide the design of tracking technologies to help\\npeople with Parkinson's Disease accept and plan for their\\ncondition.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,748,172,765],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,769,394,800],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\nHCI.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,443,502,460],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[420,465,746,512],\"text\":\"Symptom tracking, personal informatics, health informatics,\\nParkinson's Disease, coping with chronic disease, quality of\\nlife.\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,517,553,530],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,532,746,634],\"text\":\"Sonali R. Mishra, Pradher Klasnaj, John MacDuffie Woodburn, Eric\\nB. Hickler, Larsson Omberg, Michael Kellen, and Lara Megravite.\\n2019. Supporting Coping with Parkinson’s Disease Through Self-\\nTracking. In CHI Conference on Human Factors in Computing Sys-\\ntems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK .\\nACM, New York, NY, USA, 16 pages. https://doi.org/10.1145/3290605.\\n3300337\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,646,549,662],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,747,762],\"text\":\"Parkinson's disease (PD) is a neurodegenerative disease whose\\nprevalence increases with age [70, 75] and reaches 2.6% in\\npeople 85-89 years old [70]. Within the US, about a half a\\nmillion people live with PD [62], a number which is expected\\nto grow to nearly a million by 2030 [49]. PD can be treated\\nwith a variety of medications, but not cured.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,778,747,954],\"text\":\"People with PD (PwP) struggle with a variety of symptoms,\\nincluding motor and cognitive impairments that can reduce\\npeople's quality of life [62] . The motor symptoms tremor,\\nbradykinesia (i.e., slow movement) and rigidity (i.e., stiffness\\naround joints) are the cardinal features of PD and perhaps\\nwhat it is best known for, but PwP can also experience a\\nlarge range of other motor symptoms such as speech im-\\npairment, a shuffling gait, and dystonia (a type of muscle\\ncramp), as well as non-motor symptoms such as gastroin-\\ntestinal problems, dementia, psychosis, and sleep disorders\\n[12] . The rate of progression of symptoms is highly variable\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,817,394,896],\"text\":\"Permission to make digital or hard copies of part or all of this work for\\npersonal or classroom use is granted without fee provided that copies are\\nnot made or distributed for profit or commercial advantage and that copies\\nbear this notice and the full citation on the first page. Copyrights for third-\\nparty components of this work must be honored. For all other uses, contact\\nthe owner/author(s).\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,900,273,952],\"text\":\"CRI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Copyright held by the owner/author(s)\\nACM ISBN 978-1-4305-3970-2/19-05\\nhttps://doi.org/10.1145/3290605.330037\",\"reading_order\":23,\"tags\":[\"meta_pub_date\",\"meta_num\",\"meta_subject\"]},{\"label\":\"foot\",\"bbox\":[70,997,127,1013],\"text\":\"Paper 107\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,997,744,1013],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,222],\"text\":\"between individuals [81] , and not all individuals develop the\\nsame symptoms [61] . In addition, symptom severity fluctu-\\nates in the short term and can be impacted by factors like\\nstress [44] . As a result, living with PD is characterized by \\\"the\\nexperience of living with and managing unpredictability,\\\"\\nwith the knowledge of eventual loss of independence [28] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,235,395,699],\"text\":\"Although the symptoms of PD can be quite disabling, the\\nimpact of the disease on people's quality of life is not fully\\nexplained by severity of symptoms [8, 25, 44] . Researchers\\nhave suggested that this is because the types of coping strate-\\ngies used affect PwP's quality of life [8, 25, 44] . Coping is\\nthe performance of cognitive and behavioral strategies to\\nmanage stress [80] , and individuals can use more than one\\ncoping strategy in response to a given situation, for example\\nby changing from one strategy to another [20] . Researchers\\nhave used a variety of frameworks to classify and evaluate\\nindividual coping strategies across populations [80] , but in\\nthe context of PD, coping strategies geared towards problem-\\nsolving, meaning the application of logical problem-solving\\ntechniques to improve a situation, have been associated with\\nimproved quality of life [8] and greater well-being [44] . These\\nstrategies are called \\\"positive\\\" or \\\"adaptive\\\" coping strate-\\ngies, and include behaviors like making and carrying out a\\nplan of action, and coming up with solutions to a problem\\n[21] . By contrast, coping strategies geared towards avoiding\\nor denying the situation have been associated with worse\\nquality of life in PwP [8] and worse psychological adjust-\\nment to the disease [44] , although other studies suggest that\\ndenial can sometimes be adaptive [38, 39] and a balanced\\napproach with a mix of the two may be best in the context\\nof PD [78] . Examples of escape-avoidance coping include\\nstrategies like refusing to believe that something has hap-\\npened, and fantasizing about how things might be different\\n[21] . Coping strategies associated with lower quality of life\\nare often called \\\"negative\\\" or \\\"maladaptive.\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,713,395,906],\"text\":\"Although HCI researchers have explored how self-tracking\\nsupports self-management of chronic illness (e.g. [3, 45, 48] ),\\nmore work is needed to understand the role tracking tech-\\nnologies can play in helping people cope with progressive\\ndecline. In other contexts, researchers have noted that self-\\ntracking applications fail to keep up with changes in users'\\nlives [18] . Given the constant change of life with PD, and the\\nimpact that the strategies PwP use to cope with that change\\ncan have on their quality of life, it is important to understand\\nhow technologies designed to support people in managing\\ntheir illness can influence PwP's strategies for coping with\\ndecline in their condition.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,380],\"text\":\"We explored the following research question: how can track-\\ning technologies be designed to help people cope with pro-\\ngressive decline? To investigate this question, we interviewed\\nboth PwP and their care partners (friends and family mem-\\nbers who help the PwP manage their disease) about their\\nsymptom-tracking practices and their attitudes towards symp\\ntracking. We included care partners because PwP often work\\nwith care partners to manage their illness [66] . In this pa-\\nper, we illustrate how self-tracking technologies can support\\nPwP and their care partners cope with disease progression\\nby helping them pursue positive coping strategies and com-\\nbat their tendencies towards maladaptive avoidance. We also\\ndescribe how ambiguous symptoms in PD can cause tensions\\nbetween PwP and care partner. Finally, we discuss design\\nimplications for creating tracking technologies for PwP and\\ntheir care partners.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,391,683,407],\"text\":\"2 BACKGROUND AND RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,410,746,507],\"text\":\"To understand how self-tracking can fit into life with PD, it is\\nimportant to understand how PD is currently evaluated and\\ntreated. We give some general background on the evaluation\\nand treatment of PD to contextualize our findings. We also\\nsummarize some of the related work in HCI on self-tracking\\nin the context of chronic disease and on support for PD.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,518,721,534],\"text\":\"Evaluation and Treatment of Parkinson's Disease\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,537,746,666],\"text\":\"PsW see their clinicians (often neurologists and movement\\ndisorder specialists) in appointments spaced months apart.\\nClinicians typically evaluate patients using a scale called the\\nUnified Parkinson's Disease Rating Scale (UPDRS), a ques-\\ntionnaire with items measuring a variety of symptoms of PD\\n[24] . Although non-motor symptoms significantly impact\\nquality of life [7, 9] , neurologists typically focus on evalua-\\nting and treating motor symptoms [7] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,680,747,955],\"text\":\"To control their motor symptoms, many PwP take drugs like\\nlevodopa which are known for being very fast-acting, and\\nlasting for anywhere from 2-6 hours [67] . As the drugs wear\\noff, symptoms resurface, leading many PwP to experience\\n“on” and “off” periods, when the drugs are either working\\nor not working [62] . PwP also must balance the benefits\\nof the treatment with side effects like dyskinesia, meaning\\ninvoluntary movement related to levodopa [89] . Exercise\\ncan also give PwP temporary relief from pain and tempo-\\nrary improvement in some motor function [90] . PwP also\\nsometimes manage their symptoms by taking medication\\nin conjunction with Deep Brain Stimulation (DBS), a device\\nimplanted in the brain that uses electric currents to help PwP\\nmanage their symptoms, and which can drastically reduce\\nthe amount of medication needed [88] . However, even with\\nappropriate use of these kinds of treatments, PD remains\\nincurable, and the symptoms will eventually progress.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 107\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[68,125,351,141],\"text\":\"Self-Tracking in the Context of Chronic Illness\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,143,394,399],\"text\":\"HCI researchers have studied self-tracking in the context of\\nseveral chronic illnesses, including diabetes [46, 48] , bipo-\\nlar disease [4, 50, 51] , chronic pain [19] , multiple sclerosis\\n[3] , migraine [82] , irritable bowel syndrome [33] , and others.\\nMuch of this work has focused on how tracking tools support\\nself-management, for instance by helping people understand\\nhow different factors affect their illness and gain a sense of\\ncontrol [3, 33, 52] , as well as gather data to share with clini-\\ncians to manage their care [14, 60, 94, 97] or even conduct\\nclinical screenings on themselves at home [32] . Researchers\\nhave also investigated how family members can participate\\nin tracking symptoms [74] , and how tracking systems can\\nbetter help patients communicate their symptoms with fam-\\nily members [29] . Recently, researchers have also explored\\nhow tracking technologies can help users contribute knowl-\\nedge to shed light on `emigrainable' diseases [54] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,414,394,607],\"text\":\"Researchers have found that self-tracking supports a variety\\nof goals in addition to self-management of health. For in-\\nstance, people suffering from migraines use self-tracking in\\npart to gain recognition from their clinicians [82] . Mamykina\\net al. found that people self-tracking for diabetes manage-\\nment also used the system to aid in identity construction\\n[47] , while Matthews et al. found that manual and automated\\ntracking could have different impacts on people with bipolar\\ndisorder's identity construction [50] . MacLeod et al. found\\nthat self-tracking enabled people to develop a sense of cu-\\nriosity and exploration, and that people valued being able to\\ngenerate data for medical research [45] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,622,394,797],\"text\":\"However, most of the work on self-tracking has focused\\non conditions where health outcomes can be controlled or\\nat least stabilized through behavior (e.g. diabetes), or where\\nthere is no expected decline (e.g. bipolar disorder). By con-\\ntrast, degenerative conditions like PD mean that people dis-\\nagnosed must expect their condition to worsen over time,\\nno matter what they do. Although degenerative conditions\\nhave been studied in the literature [ 3 ] , more work needs\\nto be done to understand how the design of tracking tech-\\nnologies can help or hurt people dealing with the inevitable\\nprogression of a degenerative illness.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,820,296,837],\"text\":\"HCI Research on Parkinson's Disease\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,394,955],\"text\":\"Researchers in HCI and health informatics have done much\\nwork on developing systems to measure and monitor the\\nsymptoms of PD, including mobile phone systems [2, 40, 63,\\n64, 96] , image processing of handwriting [73] , wireless and\\nwearable sensors [27, 30, 42, 43, 53] , and many others. Much\\nof this work has focused on the development of the systems,\\nand has been instrumental in demonstrating the potential of\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,252],\"text\":\"technology to successfully monitor the symptoms of PD in a\\nquantified way. Researchers have also highlighted how mo-\\nbile technologies have the potential to improve the quality\\nof life of PwP by monitoring non-motor symptoms through\\nmarkers like social interactions [87] and the amount of dis-\\ntance a PwP travels in a day [40] . However, these systems\\noften do not provide data back to the PwP, although some\\noffer data to clinicians [17, 27, 59] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,266,748,651],\"text\":\"Other work has examined how PvP themselves could or\\ndo use tracking or other technologies to live with and man-\\nage their disease. Researchers have examined how to sup-\\nport PvP in staying active and maintaining correct posture\\nthrough exergaming [23, 41, 56, 85] , as well as how to help\\nPwP communicate with clinicians [60, 65, 72, 95] and conduct\\nself-experimentation [79] . McNaney et al. have investigated\\nhow technologies can help people become more aware of PD\\nsymptoms like soft speech and drooling [55, 57] and how sys-\\ntems like Google Glass can be used to notify PwP when their\\nmedications are wearing off or when they are experiencing\\nfreezing symptoms (when a person is temporarily unable to\\nmove) [58] . Several researchers [58, 68, 92] have also noted\\nthe need for accessibility in tracking technologies designed\\nfor PwP. Vega et al. found that PwP preferred paper-based\\ndiaries for self-report for a variety of reasons, including that\\nit was easier for people to physically enter information, and\\nthat their paper-based diary was designed to reduce user\\nburden [92] . However, mobile technologies have also been\\nfound valuable for self-tracking. In a clinical deployment of\\na self-tracking app designed to be used in conjunction with\\nclinicians, Lakshminarayana et al. found use of the app led\\nto improved medication compliance and quality of clinician\\nconsultations [37] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,747,827],\"text\":\"Some researchers have found that PvP desire not just med-\\nicalized symptom trackers, but technologies for self-care,\\nmeaning technologies that help people live their lives be-\\nyond merely tracking symptoms [67] . Nunes et al. found\\nthat PvP desired technologies that could help them focus\\non everyday tasks like medication taking and exercise [67] .\\nIn addition, researchers have stressed the importance of de-\\nsigning to support active collaboration between PvP and\\ncare partners in self-care [66, 67, 72] , because care partners\\ncollaborate with PvP in every aspect of self-care [66] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,747,955],\"text\":\"Although researchers have found that technology for PwP\\nmust adapt to people's changing condition [85?], little work\\nhas been done on how tracking technologies can be designed\\nto help people cope with this change. McNaney et al. found\\nthat PwP can be reluctant to track their decline [56], un-\\nderscoring the fact that tracking technologies are not neu-\\ntral recorders of a person's condition, but something that\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 107\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,205],\"text\":\"users interact with actively in changing contexts [67] that\\ninfluence them psychologically. More work must be done to\\ninvestigate how tracking technologies should be designed to\\nhelp people with PD understand and approach the inevitable\\nprogression of their disease.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,215,159,231],\"text\":\"3 METHODS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,235,395,890],\"text\":\"To understand how symptom trackers could support or hin-\\nder PwP in confronting decline, we conducted interviews\\nwith both PwP and care partners. We included care partners\\nin our sample because PD requires work from care partners\\nas well as from the person diagnosed [66, 67] . Participants\\nwere recruited through several channels. First, we recruited\\npeople from a local PD exercise class by attending the class,\\ndescribing the study, and inviting class members to partici-\\npate. This was done with permission from the class instructor.\\nSecond, we recruited participants through social media and\\nword of mouth. Third, we recruited people by reaching out\\nto participants in two separate studies involving PD mobile\\napps, both taking place in the United States. For these parti-\\ncians, study organizers reached out to potential participants\\nwith information about the study, and people interested in\\nparticipating contacted us. Fourth, we recruited new partici-\\npants through snowball sampling by asking people who had\\nalready agreed to participate if their primary care partner\\nwould also be willing to participate, or if they knew any\\nother PwP or care partner who might be willing to partici-\\npate. Members of the research team discussed themes arising\\nfrom the data as interviews progressed, and recruitment con-\\ntinued until we reached saturation. Note that we use the\\nterm \\\"care partners\\\" rather than the more usual \\\"caregivers\\\"\\nbecause many participants strongly disliked the word \\\"care-\\ngiver\\\". In total, we interviewed 17 PwP, including 12 men\\nand 5 women. PwP participants ranged in age from 48-74\\n(mean 61.2, median 61), and had been diagnosed between 1\\nand 19 years previously (mean 7.9 years, median 7 years). We\\ninterviewed 6 care partners, all women, ranging in age from\\n26-65 (mean 53.6, median 58, with age for one care partner\\nnot reported). In some cases, we interviewed care partners\\nof interview participants (P01-C, P02-C, P03-C, P08-C); in\\nothers, we interviewed care partners but did not interview\\nthe PwP (P12-C, P14-C). Four care partners were the PwP's\\nprimary care partner (their spouse in all cases) (P01-C, P02-C,\\nP08-C, P14-C); one was the PwP's granddaughter (P12-C);\\nand one was the PwP's workplace assistant (P03-C). Since\\nP03-C chose to participate as part of P03's interview rather\\nthan independently, in total we conducted 22 interviews\\nrather than 23 interviews.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,394,954],\"text\":\"Interviews were conducted either in person or remotely over\\nvideo conference, based on the participant's availability and\\npreference. Participants were drawn from all over the United\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,396],\"text\":\"States. We asked participants questions about a variety of top-\\nics, including: their current symptom tracking habits, such as\\nwhat kinds of things they found important to track and why\\ntracking these things were important to them; how they pre-\\npared for clinic visits and what kinds of questions they had\\nabout their symptoms; and what kind of information they\\nthought was most important to capture about symptoms,\\nsuch as objective measures (where possible), notes about the\\ncontext, and other data points. As mentioned earlier, mem-\\nbers of the research team met regularly to discuss emergent\\nthemes from the findings. Through discussion of the first few\\ninterviews (P01, P01-C, P02, P02-C, P03, P03-C), we identified\\nfour potential use-cases of self-tracking technologies that we\\nwanted to explore further: tracking long-term progression,\\nsharing tracked data with clinicians to manage medication,\\nself-tracking to identify factors that affected symptoms, and\\nhaving a care partner track symptoms for someone with PD.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300337_pdf_shortened_page_3_figure_007.png\",\"bbox\":[419,406,765,769],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A four-panel comic strip depicts a stick figure character wondering about their performance, then performing a \\\"TAP TEST\\\" on a device. The next panel shows a smartphone displaying a scatter plot titled \\\"Last 6 months - TAP TEST,\\\" with two trend lines labeled \\\"your trend line\\\" and \\\"average trend line for all Perkinsmans.\\\" The final panel shows the character looking thoughtful.\"},{\"label\":\"figure_cap\",\"bbox\":[420,777,746,866],\"text\":\"Figure 1: Excerpt from a storyboard used in interviews. A\\nPwP wonders how they have been doing over the last 6\\nmonths, takes a finger tap test, and views a declining trend\\nin results from the last 6 months. The last square in the fig-\\nure has an empty thought bubble so that interview partici-\\npants could voice their own reactions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,747,954],\"text\":\"To help us explore these themes with participants, we\\ncreated four storyboards and added them to the end of the\\ninterview protocol (see Fig. 1 for an excerpt from a story-\\nboard and auxiliary materials for all storyboards). Starting\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 107\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,634],\"text\":\"with P04, we began the interview by asking our original in-\\nterview questions, but partway through the interview would\\nshow participants the storyboards and walk them through\\nthe four use-cases as represented in the storyboards. After\\nintroducing each storyboard, we asked participants about\\ntheir reactions to the storyboard and what value or chal-\\nlenges this use case represented for that participant. Using\\nthe storyboards enabled us to focus the interview on themes\\nrelating to long-term tracking, viewing data about decline,\\nand involving care partners in symptom tracking. In addi-\\ntion, because three of the storyboards prominently featured\\na particular symptom tracking metric — the finger tap test (a\\ntest in which the user taps on two circles on the screen with\\nalternate fingers for a set period of time, yielding metrics\\nlike total tap count as well as more abstract measurements\\nlike the user's accuracy in hitting the circles) — they helped\\nus discuss with participants the value of different types of\\nsymptom tracking measures. Interviews were recorded and\\ntranscribed. One member of the research team analyzed the\\ndata using an inductive thematic coding process [71] . Specif-\\nically, one member of the team began by conducting open\\ncoding [15] on the transcripts, then discussed themes in the\\ndata with other members of team and iteratively refined\\nthe codebook. Because our focus was not to understand the\\ndifferences between PvP's needs and the needs of care part-\\nners, but rather to get a holistic picture of what role symptom\\ntracking technologies could play for PvP, we analyzed data\\nfrom PvP and care partners together and present them as\\none participant pool. In the findings, we include both PvP\\nand care partners in the term \\\"participants\\\" unless otherwise\\nspecified. This study was approved by Western Institutional\\nReview Board.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,646,156,661],\"text\":\"4 FINDINGS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,395,954],\"text\":\"Participants' current tracking habits were mixed: some cur-\\nrently tracked their symptoms, some did not. Most of those\\nwho did not track cited as a reason the lack of good tools\\nfor doing so. Overall, our participants were enthusiastic\\nabout the potential of self-tracking for helping them to ap-\\nproach their disease with a problem-solving orientation as it\\nchanged over time. Moreover, participants saw certain kinds\\nof self-tracking technologies as a way to help them combat\\ntheir own tendencies towards avoidance coping strategies\\nand to conform their current condition honestly. However,\\nparticipants experienced symptoms they could not track\\nthemselves, and sometimes struggled to differentiate symp-\\ntoms that were caused by PD from symptoms that arose\\nfrom other causes or even from everyday life. Participants\\ndiscussed how care partners could aid in tracking ambiguous\\nsymptoms, but also how such aid could lead to tension in the\\ndetermination of what counted as a symptom of PD. Below\\nwe give a more detailed report on our findings.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,712,156],\"text\":\"Current Tracking Habits and Attitudes Towards\\nTracking\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,160,746,320],\"text\":\"Some of our participants currently tracked their symptoms\\nor had in the past, and some did not, either because they had\\njust been diagnosed or because they simply did not see the\\nvalue. Eight participants currently kept track of their symp-\\ntoms through some form of journaling on paper or mobile\\napps. Four participants used to keep a formal log of their\\nsymptoms on paper or digitally, but had stopped because the\\ntool was too frustrating to use and did not give them what\\nthey needed, or because they no longer wanted to. Eleven par-\\nticipants did not formally keep track of the PwP's symptoms.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,335,747,845],\"text\":\"Overall, both participants who currently tracked their symp-\\ntoms and participants who did not were enthusiastic about\\ntracking not just symptoms, but also medications and var-\\nious environmental, behavioral, and health-related factors\\nthat might affect the PwP's symptoms. For instance, P01-C\\nand P11 were interested in tracking how diet affected medi-\\ncation efficacy, and P02 was interested in tracking how low\\nlight conditions and health metrics like his blood pressure\\nand weight affected his symptoms. In fact, only a couple\\nof participants, like P01 and P10, did not find self-tracking\\nvaluable. P01 compared tracking the progression of his symp-\\ntoms to knowing his net worth, saying it \\\"might be interest-\\ning information but it's also kind of meaningless\\\". P10 had\\nstopped tracking because her symptoms were not changing\\nvery much and because she did not want to think about her\\nsymptoms every day. Other participants who did not track,\\nhowever, cited the lack of good tools for tracking symptoms.\\nMost did not know that mobile apps for tracking PD symp-\\ntoms existed at all; the few who had tried some out generally\\ndid not find them satisfactory. For instance, P06 had tried sev-\\neral PD tracking apps, but ultimately rejected them because\\nthey cost money, were designed for clinicians, and/or did not\\nlet him retrieve data in a time period useful to him, instead\\nrestricting his data retrieval to the last week. Some of the\\nparticipants who did not track their symptoms regretted this\\nchoice, and wished that they had been self-tracking earlier\\nin the illness. For instance, P03 said that some of her symp-\\ntoms had improved and she wished she had data \\\"because\\nI would have an idea of what's going on.\\\" However, she was\\nconcerned that, \\\"because I'm starting so late in the game, and\\nthere's no easy way for me to track,\\\" it would be impossible\\nfor her to start now.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,901,723,918],\"text\":\"Self­Tracking to Support Planful Problem Solving\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,922,746,954],\"text\":\"Participants saw tracking technologies as tools that could\\nhelp them plan for changes in their condition over the long\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 107\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,364],\"text\":\"and short term. For the long term, participants wanted symp-\\ntom trackers to help them monitor their long-term progres-\\nsion to help them view decline as something to be planned\\nfor rather than a black box. For the short term, participants\\nwanted tools that could help them work with clinicians be-\\ntween visits on changes to their medications. Some parti-\\ncians also felt that the framing of data was important for help-\\ning PwP adopt a problem-solving orientation to change in\\ncondition. These sentiments reflect the need for 'planful prob-\\nlem solving' (i.e., the application of \\\"logical problem-solving\\nstrategies\\\" to improve a situation), which has been associated\\nwith higher health-related quality of life in PwP [8] . Partic-\\nipants saw tracking technologies as tools that could help\\nthem apply planful problem solving strategies to changes in\\ntheir condition.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,371,395,531],\"text\":\"Self-Tracking Over the Long Term. Participants knew that\\nchange would happen to them sooner or later; their symp-\\ntoms would eventually progress. To deal with that change,\\nsome participants wanted tracking tools that could help them\\nidentify and plan for problems as soon as they developed.\\nAs P19 put it, \\\".... don't sit back and let the disease happen\\nto you.\\\" To \\\"slow the progress of the disease, if possible,\\\" P19\\nresearched and tried out new techniques to control his symp-\\ntoms, and tracked his symptoms for clinical studies and his\\nown purposes.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,545,395,801],\"text\":\"In the long term, some participants wanted to track their\\nprogression because in order to plan for it. A few partici-\\npants were not interested in tracking their progression, like\\nP01 quoted earlier. However, even though progression in PD\\ncan be difficult to predict, other participants wanted data\\nto offer them guidance in making long-term planning deci-\\nsions. For example, P05 commented,\\n\\\"I just happen to be one\\nof those that wants to know my state of decline. I'm 61 years\\nold. I've got a grandson that's four and another grandson that's\\n20 months. Do I need to make sure and do things with them\\nsooner versus later? And [tracking] helps me make lifestyle\\nand preparation decisions, probably a little more succinctly\\nthan I would otherwise.\\n\\\" Similarly, P03 wanted to map out her\\nprogression so that she could predict when \\\"you're gonna be\\nuseless. Then there might a point that you wanna intervene\\nbefore you become useless, right?\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,807,395,954],\"text\":\"Self-Tracking Over the Short Term. PvP often see their clini-\\ncians in appointments months apart or more. Participants\\nwanted tracking technologies that could help them track\\ntheir symptoms against their medications so that they could\\nwork with their clinicians between visits to adjust their med-\\nication as their needs changed. Self-tracking systems were\\ntools that could help them take action to solve issues that\\narose with their medication. For example, P18, who tracked\\nhis symptoms and medication extensively using a variety of\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,364],\"text\":\"tools, said he had gotten started with self-tracking because\\nhis neurologist “didn’t know how to tweak things [related to\\nmedications and DBS] to ... help with [my] symptoms”. Par-\\nticipants also worried that relying solely on their neurology\\nvisits to resolve problems would leave them helpless to re-\\nsolve issues for long periods of time. As P15 said, “I think\\nthat if it’s [limited to] visits, I think that’s too long a period\\nof time. ... there needs to be a shorter feedback period. ... as a\\npatient, I don’t want to be mis-medicated for any longer than I\\nneed to be.” Similarly, P18, who had recently gotten DBS and\\nwas still trying to find the right medication regimen to fit his\\nnew situation, wanted to be able to “record stuff either right\\nthere [in the clinic] or even when you’re not there and be able\\nto take that to your doctor and have [your DBS and treatment]\\nbeing able to be changed ...”\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,379,751,635],\"text\":\"To make adjustments to their medications, participants needed\\nfine-grained data about their symptoms. For instance, P11\\nenvisioned a tool that would help her measure her on and off\\nperiods by letting her measure her symptoms several times\\nover the course of a few hours, so that she could see exactly\\nhow long it was before her medications began to work and\\nwear off. P08 similarly needed a tool that would measure\\nexactly how bad his symptoms were in quantifiable terms:\\n\\\"I don't want it to just be oh are you shaking or not shak-\\ning, I want to know how much\\\" . However, participants also\\nneeded to be able to capture contextual information about\\ntheir symptoms. For example, P04's notes for his clinician\\ncontained rich contextual detail. He wrote as a note on his\\nphone to share with his doctor, \\\"The tremors when left hand\\nis idle but not when [doing] a task, some shoulder or arm pain\\nbut only when resting on my elbows.\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,747,954],\"text\":\"Framing Data to Support a Problem-Solving Orientation. A\\ncouple of participants suggested that how data was presented\\nto the user was important for supporting a problem-solving\\norientation. While many participants, like P18, preferred raw\\ndata that they could interpret themselves, participants like\\nP11 and P12-C stressed the importance of framing data about\\ndecline in a way that highlighted actionable insights. P11 felt\\nthat symptoms should only be tracked in context of control-\\nlable factors like exercise, saying, “ ...when you do a test like\\n[the finger tap test], it needs to be associated with ...something\\nthat they're ... either choosing to do or choosing not to do. ...I\\nmean at least if they get worse and they're doing it, you can\\nsay, well, it would be worse. [sic] ” P12-C had found that her\\ngrandfather, who had PD, was more receptive to her help\\nwhen she helped him solve a problem rather than simply\\npointing it out: “ ...we described it as, 'Here's some new shoes,\\nbut you can still be independent with them. I'm not like taking\\naway your independence. ...I got you better shoes. ” P12-C felt\\nthat framing bad news in terms of actionable insights was\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 107\",\"reading_order\":9,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,157],\"text\":\"more conducive to problem-solving than simply presenting\\ndata showing a “downward spiral”.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,171,394,300],\"text\":\"In summary, participants saw self-tracking technologies as\\ntools that could help them plan for changes in their health\\nover the long and short term, reflecting a desire to use self-\\ntracking to support planful problem-solving type coping\\nstrategies to respond to changes in their condition. In ad-\\ndition, some participants thought the framing of data was\\nimportant for nudging people towards positive coping strate-\\ngies in the face of changes in their health.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,314,379,333],\"text\":\"Self-Tracking to Escape 'Escape-Avoidance' Coping\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,336,395,559],\"text\":\"Several participants in our study spoke of the need for data\\nthat they could not game or override. They worried that they\\nwould unconsciously try to portray themselves as better\\nthan they actually were when tracking their symptoms, and\\nwanted self-tracking systems that could objectively record\\ntheir symptoms. Some participants also hoped that self-tracking\\ndata could help them convince someone close to them (a care\\npartner or the PwP themselves) to accept the reality of PD.\\nParticipants' desire for objective data about their symptoms\\nspoke to a desire to combat unconscious tendencies towards\\ndenying the reality of their symptoms, or 'escape-avoidance\\ncoping, which has been linked to lower quality of life in peo-\\nple with PD [8] . Participants wanted objective self-tracking\\nsystems to help them accept the reality of their current state.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,396,954],\"text\":\"Self-Tracking to Combat Tendencies Towards Denial. Symp-\\ntoms like tremor can be captured meaningfully in three differ-\\nent ways. One way is objective metrics, like accelerometer\\ndata from a phone, or the results of a finger tap test. Another\\nway is with subjective metrics like a rating of how bad\\nthe tremor is from mild to severe, and a third is with func-\\ntionalist metrics like a description of how specific tasks\\nand activities of daily life are impacted by the tremor. Some\\nparticipants worried that they would not accurately track\\nsymptoms without an objective tracking system because\\nthey would try to appear better than they were. Participants\\ndid not always trust themselves to be able to offer represen-\\ntative behavior to their clinicians during the periodic clinical\\nexam. As P15 put it, \\\"God bless my movement disorder neurol-\\nogist, but she knows that I can game her I just come in there\\nand I can just be perfect. ...I will outperform what I normally\\nwould.\\\" This concern, however, extended beyond clinic visits\\nto self-tracking systems. P08, concerned about \\\"all kinds of\\nplacebo effects in Parkinson's research,\\\" wanted data \\\"that I\\ncouldn't override.\\\" He wanted to be able to test tracking tools\\nto make sure he could not \\\"game\\\" them before he was willing\\nto trust them. P15 went further, rejecting any kind of metric\\nother than wearable sensors because, \\\"US PD patients, the\\nParkies, we compensate all the time. That's how you learn to\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,332],\"text\":\"live, maintain a good lifestyle. So you know, you're fighting \\nagainst human nature by doing\\\" periodic, explicit data collec- \\ntion instead of using continuous sensor data. P16 felt that his \\nevaluations of not just a subjective symptom like pain but \\neven an outwardly measurable symptom like tremor would \\nbe impacted by his surroundings. He said, “...my problem \\nis if it's the dead of winter, I'm sitting here and I'm in pain \\nand having a tremor. I'll bet you that if you compare that same \\ntremor to the spring time when the birds are singing ...\\\" I'll bet \\nyou my response is different.\\\" These statements suggest that \\nparticipants felt they could not rely on themselves to accu- \\nrately report their current condition, either to themselves or \\nto clinicians.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,347,747,588],\"text\":\"Some symptoms could not be tracked with objective metrics.\\nFor instance, P09 experienced a symptom she called “tippi-\\nness” that was different from her actual unsteadiness, but\\nrather “a strange perceptual thing that makes me feel unsteady,\\neven though I’m not actually unsteady.” Several participants\\nalso experienced cognitive symptoms like forgetfulness or a\\nsense of someone standing behind them, which one partici-\\npant called “the presence” (P16). For these kinds of symptoms,\\nP01-C expressed concern that people’s willingness to track a\\nsymptom would depend on how they were asked. P01-C wor-\\nried that PwP’s reports of the symptoms they experienced\\nwould be greatly impacted by context. Thinking about clinic\\nvisits with her husband, she voiced concern that PwP would\\nnot give clinicians accurate information if they perceived\\ntheir symptoms to be “bad”:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,602,748,748],\"text\":\"\\\"\\n... our doctor, who's really good, she first asked,\\n'Are you hav-\\ning hallucinations?'\\n, and then after that, she said,\\n'Do you ever\\nfeel like you just see something out of the corner of your eye,\\nbut you don't quite know what it is.\\n' And of course, if you\\nask that question second, the person is gonna say,\\n'Oh, that'\\ns a\\nprecursor to hallucinations, hallucinations are bad. I don't\\nhave them, I'm going to say no to that question.\\n' Even if they\\nmaybe have felt like there's this weird sense of something on\\nthe edge of the field of vision.\\n\\\"\\n—P01-C\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,761,747,907],\"text\":\"In addition, participants were concerned that they would not\\nalways be able to take the time to take objective measures\\nof their symptoms, even if the symptom could theoretically\\nbe measured objectively. P15 gave the example of being \\\"in\\na meeting...I'm feeling unsteady. Am I going to stop and log\\nin the app and indicate—the answer of course is no....\\\" Partici-\\npants were also not always aware of their symptoms: as P04\\nsaid, sometimes I don't even know, I look down and I see [the\\ntremor]. I don't even know that it's happening.\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,747,954],\"text\":\"Because of the difficulty of logging symptoms at any time,\\nP11 wanted to be able to correlate her subjective sense of\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 107\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300337", "source_image_path": "test_data/3290605-3300337/3290605-3300337_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300337/results/output_json/3290605-3300337_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,142],\"text\":\"her symptoms with objective measures. As she described it:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,155,395,268],\"text\":\"\\\"\\n...I think what would be an interesting thing to know is ...do\\nthey correlate....So let's say today I'm having a real big prob-\\nlem with tremor. So that I open up the app to a point where\\nevery hour on the hour I get a prompt that says tremor, one,\\ntwo or three....at the end of the day you could then pull that\\nup and put over it, you know, superimposed on it, what the\\n[objective] tremor measurement was.\\n\\\"\\n—P11\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,298,395,571],\"text\":\"Dealing with Denial in Others . A couple of participants strug-\\ngled not just with forcing themselves to accept PD, but with\\ngetting other people close to them to accept it. One partici-\\npant, P04, hoped that symptom tracking systems could help\\nhim get his spouse to accept his condition. P04 wanted his\\nspouse to complete the same finger tap test that P04 himself\\nperformed so that he could compare his own data to that of\\nhis spouse. P04 felt that his spouse was `still trying to ignore\\nit and he hasn't gotten on board with this is a life changing\\nthing and we're just going to have to accept it and move on.'\\nHe wanted to be able to record his data side by side with\\nhis spouse's sà!àData that could help him demonstrate to his\\nspouse the difference his symptoms made. From the other\\nside, P14-C wanted her husband, who had PD, to accept his\\ncondition. She wanted data to prove to him that his medica-\\ntions made a difference to help him accept that he needed\\ntreatment:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,586,395,699],\"text\":\"\\\"... he can't see that there's a difference when he takes his\\nmeds. And so if I get him to take his meds and then, say, 20\\nminutes later do the test again, maybe he can see that there\\nis a change in the tremor test or the tap test....And so maybe\\nI can actually show him with that, that he's actually doing\\nbetter on the meds, which would be a huge help for me....He\\nwouldn't be quite so resistant to taking the meds.\\\"—P14-C\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,714,395,954],\"text\":\"On the opposite end of the spectrum, participants did not\\nalways want to admit to symptoms that they experienced,\\nand felt betrayed when their care partners kept track of those\\nsymptoms and reported them to clinicians. P11 and P04 both\\ncomplained that their care partners liked to \\\"tattle\\\" (P11)\\nor \\\"rat [them] out\\\" (P04) at clinic visits. Anticipating this\\nreaction, other participants felt that care partners should be\\nable to track PwP's symptoms independently of the PwP\\nthemselves. P12-C, for instance, took care of her grandfather\\nwith PD in conjunction with her whole family. She needed\\na way for care partners to share notes with each other so\\nthat their collective picture could help them all decide how\\nbest to take care of the PwP, without his involvement at all.\\nP13, herself a PwP, likewise felt that care partners needed\\ntracking systems independent of PwP because sometimes\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,156],\"text\":\"PwP \\\"tend to get really belligerent and defensive\\\" when con-\\nfronted with their symptoms.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,172,747,396],\"text\":\"In summary, some participants worried that they would cheat\\ntheir own self-tracking systems and present their symptoms\\nas better than they were if they did not have objective metrics\\nthat they could not beat. Concerned that they could not take\\nthe time to log objective metrics whenever they were experi-\\nencing symptoms, participants suggested that self-tracking\\nsystems could help them learn to associate their subjective\\nfeelings with objective metrics. Participants also saw value\\nin self-tracking systems for convincing others close to them\\nto accept the reality of PD, but some participants with PD\\nwanted the ability to escape tracking symptoms they did\\nnot wish to admit to. As a result, some participants felt care\\npartners needed tools to track PwP's symptoms completely\\nindependently of the PwP themselves.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,406,743,424],\"text\":\"Ambiguous Symptoms and the Role of Care Partners\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,426,748,635],\"text\":\"Participants were interested in using self-tracking technolo-\\ngies to help them cope with changes in their condition, but\\nthey often struggled with symptoms that were unobservable\\n(in that PwP could not observe them themselves) or were\\nambiguous in nature. In the first case, care partners could\\nplay a clear role. However, in the last case, tensions some-\\ntimes arose between participants with PD and care partners,\\nbecause they could not always agree on whether change was\\nhappening or what it meant. As P01-C put it, \\\"I'd like to think\\nthat it would be possible to be graceful about changes. But if\\nyou're confused about what changes are, that's harder.\\\" We\\ndescribe each of these types of symptoms and the role of\\ncare partners in tracking them.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,642,747,818],\"text\":\"Care Partners and Unobservable Symptoms. Participants some-\\ntimes wanted to track symptoms that they could not actually\\nobserve themselves, such as sleep and soft speech. PwP some-\\ntimes speak very quietly without realizing it, as a result of\\nPD. As P07 put it, \\\"When I think I'm talking normal ... it's not\\nthe right normal.\\\" In these cases, some participants felt that\\ncare partners could help track symptoms. For instance, par-\\nticipants like P02 thought care partners were instrumental\\nin reporting sleep symptoms—he himself relied on his wife\\nto notice when he fell asleep while reading the newspaper,\\nand how long he had been asleep.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,747,954],\"text\":\"Care Partners and Ambiguous Symptoms. Participants fre-\\nquently wondered whether what they were experiencing\\nresulted from PD or from another cause. For instance, P02,\\nwho had recently been hospitalized for a knee surgery, had\\nbeen experiencing increased tremor in his leg, and was un-\\nsure if his condition was changing or if his increased tremor\\nwas temporary and related to his hospitalization. Partici-\\npants determined if this type of symptom was due to PD\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 107\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300337/results/markdown/3290605-3300337_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[87,118,726,184],\"text\":\"What.Hack: Engaging Anti-Phishing Training\\nThrough a Role-playing Phishing Simulation Game\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[235,201,580,265],\"text\":\"Zikai Alex Wen, Zhiqiu Lin, Rowena Chen, Erik Andersen\\n\\nCornell University\\nIthaca, New York\\n\\n{zw385,t2179,r6c68,ela63}@cornell.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,274,141,291],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,296,395,551],\"text\":\"Phishing attacks are a major problem, as evidenced by the\\nDNC hackings during the 2016 US presidential election, in\\nwhich staff were tricked into sharing passwords by fake Goo-\\ngle security emails, granting access to confidential informa-\\ntion. Vulnerabilities such as these are due in part to insufficient\\nand tiresome user training in cybersecurity. Ideally, we would\\nhave more engaging training methods that teach cybersecu-\\nrity in an active and entertaining way. To address this need, we\\nintroduce the game What_Hack , which not only teaches phish-\\ning concepts but also simulates actual phishing attacks in a\\nrole-playing game to encourage the player to practice defend-\\ning themselves. Our user study shows that our game design is\\nmore engaging and effective in improving performance than\\na standard form of training and a competing training game\\ndesign (which does not simulate phishing attempts through\\nrole-playing).\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,564,171,581],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,586,394,635],\"text\":\"• Security and privacy → Usability in security and pri- \\nvacy; • Social and professional topics → Adult educa- \\ntion; • Applied computing → Computer games.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,647,150,663],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,668,333,685],\"text\":\"Anti-Phishing: Applied Game; Situated Learning\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,696,200,711],\"text\":\"ACM Reference Format:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,711,399,770],\"text\":\"Zikai Alex Wen, Zhiqiu Lin, Rowen Wang, Chen, Erik Andersen. 2019.\\nWhatHack: Engaging Anti-Phishing Training Through a Role-playing\\nPhishing Simulation Game. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow,\\nScotland. 665–673. https://doi.org/10.1145/3332165.3347895\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,276,746,306],\"text\":\"Scotland: UK, ACM, New York, NY, USA, 12 pages, https://doi.org/\\n10.1145/3296065.3300338\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,327,550,344],\"text\":\"1 INTRODUCTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,349,747,586],\"text\":\"Phishing is the act of deceiving people into divulging informa-\\ntion or unintentionally installing malware on their computers\\nby sending the victim(s) counterfeit emails [33] . These coun-\\nterfeit emails work by misleading the victim into thinking they\\ncome from a legitimate source. For example, a phishing email\\ncan link to an imitation of the PayPal login screen. Victims who\\nbelieve the link is legitimate will enter their login credentials\\nto the fake site, unwittingly giving the hackers access to their\\nPayPal account. In addition to financial gain, government-\\nbacked hackers may disrupt elections by phishing specific per-\\nsons who are affiliated with powerful institutions. In the 2016\\nUS election, John Podesta, the chairman of Hillary Clinton's\\ncampaign, clicked on the change password link in a phishing\\nemail intended to look like a Google warning [65] . His action\\nimmediately unlocked some or all of his emails to the hacker.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,587,746,698],\"text\":\"To repel phishing attacks, phishing defense technology\\nhas evolved rapidly. Recent automatic systems apply ma-\\nchine learning to classify phishing emails, but these auto-\\nmated approaches are not foolproof [10] . There remains a\\nnon-negligible probability of users receiving phishing emails\\nand these users must decide whether an email in their inbox\\nis phishing or legitimate.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,699,747,955],\"text\":\"Research [29] shows that hackers can effectively and ef-\\nfectively target end users due to the public's general lack of\\nawareness regarding information security. People who are\\nprone to taking risks are more likely to be phished [55] . Even\\nif people are aware of phishing, simply knowing does not pro-\\nvide useful strategies for identifying phishing attacks [30] . On\\ntop of this, phishing attacks often convey a sense of urgency or\\nutilize threats to pressure the recipient into responding [40] .\\nDue to these factors, people judge the legitimacy of incom-\\ning message by visual cues, which can be easily copied by\\nphishers [37] . Therefore, user education is a vital approach\\nto protect users against phishing. While many organizations\\nprovide materials on how to defend against phishing attacks,\\nsuch as email bulletins or information security websites [21] ,\\nstudies [39] found that these kinds of materials only work if\\npeople keep paying attention to them.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,899,271,954],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Association for Computing Machinery.\\nACM ISBN 978-1-4503-5970-2/19/05 ...$15.00\\nhttps://doi.org/10.1145/3290605.3300338\",\"reading_order\":19,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 108\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 1\",\"reading_order\":21,\"tags\":[]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,396],\"text\":\"To better engage learners and change user behaviour, sev-\\neral anti-phishing games have been proposed. Although eval-\\nuations of these games have demonstrated an improvement\\nin their players' ability to identify phishing websites, existing\\ngames leave out email context that hackers often leverage\\nto demand immediate attention and encourage rash decision\\nmaking. A person who can quickly parse a URL might hur-\\nriedly click on the hyperlink syntax without hovering on\\nit because it seems to be an urgent request from the boss.\\nMoreover, these game designs are not particularly effective at\\nteaching players how to detect combined phishing techniques.\\nFor example, some who have played those games might not\\nfall for malicious URLs in a phishing email, but they might\\nclick on the malware attachment enclosed in the same email.\\nIncorporating these combined phishing techniques into our\\ngame's design can lead to more engaging challenges and more\\npractical knowledge.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,538],\"text\":\"To develop a comprehensive anti-phishing game, we de-\\nsigned What Hack (pronounced what dot hack), an online\\nsimulation game that features an engaging sequence of puz-\\nzles. Each puzzle requires players to study the anti-phishing\\nrules in a rulebook that help evaluate whether an email is legit-\\nimate or phishing. Phishing emails in the game are generated\\nby templates collected from real phishing emails. Players need\\nto carefully identify phishing emails or they will encounter\\na bad ending (e.g. loss of integrity in the game).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,395,779],\"text\":\"To analyze the effectiveness of What Hack , we tested the\\nimpact of the game on players' ability to recognize the real\\nincoming phishing emails that came from a database of emails\\ncollected by the authors' university. We compare it against the\\ncurrent non-gamified training that the university uses and a\\ngood competing anti-phishing game, Anti-Phishing Phil [56] .\\nWe found that What Hack achieved a 36.7 % improvement in\\nplayers' correctness in identifying incoming phishing emails\\nfrom pretest to posttest, but did not find a statistically signifi-\\ncant improvement for the training materials or Anti-Phishing\\nPhil , which indicates that our context-based approach is ef-\\nfective for training people to recognize and defend against\\nphishing emails. Moreover, examination of the feedback from\\nplayers and logs of their play activity shows that players found\\nthe game engaging.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,784,197,800],\"text\":\"2 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,805,191,823],\"text\":\"Games for Learning\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,395,954],\"text\":\"Educational games can improve learners' performance, espe-\\ncially knowledge that is best learned actively through experi-\\nence rather than passively. For example, Crystallize [25] , a 3D\\nvideo game for learning the Japanese language, showed that\\nsituated learning can be effective and engaging. Reduct [15]\\ndemonstrated that novices can learn programming concepts\\nby playing a game. This suggests that gamifying education\\nis potentially beneficial.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,380],\"text\":\"Anti-phishing education often struggles to capture the\\ninterest of end users. Materials commonly used for cyber-\\nsecurity training include notes, videos, and email bulletins.\\nHowever, these materials are often not very engaging and\\nseparate the learning material from the context in which em-\\nployees routinely apply this information (e.g. email clients).\\nStaff interviews by Conway et al. [21] revealed a continued\\ndesire for engaging cybersecurity materials that tie into daily\\nexperiences and practices. An investigation into the current\\nstate of cybersecurity education in industry produced similar\\nconclusions [53] . According to both reports, anti-phishing ed-\\nucation is working and more people are aware of the concept\\nof phishing, but more work needs to be done. Our goal is to\\nreplace training programs that typically emphasize readings\\non cybersecurity with a role-playing game that mimics the\\nactual situation of being phished.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,391,742,408],\"text\":\"Simulating Situational Context through Role-playing\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,411,747,586],\"text\":\"Using the role-playing approach to engage students and im-\\nprove their learning transfer performance has been a well-\\nknown design strategy in gamified education. For example,\\nQuest Atlantis [17] is a 3D virtual learning environment that\\nallows students to work together to perform educational ac-\\ntivities that are known as Quests. There are other successful\\nrole-playing task-solving simulation games designed for the\\npurpose of science and ethics education [55, 54] , engineer-\\ning internships training [19] , etc. These games indicate the\\npotential for supporting increased levels of engagement and\\nlearning across different domains.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,587,747,826],\"text\":\"Research in learning theory also supports the idea of pre-\\nsenting information in context. The theory of situated learn-\\ning [41] stipulates that \\\"the potentialities for action cannot be\\nfully described independently of the specific situation\\\" [12] .6.\\nShaffer [54] drew upon situated learning literature on com-\\nmunities of practice [41] when introducing epistemic frames\\nfor supporting learning transfer. According to encoding speci-\\nficity theory [60] , recall is highest when the context in which\\nsomething is learned is perceptually similar to the context in\\nwhich it is used. As Gee suggested, games that engage players\\nin authentic situated problem solving facilitates learning can\\nbe transferred out of the game [31] . Experiments on tutorials\\nin games [11] also showed evidence for the efficacy of present-\\ning information in context in the case of the protein-folding\\ngame FoldIt [22] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,836,740,854],\"text\":\"Game-based Cybersecurity Training Designs Review\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,954],\"text\":\"Recent surveys [48, 37, 59] have summarized the current state of\\ngame-based cybersecurity training designs. We categorized\\nthe list of games mentioned in these surveys and compared\\ntheir game type, target audience and design objectives with\\nWhat Hack in Table 1 . We excluded cybersecurity games for\\nchildren [1, 5, 8, 34] because they have a slightly different\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 108\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[77,123,737,328],\"text\":\"
Game Type & ExamplesDescriptionSystem AttackURL PhishingSpear Phishing
Board Games [28, 32, 49, 57, 62] Capture-The-Flag [3, 16, 18, 47, 52, 64]Teach high-level security concepts.✓✓
Let coders compete for scores by defending their systems and hacking others'.✓
Sys-Attack Sim RPG [2, 6, 20, 58]Teach players to defend against computer system attacks in a realistic system attacks simulation game.✓
Non-Phishing RPG [14, 44, 56, 67]Teach players to identify phishing URLs in a cartoon-like game without phishing attempts.✓
Phishing Sim RPG What-HackTeach players to defend against URL and spear phishing attempts in a realistic phishing simulation game.✓
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a table presenting different game types, their descriptions, and checkmark indicators across three categories: System Attack, URL Phishing, and Spear Phishing. The rows list game types such as Board Games, Capture-The-Flag, and various RPGs, with corresponding descriptions detailing their educational focus. Checkmarks denote which attack categories each game type addresses.\",\"figure_path\":\"tables/3290605-3300338_pdf_shortened_page_2_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[229,329,584,345],\"text\":\"Table 1: Game-based Cybersecurity Training Designs Comparison\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,382,395,525],\"text\":\"game design goal. In general, these games focus on introdu-\\ncing basic tips of staying safe online. Tips for kids are easier to\\npractice in general and some might even be considered inap-\\nplicable under most real-world situations such as a corporate\\nworkplace. For instance, Carnegie Cadets [1] suggests that\\none should look at the sender's username and the subject title\\nto identify spam emails, which is a habit that is actually ex-\\nploited by some phishing attacks. In the following subsections,\\nwe discuss each of the game types listed in Table 1 .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,525,395,684],\"text\":\"Board Games. Control-Alt-Hack [28] is a board game that\\nteaches players high-level security concepts such as phish-\\ning, social engineering, etc. While this does help to increase\\nawareness and understanding of cybersecurity topics as a\\nwhole, it is not sufficiently specific enough to simulate the\\nlow-level decisions required for anti-phishing strategies in\\npractical contexts. In general, board games in information\\nsecurity [32, 49, 57, 62] are not meant to teach hands-on se-\\ncurity skills, such as how to identify phishing attacks, which\\nare the main focus in our game.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,684,396,925],\"text\":\"Capture-The-Flag. Capture-The-Flag (CTF) is a game-based\\ncomputer security competition for students to practice skills\\nof defending against hackers. There are two types of cyberse-\\ncurity CTF: attack-defend and Jeopardy-style [27] . In attack-\\ndefend CTF, each team attacks other teams' servers and pro-\\ntects their own server. The \\\"flags\\\" are files in the defending\\ncomputer that the attack team attempts to retrieve as they\\ncompromise the computer. In Jeopardy-style CTF, teams solve\\npuzzles by using knowledge like cryptography, coding, etc.\\nSolving a puzzle means they capture a flag. The team with\\nhighest number of flags wins. Researchers [27, 43, 58] have\\nshown that CTF is an engaging and effective way to motivate\\ncoders to learn how hackers think and how to defend against\\nthem. However, these competitions usually require basic cod-\\ning background to learn about hacking techniques. Therefore,\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,382,746,414],\"text\":\"they are not directly applicable for teaching the general public\\nabout anti-phishing techniques.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,414,747,605],\"text\":\"System-Attack Simulation Role-playing Game. To engage\\nthe general public to learn how to defend a computer system or\\nnetwork settings from being compromised, CyberCIEGE [58]\\nand similar approaches [2, 6, 20] adopted an attack simulation\\nrole-playing design that is similar to our game but focuses\\ninstead on system attacks. A user study found CyberCIEGE\\nto be engaging even when students knowingly fail, but did\\nnot assess learning effectiveness [58] . In this work, we further\\nexamine whether the potential for increased effectiveness and\\nself-efficacy in handling real-world cyber threats justifies the\\neffort of designing a role-playing game to simulate situated\\nphishing attempts.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,605,747,781],\"text\":\"Non-Phishing Role-playing Games. Recently, new designs\\nfor anti-phishing games [14, 44] have drawn inspiration from\\nthe popular game design framework for anti-phishing train-\\ning [13] and Anti-Phishing Phil [56] , which do not simulate\\nsituated phishing attempts. Anti-Phishing Phil is a representa-\\ntive Non-Phishing RPG that teaches players how to identify\\nphishing URLs. In each round, players act as a fish to \\\"eat\\\" the\\nworm that shows safe URLs and \\\"reject\\\" the bait that shows\\nphishing URLs. Visualizing URLs as worms makes the game\\nfun, but it also takes the URLs out of context and does not\\nsimulate the real experience of detecting phishing emails.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,781,747,925],\"text\":\"The authors of Anti-Phishing Phil mention two limitations.\\nOne is their focus on URLs and domain names, which are only\\ntwo of the phishing attack templates, leaving the player vul-\\nnerable to content-based attacks like spear phishing attacks.\\nThe other limitation is their exclusive focus on URL syntax\\nwithout addressing URL semantics, meaning their players are\\nstill vulnerable to URL semantics attacks (safe URL syntax\\nredirects to forged URL address). These limitations also apply\\nto recent games [14, 44] that are extended from it. One of\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 108\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 3\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300338_pdf_shortened_page_3_figure_002.png\",\"bbox\":[64,117,749,505],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A simulated computer screen displays an email interface on the right and a \\\"Rulebook\\\" with email filtering rules on the left. The email shows sender, recipient, subject, a body with a hyperlink and IP address, and a PDF attachment. Below the screen are interactive buttons for \\\"Ask IS Advisor,\\\" \\\"Submit Phishing,\\\" and \\\"Allow Entry,\\\" alongside a game progress and score display.\"},{\"label\":\"figure_cap\",\"bbox\":[69,516,746,591],\"text\":\"Figure 1: In WhatHack players process emails to acquire contracts and to protect their network from cyber criminals (1). Players\\neither select Allow Entry button to let the email reach the recipient (2) or select Submit Phishing button to block it from doing\\npotential harm (3). If players cannot determine whether the email is dangerous, they can click AskIS Advisor to take some time\\nto analyze the email (4). Players can refer to the rulebook to decide whether this email is legitimate or phishing (5). Players\\nneed to process a number of emails within a time limit (6).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,612,394,644],\"text\":\"our main goals with What Hack is to achieve more holistic\\nanti-phishing education.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,644,395,867],\"text\":\"An anti-phishing game design framework [13] includes de-\\nsign elements such as safeguard effectiveness and perceived\\nsusceptibility. Multiple Non-Phishing RPGs [14, 44, 67] as\\nwell as What Hack address all of these elements. That said, we\\nargue that this framework is sound but does not sufficiently ad-\\ndress the identification of real-world phishing threats if design\\nelements are not implemented in a context that resembles the\\none used by hackers. Evidence from a psychological study [50]\\nshowed that certain types of phishing emails, such emails that\\nsound like they come from a friend or warn of some kind of\\nfailure, are more effective than other types, such as emails that\\noffer a deal, regardless of the specific phishing templates the\\nhackers use. Our goal is to implement phishing attempts in\\na way that closely matches how they occur in the real world.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,884,218,901],\"text\":\"3 GAMEPLAY DESIGN\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,394,953],\"text\":\"We have developed a prototype game, What.Hack , which fa-\\ncilitates role-playing for learning email phishing defense. A\\nscreenshot of What.Hack is shown in Figure 1 . What.Hack was\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,612,746,707],\"text\":\"designed with three primary learning goals: 1) teach email\\nphishing defense in context by replicating as many real-life\\nconditions as possible, 2) engage the player by setting clear\\ngoals and tasks that become more difficult over time, 3) pro-\\nvide immediate feedback about the consequences of decisions\\nthe player makes.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,708,746,834],\"text\":\"What Hack attempts to teach phishing emails defense through\\nthe game mechanics themselves. The core game mechanics\\nencourage players to screen incoming emails to determine\\nwhether they might be malicious, and provide a set of con-\\nstraints ( \\\"rules\\\") that players can use to evaluate an email.\\nOver time, the rules become more specific and combine to\\ncreate a complex rule set, simulating the large amount of\\nconstraints that must be applied in real life.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,835,746,930],\"text\":\"The key challenge in constructing situated learning ap-\\nproaches for anti-phishing centers on how to replicate the\\nperceptual characteristics of the situations in which real peo-\\nple defend against phishing attacks in a way that is fun, ed-\\nucational, and not tedious. To do this, we designed a training\\nmodule that provides rich visual and situational context. In\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 108\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[70,125,394,189],\"text\":\"What.Hack, the player assumes the role of an employee work-\\ning for a bank. To win, players need to help their bank acquire\\ncontracts by processing business-related emails and avoiding\\nbeing phished at the same time.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,202,362,235],\"text\":\"Porting a Subset of Papers, Please\\nGame Mechanics to a Phishing Simulation Game\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,238,394,445],\"text\":\"Since processing emails is not generally considered com-\\npelling, we investigated existing games with game mechanis-\\ntics centered around document inspection. We observed that\\nPapers, Please [42] , a popular and highly engaging game re-\\nleased in 2013, focused heavily on document inspection. In\\nthis game, the player acts as a border patrol officer. The player\\nmust review the passports and other supporting documents of\\nentrants seeking admission to a fictional communist country.\\nTo do this, the player must apply a set of rules specified by\\nthe border control office, which are expressed to the player\\nthrough a rulebook. The player is directed to accept only pass-\\nports that come with valid paperwork and reject or detain\\nthose with improper forms.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,445,394,605],\"text\":\"While designing WhatHack , we adapted some of these\\ndocument inspection mechanics to the anti-phishing context\\nof processing business emails to foster motivation for learn-\\ning email safety rules. In our game, players can allow their\\ncolleagues' business emails to go through or to block them,\\nwhich will affect their company's success. Learning email\\nsafety rules becomes necessary for players to make progress\\nin the game. With the shift of purpose to anti-phishing train-\\ning, players must now prevent their company from being\\nhacked and help it to prosper.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,605,394,813],\"text\":\"Papers, Please includes a range of game mechanics that we\\ndid not adopt in What Hack . Papers, Please makes a critique\\nof Orwellian communist bureaucracy and dehumanizing pro-\\ncesses [45] . In addition to the narrative, the game introduces\\nseveral ethical dilemmas, forcing the player to choose be-\\ntween obeying oppressive laws and taking risks to advance\\nmoral causes. Since we did not incorporate critiques or eth-\\nical dilemmas into WhatHack , a significant portion of what\\nmakes Papers, Please compelling and unique was lost in this\\nconversion. However, we consider this acceptable since our\\nprimary goal was to adapt the document inspection mechan-\\nics for anti-phishing, not to raise questions about the nature\\nof the organization in which the player operates.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[70,827,294,844],\"text\":\"Simulating Email Processing Context\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,846,394,911],\"text\":\"The following sections highlight four different ways in which\\nWhat Hack simulates the real-world context of email process-\\ning: 1) workflows, 2) time pressure, 3) interactions with IT\\nsupport and 4) harmful effects of phishing.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,921,394,955],\"text\":\"Simulating email processing workflows. A major goal in our\\ngame design is to simulate the real-life trade-offs in processing\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,252],\"text\":\"incoming emails. Although deleting every incoming email\\nis a solid defense against phishing attacks, this is implausi-\\nble in many situations because legitimate important emails\\nwill be missed. Therefore, in WhatHack , the player must con-\\nsider each email and decide whether to accept or reject it.\\nThe player must make this decision without performing a\\ndangerous action (such as opening an email attachment that\\ncould potentially contain a virus).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,252,746,380],\"text\":\"The player interacts with a simulated operating system, as\\nshown in Figure 1 . From this screen, the player can launch\\nother application windows. The application that plays the\\nbiggest role in the game is the email client, in which the player\\ncan view a stream of emails that have been sent to the player.\\nSome of these emails are related to legitimate business inter-\\nests of the bank, and others are not. Some emails are malicious\\nphishing attempts.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,571],\"text\":\"The player indicates their intention to accept or reject an\\nemail by clicking on the buttons in the lower right of the screen.\\nIf the email is business related and safe then the player should\\nselect the \\\"Allow Entry\\\" button (highlight (2) in Figure 1 ). Oth-\\nerwise, the player should select the \\\"Submit Phishing\\\" button\\n(highlight (3) in Figure 1 ) to \\\"shred\\\" the email. If the player\\n\\\"shreds\\\" too many legitimate emails, the player's manager\\nwill show up and inform the player that they underperformed\\nbecause their customers complained that the player is unre-\\nsponsive. This mechanism minimizes the real-life decision pro-\\ncess in which every employee has to decide whether to trust\\nan incoming email and figure out the appropriate response.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,586,747,826],\"text\":\"Simulating time pressure. A qualitative investigation by Con-\\nway et al. [21] indicated that employees are more vulnerable\\nto phishing links and attachments when they are swamped\\nby a large amount of work. Due to time pressure, they need to\\nscan incoming emails and react quickly if the email is relevant\\nto their work so that they can finish tasks in time. Therefore, it\\nis critical to simulate the time pressure that phishing victims\\noften experience. This is implemented through a time limit,\\nindicated by highlight (6) in Figure 1 . The game is organized\\ninto five \\\"shifts\\\" or levels, which require the player to process\\nan average of six emails in eighty seconds. Therefore, if the\\nplayer takes too long to consider each email, the player will\\nnot pass the shift. This also incentivizes the player to work\\nfast - the player will obtain a higher score if the player can\\naccurately process more emails than required.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,747,955],\"text\":\"Simulating interactions with Information Technology support .\\nSince phishing remains such a prevalent problem, many IT\\ndepartments have developed mechanisms for staff to report\\nphishing emails and they encourage people to do so. This can\\nsometimes help prevent other people from falling victim to\\nthe same email. Since this is a key component of many peo-\\nple’s email processing workflow, we simulated it in our game.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1013],\"text\":\"Paper 108\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300338_pdf_shortened_page_5_figure_002.png\",\"bbox\":[67,120,396,319],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A digital assistant named Cherise points to a simulated email interface, which displays an email with the subject \\\"Conference Marketing Information\\\" and a clickable link. The email also shows an IP address, 128.84.125.213. Cherise's speech bubble explains that the email is a phishing attempt due to a missing letter in the domain and an unsafe numerical URL.\"},{\"label\":\"figure_cap\",\"bbox\":[69,330,395,433],\"text\":\"Figure 2: After clicking on the \\\"Ask IS Advisor\\\" button,\\nCherise, the information security advisor, appears and says:\\n\\\"I appears to be masquerading as a trusted domain.\\\" \\\"@bigred-\\nbank.com\\\" has a letter \\\"i\\\" missing. Also, 128.84.125.213 is the\\nactual URL address. Numerical address in this form is unsafe.\\nYou should submit this phishing email.\\\" The corresponding\\nemail is highlighted.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,477,394,509],\"text\":\"The button for rejecting an email is called \\\"Submit Phishing\\\"\\n(highlight (3) in Figure 1).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,509,395,749],\"text\":\"Furthermore, many IT departments will provide consulta-\\ntion on whether or not an email is safe. However, this takes\\ntime, creating a tradeoff for staff members who experience\\npressure to process many emails quickly. Therefore, we im-\\nplemented this tradeoff through the addition of a button that\\nlets the player refer the email to the Information Security (IS)\\nadvisor for help if they are uncertain whether email is safe.\\nAfter players click on the \\\"Ask IS Advisor\\\" button (highlight\\n(4) in Figure 1 ), the cybersecurity advisor will appear and\\ntell the player whether this email is safe or unsafe (shown as\\nin Figure 2 ). If the email is unsafe, she will also explain the\\nreason. A small amount of limited game time (2-4 seconds)\\nare deducted to simulate the cost of communication. This\\nmechanism encourages player to think actively whether this\\nemail is a phishing email before asking for help.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,761,395,954],\"text\":\"Simulating Harmful Effects of Phishing. A big challenge in cy-\\nbersecurity training is teaching learners to appreciate the risks\\nof a bad decision. Existing training materials often state these\\nrisks at a high level but do not really show the learner what\\nwill happen if something goes wrong. Therefore, What-Hack\\nsimulates how the player's decisions lead to various outcomes,\\nboth positive and negative. From the standpoint of maximiz-\\ning engagement, a key consideration is how to give the player\\nsufficient freedom to make meaningful decisions that will have\\nboth short-term and long-term consequences on the game,\\nwhile still ensuring that the players understand what they do\\nis right or wrong.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300338_pdf_shortened_page_5_figure_007.png\",\"bbox\":[419,120,747,349],\"reading_order\":7,\"tags\":[],\"alt_text\":\"An email from \\\"Marketing Team\\\" to \\\"Walston Budden\\\" requests the recipient to click a link for marketing information, displaying \\\"https://www.bigredbank.com/marketing/322\\\". A large red \\\"VIOLATION NOTICE\\\" banner overlays the email, stating the domain is masquerading as trusted and the associated IP address \\\"128.84.125.213\\\" connects to a virus site, with a \\\"KNOWN SCAM\\\" stamp.\"},{\"label\":\"figure_cap\",\"bbox\":[421,361,746,465],\"text\":\"Figure 3: What-Hack provides immediate feedback when\\nthe player makes a decision. Here, the player clicked \\\"Allow\\nEntry\\\" for an email that contained a malicious link. The\\nplayer has now received a violation explaining the mistake.\\nViolations affect the player's overall progress and score and\\nacquiring too many violations in a shift will result in the\\nplayer being required to repeat that shift.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,504,747,649],\"text\":\"If the player makes a wrong decision, a violation note will\\nappear, as shown in Figure 3 . If the player labels an unsafe\\nphishing email as safe, the note will state the specific rules\\nthat the email violates. Similarly, if the player thinks a safe\\nemail is a phishing email then the note will remind the player\\nthat this email is safe. This approach helps players reflect\\non unfamiliar anti-phishing knowledge, which helps retain\\nknowledge [23] . If the player fails too much, the player's bank\\nloses trust and the player gets fired.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,661,621,679],\"text\":\"Structuring the learning content\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,682,746,777],\"text\":\"Our goal for the level design of this first What.Hack prototype\\nwas to measurably improve the player's ability to recognize\\npotentially malicious emails within a short amount of play\\ntime. Therefore, we focused on three popular phishing attack\\ntemplates [53] : 1) similar domain attack, 2) URL manipulation,\\nand 3) malicious attachment.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,746,906],\"text\":\"In order to maximize engagement, we constructed the shifts\\nso that they combine concepts in order to form a progression\\nthat starts easy and grows more difficult. The progression de-\\nsign motivated by the theories of flow [24] , elaboration [51] ,\\nand the Zone of Proximal Development [61] . This contrasts\\nwith existing anti-phishing training games that typically fo-\\ncus on only one concept at a time, and only combine concepts\\non the last level [14, 56] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,953],\"text\":\"The progression generally increases one or two attack tem-\\nplates per shift (level), and continually combines these attack\\ntemplates with other templates introduced in previous shifts.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 108\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,124,394,173],\"text\":\"The similar domain attack is first introduced at Shift 1. The\\nURL manipulation attack happens at Shift 3; and the malicious\\nattachment attack appears at Shift 4.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,179,395,419],\"text\":\"Balancing Freedom and Learning through the Rulebook. Tradi-\\ntional email embedded training often relies on absolute rules\\nlike \\\"never click on links\\\", which are impractical in real life. To\\nimprove, the rules taught by our game should be meaningful\\nrather than purely prescriptive. Furthermore, we designed\\nthe game so that players can perform actions at will but also\\nlearn which actions lead to negative consequences. A key\\ninnovation of Papers, Please is that the target skills (related\\nto border control document verification) are communicated\\nto the player through a rulebook , to which rules are gradually\\nadded over the game. In What Hack , we explored whether the\\nsame rulebook mechanism could be used to deliver learning\\ncontent related to phishing defense. The rulebook is shown\\nin highlight (5) of Figure 1 . It can be viewed at will, thereby\\nserving as reference material for the learning progression.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,419,395,485],\"text\":\"Figure 4 shows an example of how a player might use the\\nrulebook to determine whether an incoming email is ma-\\nlicious. Table 2 shows how the rules are introduced in the\\nlearning progression.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[68,502,400,768],\"text\":\"
Shift 1Allow emails from Trusted domains
Block emails from Unsafe domains
Block emails masquerading as Trusted domains
Shift 2Block any email with inappropriate content
Block non-business related emails from unknown domains
Allow business-related emails from unknown domains
Shift 3Block emails that contain hyperlinks to unknown or suspicious URLs
Shift 4Block all emails with attachment with the following file types: EXE, COM and HTML
Block all emails with ZIP attachment that is not from a trusted domain
Shift 5Block all emails with DOC attachment that is not from a trusted domain but DOCX attachment is acceptable
Ask IS advisor about emails from unknown domains that has a business-related attachment
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"The image presents a structured list detailing five \\\"Shifts\\\" (Shift 1 through Shift 5), each outlining a set of email security policies. These policies describe conditions for allowing or blocking emails based on criteria such as sender domains, content, hyperlinks, and various attachment types.\",\"figure_path\":\"tables/3290605-3300338_pdf_shortened_page_6_tab_5.png\"},{\"label\":\"table_cap\",\"bbox\":[67,768,394,813],\"text\":\"Table 2: The rules that are introduced in each shift. The rule-\\nset for each shift gradually grows in complexity, requiring\\nplayers to make more realistic decisions in later shifts.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,820,279,837],\"text\":\"4 PERFORMANCE EVALUATION\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,955],\"text\":\"Existing anti-phishing games that do not simulate phishing\\nattempts through role-playing have shown that they were\\nmore engaging and thus provided better learning outcomes\\nthan non-gamified training [14, 56] . However, as pointed out\\nby the criticisms of gamified education [46] , not all gamified\\napproaches are equally effective. To the best of our know-\\nedge, there is a real lack of user study comparing two different\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,189],\"text\":\"approaches to the same gamified problem. Therefore, we ran\\nan in-lab study to compare our game with a representative\\nnon-phishing role-playing game in addition to a non-gamified\\ntraining.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,200,505,218],\"text\":\"Study Design\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,746,299],\"text\":\"In order to evaluate the effectiveness of What.Hack, we con-\\nducted user studies that measured the impact of the game\\non players' ability to recognize phishing attacks on a pretest\\nand a posttest. In the process, we compared the game to two\\nanti-phishing training approaches.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,747,476],\"text\":\"We compared our game with Anti-Phishing Phil [56] , a com-\\npeting non-phishing role-playing game that educates play-\\ners to identify similar domain and URL manipulation attacks,\\nwhich has been cited for over 300 times. Its latest version is also\\nprovided for cybersecurity training in Carnegie Mellon [7] .\\nIts gameplay covers the key elements that are addressed in\\nthe most popular game design framework for anti-phishing\\ntraining [13] . The recent new designs [14, 44] of anti-phishing\\ngames followed the fashion of Anti-Phishing Phil gameplay.\\nThese evidences show that it is a representative anti-phishing\\ngame with which we decided to compare.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,747,603],\"text\":\"In addition to Anti-Phishing Phil , we also compared with\\nPhishLine training materials [9] that are currently used by\\nCornell, PhishLine training materials are the typical form of\\nfact-and-advice training that have been widely used and stud-\\nied [36, 38, 63] . PhishLine and WhatHack cover three popular\\nphishing attack templates: 1) similar domain attack, 2) URL\\nlink manipulation and 3) malicious attachment. Anti-Phishing\\nPhil only covers the first two attack templates.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,603,746,746],\"text\":\"What.Hack targets young professionals and adults. We re-\\ncruited target players through fliers, face-to-face interactions\\nand Cornell's experiment sign-up system. Participants who\\nsigned up using the university's system received 2 experi-\\nment credits upon completion. We required the participants\\nto be at least 18 years old and that they had never taken a\\ncybersecurity class or participated in anti-phishing training.\\nWe recruited 39 students at Cornell and randomly assigned\\n13 people to each group.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,746,778],\"text\":\"The user studies consisted of an effectiveness evaluation\\nsession and an engagement evaluation session.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,778,747,955],\"text\":\"In the first evaluation session, which targeted effectiveness,\\nparticipants were given a pretest in which they identified\\nwhether an example emails were phishing or legitimate. After\\nthe participants completed the pretest, we randomly assigned\\nthem to play What Hack or play Anti-Phishing Phil or study\\nPhishLine training materials with equal probability. All par-\\nticipants were able to finish their assigned game within half\\nan hour. Participants were then given a posttest using the\\nsame emails in the pretest. The posttest also asked players\\nto describe the knowledge that the participants thought they\\nlearned from the game that they played.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 108\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300338", "source_image_path": "test_data/3290605-3300338/3290605-3300338_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300338/results/output_json/3290605-3300338_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300338_pdf_shortened_page_7_figure_002.png\",\"bbox\":[80,126,731,378],\"reading_order\":2,\"tags\":[],\"alt_text\":\"An email showing a highlighted masquerading sender address (`bgredbank.com`) and a suspicious embedded URL (`128.84.125.213`) is displayed alongside a \\\"Rulebook.\\\" The rulebook outlines security policies, including blocking emails masquerading as trusted domains and blocking emails with suspicious hyperlinks, and lists `bigredbank.com` as a trusted domain.\"},{\"label\":\"figure_cap\",\"bbox\":[93,391,720,407],\"text\":\"Figure 4: Players apply the rules from the rulebook to the email to determine if an email is a phishing attempt or not.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[125,434,690,480],\"text\":\"
Attack TemplatesURL OnlyURL + DomainAttachment OnlyAttachment + DomainTotal
# of Phishing Emails243211
\",\"reading_order\":4,\"tags\":[],\"alt_text\":\"A table presents the number of phishing emails categorized by different attack templates. Categories include URL Only (2), URL + Domain (4), Attachment Only (3), and Attachment + Domain (2), totaling 11 phishing emails.\",\"figure_path\":\"tables/3290605-3300338_pdf_shortened_page_7_tab_4.png\"},{\"label\":\"table_cap\",\"bbox\":[200,482,612,497],\"text\":\"Table 3: Attack Templates in the Selected Phishing Emails for the User Study\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,533,394,598],\"text\":\"In the second evaluation session, which targeted engage-\\nment, participants played the game that they did not play in\\nthe first session. After finishing the game, participants were\\nasked to complete an exit survey about engagement.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,614,141,631],\"text\":\"Test Design\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,394,777],\"text\":\"The goal was to confirm whether What.Hack can improve\\nthe correctness of identifying phishing emails with a statisti-\\ncally significant result. Therefore, we presented participants\\nwith emails in the pretest and the posttest. We asked them\\nto decide whether an email is phishing or legitimate. We ask\\nparticipants to choose whether it is phishing or legitimate. In\\naddition, they need to rate how confident they are about the\\nanswer using the 5-point Likert scale from 1 (random guess)\\nto 5 (very confident).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,921],\"text\":\"We selected and fine-tuned 11 real phishing emails from a\\ndatabase maintained by Cornell's IT security office, which is\\na similar approach that [63] took to select the first 12 phishing\\nemails for their user study. The types of messages include sus-\\npicious account activity warning, financial document review,\\nuniversity president announcement, shipment notification,\\netc. Table 3 shows the number of phishing emails that use\\ncertain types of attack templates. These phishing emails can\\nbe seen in our online appendix: osf.io/pven9/.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,954],\"text\":\"In addition to the 11 phishing emails, we also chose 9 au-\\nthentic emails from the communications database verified by\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,533,746,566],\"text\":\"Cornell's IT security office. They are not publicly available\\ndue to the privacy policy.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,566,746,677],\"text\":\"We examined the conceptual knowledge and procedural\\nknowledge that participants retained. After they completed\\nthe quantitative test in the pretest and in the posttest, par-\\nticipants were asked to answer the question: \\\"What is the\\nstrategy you used to process these emails? Please write in bul-\\nlet points.\\\" This question allowed us to better understand how\\nthey make the decision before and after playing the game.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,677,746,725],\"text\":\"In addition to participants' strategy for identifying phishing\\nemails, we asked them the following question at the end of the\\nposttest to identify what else they had learned from the game:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,725,746,773],\"text\":\"\\\"Did you learn any new concepts or skills from this training\\nthat will help you prevent yourself from being hacked by\\nunsafe or phishing emails? Please write in bullet points.\\\"\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,774,746,805],\"text\":\"To evaluate engagement, we asked participants the follow-\\ning 5-point Likert scale rating questions in the exit survey:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,804,746,837],\"text\":\"\\\"On a scale from 1 (very boring) to 5 (very engaging), how\\nwould you rate the engagement of each training?\\\"\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,836,746,884],\"text\":\"\\\"On a scale from 1 (strongly disagree) to 5 (strongly agree),\\nhow likely are you to recommend this training if your friends\\nwant to learn how to defend attacks from phishing emails?\\\"\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,885,469,901],\"text\":\"Results\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,747,954],\"text\":\"We measured the effectiveness of our game by examining\\nthe correctness percentage, the false negative rate and false\\npositive rate before and after the game. A false positive is\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 108\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 8\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300338/results/markdown/3290605-3300338_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[71,46,157,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,46,743,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[219,118,595,148],\"text\":\"Behavioural Biometrics in VR\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[131,156,683,181],\"text\":\"Identifying People from Body Motion and Relations in Virtual Reality\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[115,197,698,216],\"text\":\"Ken Pfeuffer$^{1}$, Matthias J Geiger$^{2}$, Sarah Prange$^{2,3}$, Lukas Mecke$^{2,3}$, Daniel Buschek$^{2}$, Florian Alt$^{4}$\",\"reading_order\":5,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[158,216,648,232],\"text\":\"$^{1}$Bundeswehr University Munich, Germany; ken.pfeuffer@unibw.de, florian.alt@unibw.de\",\"reading_order\":6,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[171,232,641,248],\"text\":\"$^{2}$LMU Munich, Germany; matthias.geiger@campus.lmu.de, daniel.buschek@ifi.lmu.de\",\"reading_order\":7,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[140,248,673,264],\"text\":\"$^{3}$University of Applied Sciences Munich, Germany; sarah.prange@hm.edu, lukas.mecke@hm.edu\",\"reading_order\":8,\"tags\":[\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,273,142,291],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,294,395,598],\"text\":\"Every person is unique, with individual behavioural charac-\\nteristics: how one moves, coordinates, and uses their body.\\nIn this paper we investigate body motion as behavioural bio-\\nmetrics for virtual reality. In particular, we look into which\\nbehaviour is suitable to identify a user. This is valuable in\\nsituations where multiple people use a virtual reality environ-\\nment in parallel, for example in the context of authentication\\nor to adapt the VR environment to users' preferences. We\\npresent a user study (N=22) where people perform controlled\\nVR tasks (pointing, grabbing, walking, typing), monitoring\\ntheir head, hand, and eye motion data over two sessions.\\nThese body segments can be arbitrarily combined into body\\nrelations, and we found that these movements and their\\ncombination lead to characteristic behavioural patterns. We\\npresent an extensive analysis of which motion/relation is\\nuseful to identify users in which tasks using classification\\nmethods. Our findings are beneficial for researchers and prac-\\ntitioners alike who aim to build novel adaptive and secure\\nuser interfaces in virtual reality.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,608,172,626],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,629,362,648],\"text\":\"• Human-centered computing → Virtual reality;\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,659,151,675],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,679,394,714],\"text\":\"Virtual Reality, Behavioral Biometrics, Motion, Relation,\\nProprioception, Adaptive UIs\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,729,202,745],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,747,392,762],\"text\":\"Ken Pfeuffer, Matthias J Geiger, Sarah Prange, Lukas Mecke, Daniel\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,276,746,355],\"text\":\"Buschek, Florian Alt. 2019. Behavioral Biometrics in VR: Identify-\\ning People from Body Motion and Relations in Virtual Reality. In\\nCHI Conference on Human Factors in Computing Systems Proceedings\\n(CHI 2019), May 4–9, 2019, Glasgow, Scotland UK . ACM, NY, NY, USA,\\n12 pages. DOI: https://doi.org/10.1145/3290605.3300340\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,381,549,398],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,402,747,594],\"text\":\"Every person is unique with individual behavioural charac-\\nteristics. A particularly salient one is physical body motion:\\nhow one moves, coordinates, and uses body segments in re-\\nlation to each other [14, 32] . In virtual reality systems, body\\nmotion is captured to provide a more immersed experience,\\nranging from head position and angle, via hand movements,\\nto eye tracking and full body tracking capabilities [9, 26] . The\\nincreasing proliferation of VR devices and the rapid tech-\\nnological advances will soon allow large-scale inferences\\nabout user activity, movements, and behaviour to be made.\\nThis research explores how motion data can be useful for\\nbehavioural biometrics to identify users in VR.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,594,746,705],\"text\":\"Implicit biometric identification of users in VR opens many\\nopportunities. Authentication can be realized through be-\\nhavioural biometrics, hence minimizing interruptions usu-\\nally caused by explicit authentication schemes [33, 45] . As\\nthe user's identity can be continuously assessed in the back-\\nground, potential unauthorised access can be detected (and\\nthe device locked) as the original user is still logged in.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,705,746,817],\"text\":\"Furthermore, usability can be enhanced. For example, in\\nsituations where devices are shared among people, the sys-\\ntem can detect a new user and adapt the UI to their prefer-\\nences or offer personalised content. For example, if within\\na family an adult is identified from the first movements, an\\noverview of the day's work could be shown, whereas when a\\nchild is identified, their favourite cartoon may be triggered.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,817,746,945],\"text\":\"Therefore, we focus on how body motion, and the rela-\\ntions between body segments may be useful as behavioural\\nbiometric in VR. This is interesting as many body move-\\nments are not specific to one segment, such as the hand, but\\noften coordinate with other parts of the body such as the\\narm relative to body posture or hands to each other, involv-\\ning motor control, proprioception, or hand-eye coordination\\n[14, 22, 32] . Research showed that combinations of biometric\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,777,394,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,394,953],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto Springer Nature Group Ltd. All rights reserved.\\nACM ISBN 978-1-4503-5970-2/19/25 - $15.00\\nhttps://doi.org/10.1145/3290605.3300340\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[70,997,125,1012],\"text\":\"Paper 110\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,997,743,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"features can enhance identification accuracy [3, 5, 21] . Yet,\\nthere are numerous combinations of body motion features.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,157,395,396],\"text\":\"In this paper, we first analyse body motion and how move-\\nments may relate to each other to identify body feature sets\\nof interest. We then conduct a user study to collect motion\\ndata, particularly head, hands, and eye movement that can\\nbe captures in current VR devices such as the HTC Vive,\\nOculus Rift, or FOVE. The study involves common VR inter-\\nactions including pointing, grabbing, walking, and typing as\\nfundamental tasks to interact with virtual content. Lastly we\\nevaluate the motion data with machine learning methods to\\nanalyse various body motion combinations with regards to\\nhow accurate they allow user identification and authentica-\\ntion. We present detailed results of which motion is useful\\nto identify users in which tasks. For this reason, our main\\ncontribution is in understanding which body relations are\\nmore accurate to describe individual user behaviour.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,411,395,524],\"text\":\"Contribution Statement. First, we provide a theoretical anal-\\nysis of body motion theories as basis for behavioural biomet-\\nrics. Second, we report on a user study (N=22) in which we\\ncollected detailed motion recordings of hand, head, and eye\\nmovements during different tasks. Third, we contribute an\\nanalysis that reveals body features suitable for user identifi-\\ncation as well as authentication and assess accuracy.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,543,197,561],\"text\":\"2 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,566,395,758],\"text\":\"Behavioural biometrics research explores what kind behaviour\\nmay be unique to a user. The goal is to enable systems to\\nidentify and authenticate users – usually in an implicit man-\\nner. Systems can become more resistant to unauthorised\\naccess, they can improve usability by avoiding physical or\\ndigital tokens such as a key or a password [33, 45] , or they\\ncan adapt their UI to the user. The procedure can run in the\\nbackground as users interact normally without requiring to\\nexplicitly provide identifiable information, such as a finger-\\nprint or face ID. On current smartphones, researchers, for\\nexample, showed how touch motion behaviour can be used\\nto identify users [7, 10, 12, 17, 23] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,758,395,949],\"text\":\"Use of body motions as behavioural biometrics has a long\\ntradition in security related research [13, 49] . Gait has been\\nextensively researched in the context of various possible fea-\\ntures as users where unique walking patterns [48] . Research\\non anthropomeasures includes body motion as a whole, e.g.\\nby using depth sensors such as the Kinect, for person identi-\\nfication [1, 35] . Estimation of body height, shoulder breadth,\\nor stride information from cameras can be useful to design\\nsystems that identify users form multiple biometric sources\\n[5, 21] . A user's eye movement information such as saccadic\\nvigor, acceleration cues, and response to visual stimuli have\\nshown promising results on user authentication [39, 47] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"These works show that various body movements are accu-\\nrate measures for person identification, which motivates us\\nto explore these in virtual reality systems.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,747,459],\"text\":\"Researchers investigated behavioural biometrics for mo-\\nbile, wearable, VR or AR devices. Kupin et al. assessed task-\\ndriven biometric authentication and showed that using a\\nball-throwing task, 14 users could be accurately identified\\n[25] . Mustafa et al. showed how head pointing motion from\\nGoogle Cardboard sensors can be used to identify users [36] ;\\nother researchers focused on head nodding to music [27] and\\nimplicit head gestures from Google Glass [46] . GaitLock can\\nauthenticate users during walking tasks from the on-board\\ninertial measurement units of a Google Glass to protect VR\\nand AR systems [40] . Ashbya et al. show how electroen-\\ncephalography in response to mental imagery tasks allow\\naccurate user authentication on low-cost headworn sensors\\n[2] . Brain Password leverages brain responses in relation to\\nvisual stimuli as biometric features for smart headwear [29] .\\nPrior work focuses on specific aspects of the user's body\\nmotion, which we complement with a more holistic view on\\nthe combination of body motions.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,747,602],\"text\":\"Our work also contributes to the notion of soft biometrics\\n– behavioural traits that may not be unique features, but\\ncan complement primary identifiers or be used temporarily\\n[20] . Reid and Nixon introduced a method to gather relative\\nmeasures based on comparative human descriptions. This\\nallowed subjects in video data to be accurately retrieved\\n[38] . Dontcheva et al.'s survey provides an exhaustive review\\nof research on different user characteristics, demonstrating\\ntheir use for person identification from soft biometrics [11] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,603,746,683],\"text\":\"The literature shows that body motions are promising\\nfeatures with most papers focusing on single body segments\\nor sensors. As the body provides a plethora of motions as\\npotential features that are potentially related, we investigate\\nbody motion and spatial relations to identify users in VR.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,715,722,732],\"text\":\"3 BODY MOTION & BEHAVIOURAL FEATURES\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,736,746,815],\"text\":\"Consideration of body motion and their coordination dates\\nback to the Roman author Pollock's thoughts on the correla-\\ntions of ideal human proportions [37] , illustrated in Figure\\n1 , to which every person deviates in some way. This creates\\nthe potential of using body relations as biometrics.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,815,747,943],\"text\":\"In HCI, the notion of Reality Based Interaction empha-\\nsises that human-computer systems should take advantage\\nof pre-existing knowledge of reality; of relevance here are\\nthe themes of Body Awareness & Skills and Environmental\\nAwareness & Skills [19] . We discuss body relation theories\\ninteresting for biometrics. Figure 2 illustrates the theories of\\nbody motion we consider. We apply these theories in context\\nof motion types available in current VR systems:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 110\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_2_figure_002.png\",\"bbox\":[130,119,331,278],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A sepia-toned Renaissance-style anatomical drawing of a male figure. The figure is shown in two superimposed positions with outstretched limbs, simultaneously inscribed within a circle and a square.\"},{\"label\":\"figure_cap\",\"bbox\":[68,283,393,314],\"text\":\"Figure 1: Da Vinci's illustration of human proportions [37]\\nindicates correlations of the body useful as user identifiers.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,339,395,483],\"text\":\"• Head: the intertial motion sensors of the VR headset\\nallow estimation of head position ( HeadPos ), direction\\n( HeadRay ) and rotation.\\n• Hands: controllers allow estimating hand motion for\\nboth dominant (DH) and non-dominant hands (NDH).\\nOne can consider each hand's position and pointing\\nray separately ( DHPos , NDHPos , DHRay , NDHRay ).\\n• Gaze : by using eye trackers, we can track the direction\\n(ray) where the user is looking in the virtual scene.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,496,229,513],\"text\":\"Motor Control (Figure 2a)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,516,394,675],\"text\":\"In neuroscience research, Masson emphasises two types of\\nmotor control that users can perform to fulfil a goal, con-\\nsidered here as stabilisation and movement [32] . Stabilisation\\noccurs when humans maintain a reference value against ex-\\nternal and internal disturbances, for example.. to stabilise\\nbody posture against wind. Movement denotes the displace-\\nment of body segments toward a goal, for example, when\\nreaching out or grasping an object. Most motor acts have\\nboth types of motor control combined, such as when raising\\nan arm, leg muscles are activated for postural control [4] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,676,394,833],\"text\":\"VR interactions can involve both types of the motor tasks.\\nFor example, in a pointing task the user may first stabilise\\ntheir body to an optimal posture for the manual act, and then\\nperform the pointing movement. Thus, to describe a pointing\\ntask more comprehensively to better capture individual user\\nbehaviour, it may be relevant to include body position too\\n(here we consider the HMD location as approximation of\\nbody position). Head position itself may be a good feature, as\\nevery user will have a different body height. Thus, particular\\nfeature combinations can be derived from:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[89,837,376,872],\"text\":\"• Position of body segment (head, hands)\\n• Movement/ Motion of body segment (head, hands)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,884,234,902],\"text\":\"Proprioception (Figure 2b)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,905,394,952],\"text\":\"Proprioception is the ability of humans to sense the position,\\norientation, and movement of their limbs, muscles, and joints\\nin relation to each other [14] . In HCI, it has been suggested\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,348],\"text\":\"to enhance the UI, for example, for wearables [30] or vir-\\ntual reality interfaces [34] . Users frequently take advantage\\nof their proprioceptive senses, with the body providing a\\nphysical reference frame in which to operate direct, precise,\\nand potentially eyes-free. For manipulation, holding an ob-\\nject in the hand provides a good sense of its position and\\ngreater sense of control. Conversely, understanding and con-\\ntrolling an object can be more difficult when using non-linear\\nmappings between hand and object [8] . Another example\\nof proprioception are Guardi's observations on bimanual\\nasymmetry [16] . The NDH tends to precede the action of the\\nDH, and acts as the spatial frame of reference (potentially\\nsupported by proprioceptive senses). For example, in writing,\\nthe NDH is orienting the paper while the DH is writing.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,747,508],\"text\":\"In the context of behavioural biometrics, how do the rel-\\native movements between segments of the users body con-\\ntribute to biometric behaviour in contrast to absolute mea-\\nsures? We can sense the triangular reference frame that users\\nspan out with their hands to their head, i.e. how they move\\ntheir hands relative to the body root position. Furthermore,\\nwe investigate two manual tasks – grabbing (grab target\\ndirectly in hand) with a linear mapping and pointing (users\\npoint with the controller to a remote target) – as an example\\nfor a non-linear mapping. Particular features are:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,525,741,577],\"text\":\"• Spatial relation between left hand and body (head)\\n• Spatial relation between right hand and body (head)\\n• Spatial relation between DH and NDH\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,601,577,619],\"text\":\"View Relation (Figure 2c)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,622,746,782],\"text\":\"User interactions are often guided by the visual stimuli avail-\\nable to the user. For example, eye-hand coordination de-\\nscribes the user's spatial coordination of the their eye gaze\\nin relation to their hands. The eyes can direct the hands to\\na target, visually identifying relevant information for the\\nhands to act [22, 28] . On the other hand, manual action of\\nthe user may guide the visual, for example, when drawing a\\nline the eyes follow the hand's interaction closely. In the con-\\ntext of walking, the user visually inspects the space around\\nthem to navigate through paths and avoid obstacles.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,783,746,894],\"text\":\"We aim to see whether users where distinct eye-to-body\\nrelations. Users with less experience in manual tasks may\\nbe subject to a more visual approach, where they want to\\nclosely follow their interaction toward the target. Experi-\\nenced persons can guide themselves eyes-free and interact,\\nfor example, simply by muscle memory; other users may be\\nsomewhere in between. Therefore, as features we add:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,912,739,947],\"text\":\"• Spatial relation between eye gaze and head ray\\n• Spatial relation between eye gaze and controller ray\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 110\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_3_figure_002.png\",\"bbox\":[130,118,680,254],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A four-panel diagram illustrates aspects of human motor control and perception. Panel (a) shows stabilization of the torso and movement of an arm; (b) depicts proprioceptive feedback from the hands; (c) illustrates eye-gaze directed towards a hand; and (d) shows an arm reaching towards a labeled target, representing a world reference.\"},{\"label\":\"figure_cap\",\"bbox\":[213,254,600,269],\"text\":\"Figure 2: Body based motion and relations useful as biometric features.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,290,299,308],\"text\":\"World Reference & Target (Figure 2d)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,311,395,535],\"text\":\"User behaviour can be influenced by external factors of the\\nsurrounding world. In VR/AR systems, digital information\\nand manipulation targets can be spatially located relative to\\ntheir view, body, or the surrounding world [6] . For instance,\\nin a manipulation task, the user reaches out and manipulates\\nan object in space, and how they reach may depend on each\\nuser's individual strategy. As users visually acquire the target\\nbefore manual action [22, 44] , eye movements may similarly\\ncontribute to user strategy. This related to understanding\\nbiometric user behaviour in the context of Environmental\\nAwareness & Skills when acting toward objects relative in\\nphysical space [19] . Based on this, we explore how spatial re-\\nlations between segments of the user and the target in world\\nspace may be useful as biometric behaviour. In particular:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"list\",\"bbox\":[89,541,376,594],\"text\":\"• Spatial relation between hand and target\\n• Spatial relation between eye gaze and target\\n• Spatial relation between head direction and target\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,609,136,625],\"text\":\"4 STUDY\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,629,394,694],\"text\":\"In this study we gather user motion data (head, hands, eyes)\\nin common VR interactions across two sessions. The goal is\\nto investigate and better understand user behaviour based\\non various motion and assess their biometric quality.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,709,210,727],\"text\":\"Task and Study Design\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,730,394,794],\"text\":\"Our goal was to find a few tasks that represent generic tasks\\nin VR. We selected four tasks with the help of a review of re-\\nlated work and current applications in VR. We now describe\\nthe tasks. For details on the layout see Figure 3 .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,794,394,843],\"text\":\"We conducted a within-subjects study design with re-\\npeated measures, over two sessions with at least 3 days in\\nbetween. The conditions are specific to each task.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,855,395,951],\"text\":\"Pointing (Figure 3a). Pointing at a target is a fundamental\\ntask as most VR systems employ raycasting controllers. Here\\na pointing tasks with the user hovering over a target with the\\ncontroller ray, at which its color changes from dark blue to\\nlight blue for indicating this input state. A target selection is\\nvalid if the trigger click and release events are both executed\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,291,746,324],\"text\":\"in target hover state. After a valid selection, the selected\\ntarget is hidden and the next target is shown to the user.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,327,732,412],\"text\":\"• Target distance condition: close (2 m) and far (4 m)\\n• Distance between targets: 2m\\n• Target positions: 13\\n• Repetitions: 10\\n• Overall: 260 trials per session\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,421,747,518],\"text\":\"Grabbing (Figure 3b). Grabbing is another in elemental task in\\nVR, where users can directly move their hand (represented by\\nthe controller) to a target for selection. The selection finishes\\nwhen any part of the controller is within the target (feedback\\ngiven by target highlighting) and the user clicks and releases.\\nTwo conditions are used: big and small targets.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,519,747,630],\"text\":\"For both pointing and grabbing tasks, arrangement of tar-\\ngets is based on the multi-directional tapping task described\\nin the ISO9241-9 standard [18] adapted to 13 targets based on\\nTeather and Stuerzlinger's evaluation of 3D pointing [42, 43] .\\n13 spherical targets are ordered in a circular arrangement\\nfor each condition (2 m / 4 m distance to user position), and\\nusers select them by alternating clockwise around the circle.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,634,747,720],\"text\":\"• Target size condition: small (0.15 cm) and big (0.30 cm)\\n• Distance between targets: 0.7 m\\n• Target positions: 13\\n• Repetitions: 10\\n• Overall: 260 trials per session\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,729,747,808],\"text\":\"Walking (Figure 3 c). Users navigate through the virtual space\\nand physical walking is a prominent method to move in\\nthe local space. In this context, gait has been shown as a\\npromising feature [40, 48] . We complement this work with a\\nperspective on body user motion.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,747,952],\"text\":\"In this task users are walking from a start to an end posi-\\ntion. The end position is visualised by an outline of a 2 meter\\nhigh door. When the user's head position collides with the\\nlayer, the task is finished and the next layer visualised. The\\nuser turns around and walks to it. To fit the tasks within the\\ntracking range of the VIVE lighthouse, the path of the tasks\\nwere designed accordingly. Two paths were chosen that each\\ninclude 4 straight line movements (2 short and 2 long lines).\\nThe two paths were counterbalanced.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 110\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1012],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_4_figure_002.png\",\"bbox\":[63,118,751,333],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image illustrates four virtual reality task designs labeled a) Pointing, b) Grabbing, c) Walking, and d) Typing, each depicted with a schematic diagram and a corresponding \\\"User view\\\" screenshot. The task designs include objects like circular arrays of targets, movement paths with specified lengths, and a virtual keyboard, along with relevant dimensions and conditions.\"},{\"label\":\"figure_cap\",\"bbox\":[148,333,665,351],\"text\":\"Figure 3: Study design and a VR screenshot of the user's perspective for each task, respectively.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,370,391,438],\"text\":\"• Walk path condition: start left or straight (Figure 3c)\\n• Walk distance: short (1.7 m) and long (2.4 m)\\n• Repetitions: 20\\n• Overall: 40 trials per session\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,451,394,516],\"text\":\"Typing (Figure 3d). Typing behaviour has been shown to\\nbe a promising feature for mobile devices [10] . In VR, an\\nefficient typing method is tracked by hand-held raypointing\\ncontrollers [41] , which we chose for our investigation.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,516,394,674],\"text\":\"We designed a typical typing task where the user sees\\nkeyboard, target sentence, and textfield on a screen 3.75 m\\nin front of the user. The keyboard was 4 × 1.6 m large and\\neach key 0.4 m 2 . 15 sentences were randomly selected from\\nMacKenzie and Souloreff's phrase sets [31] . The average\\nsentence length was 25.8 letters (SD=3.14). The key is selected\\nwhen users hover over it and click (button _ down event).\\nWhen users type a wrong letter, they can correct it. A trial\\nfinishes when all letters were written. The user can make a\\nbreak or continue with the next by clicking the touchpad.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[89,682,299,717],\"text\":\"• Sentences: 15\\n\\n• Letters per sentence: 25.8 (SD=3.14)\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,733,135,750],\"text\":\"Procedure\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,753,394,882],\"text\":\"Each user performed two sessions with a pause in between\\nof at least 3 days. A session started with a brief introduction\\nby the experimenter and a demographic questionnaire. Then,\\nthe user performed the tasks. An eye tracker calibration was\\nconducted before each task. The user performed blocks of\\ntasks (for example, 13 targets in succession), after which the\\nuser had the option to take a break. On average, each session\\nof the study took approximately one hour.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,897,108,915],\"text\":\"$$\\n Setup \\n$$\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,918,394,951],\"text\":\"The VR setup is shown in Figure 4 . It is based on an HTC Vive\\n(HMD, two controllers, optical tracking) which is equipped\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,370,747,450],\"text\":\"with an additional eye tracker (Pupil Labs). The VR applica-\\ntion is implemented in C# in Unity 3D on a Windows 10 PC\\n(Intel Core i7-6700, 32GB RAM, NVIDIA GeForce 1080). The\\neye tracker' accuracy was measured in a 9-point accuracy\\ntest at the study end ($M=5.46^{\\\\circ}$, $SD=9.36^{\\\\circ}$).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,465,480,483],\"text\":\"Data Log\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,487,747,567],\"text\":\"During all tasks, the VR application logs position, rotation,\\nvelocity and angular velocity of each device (HMD, con-\\ntrollers) as well as the current gaze point and collision points\\nof the devices' raycasts (HMD, hand controllers, gaze) related\\nto the area of interaction with a sample rate of 100 Hz.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,582,496,600],\"text\":\"Participants\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,604,747,748],\"text\":\"A total of 22 paid participants (4 female, 3 left-handed) took\\npart in the study. On average they were 26.05 years old\\n(SD: 3.81, range: 19-35 years) and had an average height\\nof 179.9 cm (SD: 8.66). They were either students from the\\nlocal university or employees with mixed background. 6 par-\\nticipants wore glasses, 2 wore contact lenses and 14 had no\\nconstraints regarding eye-sightedness. Regarding experience\\nin virtual reality on a scale from 1 (no experience) to 5 (very\\nexperienced), users were little experienced (M: 2.1, SD: 0.86).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_4_figure_017.png\",\"bbox\":[442,781,724,942],\"reading_order\":17,\"tags\":[],\"alt_text\":\"A person wearing a VR headset and holding controllers is shown from two perspectives in a white room. In the left panel, they walk left in profile, and in the right panel, they walk forward facing the viewer.\"},{\"label\":\"figure_cap\",\"bbox\":[421,942,744,959],\"text\":\"Figure 4: A user during the study with the VIVE VR headset.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1013],\"text\":\"Paper 110\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 5\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_5_figure_002.png\",\"bbox\":[68,125,394,309],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a bar chart titled \\\"Task\\\" comparing values for four tasks: Pointing, Grabbing, Walking, and Typing, across two sessions, Session 1 (dark grey bars) and Session 2 (light grey bars). Numerical values are displayed above each bar, showing that Typing has the highest values for both sessions, while Pointing and Grabbing have the lowest.\"},{\"label\":\"figure_cap\",\"bbox\":[71,317,389,333],\"text\":\"Figure 5: Task completion times for each task and session.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_5_figure_004.png\",\"bbox\":[70,350,394,538],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This bar chart, titled \\\"Task,\\\" displays performance for \\\"Pointing\\\" and \\\"Grabbing\\\" tasks. Each task category shows 10 bars, representing \\\"Run 1\\\" through \\\"Run 10,\\\" with shades of gray indicating the run number, from black for Run 1 to light gray for Run 10. For both tasks, the bar height generally decreases from Run 1 to Run 10.\"},{\"label\":\"figure_cap\",\"bbox\":[78,543,382,559],\"text\":\"Figure 6: Learning rate for pointing and grabbing tasks.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_5_figure_006.png\",\"bbox\":[421,127,747,307],\"reading_order\":6,\"tags\":[],\"alt_text\":\"This is a bar chart displaying \\\"Distance between devices (m)\\\" on the y-axis, grouped by \\\"Task\\\" (Pointing, Grabbing, Walking, Typing) on the x-axis. For each task, there are three bars representing distances: \\\"Head to NDH\\\" (black), \\\"Head to DH\\\" (dark grey), and \\\"DH to NDH\\\" (light grey). Each bar is labeled with its specific numerical value.\"},{\"label\":\"figure_cap\",\"bbox\":[430,310,736,327],\"text\":\"Figure 7: Distances between head, (non) dominant hand.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_5_figure_008.png\",\"bbox\":[423,356,744,542],\"reading_order\":8,\"tags\":[],\"alt_text\":\"This bar chart, titled \\\"Task,\\\" shows the visual angle in degrees on the y-axis for two tasks: \\\"Pointing\\\" and \\\"Grabbing\\\" on the x-axis. For each task, there are five distinct measurements represented by bars, corresponding to \\\"Target to Gaze,\\\" \\\"Target to HMDRay,\\\" \\\"Gaze to DHRay,\\\" \\\"Target to DHRay,\\\" and \\\"Target to DHPos.\\\" Numerical values ranging from 3.02 to 84.31 are displayed above each bar.\"},{\"label\":\"figure_cap\",\"bbox\":[463,548,701,565],\"text\":\"Figure 8: View based features for two tasks.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,580,202,597],\"text\":\"5 DATA OVERVIEW\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,394,681],\"text\":\"To understand the study data, we plot a few tasks. Figure\\n5 shows the task completion times for each task/session.\\nAcross sessions, there is a learning behaviour. Note that\\nthe typing task is accomplished when entering the whole\\nsentence, hence the longer times task completion times.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,394,808],\"text\":\"To further investigate the learning rate, we plotted task\\ncompletion times over the conditions of the study. Here\\nwe focus on the pointing and grabbing tasks, as they have\\ncomparable times. Note, that the other tasks showed similar\\ntrends. Figure 6 shows increased task completion times for\\nthe first trial. We also plotted the number of targets over time\\nand found an increased time for the first trial as evidence for\\nlearning effects.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,904],\"text\":\"For body relations, we looked at the average distance that\\nusers had between the main devices, i.e. head, dominant, and\\nnon-dominant hand positions (Figure 7 ). It shows how users\\nexhibit different distances depending on the task. Moreover,\\nit highlights user characteristics such as arm length and body\\nheight that are also relevant factors for body relations.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,904,394,953],\"text\":\"Considering target and view based relations, we focus on\\nthe two manual tasks to assess the relations from the user to\\nthe target (see Figure 8 ). First, as expected, users look closely\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,601,747,743],\"text\":\"at the target to accomplish the task. In the grabbing task,\\nusers on average look a bit further away from the target –\\nthis is probably a result of (muscle) memory which supports\\neyes free interaction. As users directly move their hands to\\nthe targets, users can remember the spatial locations and\\naim with less visual control. This is also evident in the target\\nto DH position distance which is substantially lower in the\\ngrabbing task, i.e. users are closer to the target with their\\nhand (by design of the task).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,743,747,952],\"text\":\"Notably, the target to DHRay is at odds with the expecta-\\ntion, as we would expect users to point closely to the target.\\nWe think this makes sense, as the ray position is averaged\\nover the time of the task and at the beginning of each task\\nusers point quite far off the target location. Figure 9 shows\\nthe relation of three visual distances over time. We used a\\nlogarithmic scale to show the extreme distances that the\\ncontroller's ray and the target span initially. It confirms that\\nthe ray comes closer when finishing the task (averaging over\\nall tasks including fast users still resulted in a high distance).\\nThe figure also shows how the user's gaze comes closer to\\nthe target. This is interesting for the grabbing task where\\nusers visually acquire the target and the hand follows.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1012],\"text\":\"Paper 110\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300340_pdf_shortened_page_6_figure_002.png\",\"bbox\":[65,113,396,287],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays two line graphs comparing visual angle over sample time for \\\"Task: Pointing\\\" and \\\"Task: grabbing.\\\" The left graph, \\\"Task: Pointing,\\\" uses a logarithmic y-axis scale, while the right graph, \\\"Task: grabbing,\\\" uses a linear y-axis scale. Both graphs show three distinct colored lines, labeled \\\"Target to Gaze,\\\" \\\"Target to HMDRay,\\\" and \\\"Target to DHRay,\\\" illustrating their changing visual angles over sample time.\"},{\"label\":\"figure_cap\",\"bbox\":[128,294,333,310],\"text\":\"Figure 9: Visual angle over task time.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,329,354,346],\"text\":\"6 MODELLING AND EVALUATION METHOD\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,350,394,412],\"text\":\"We train Random Forest and Support Vector Machine (SVM)\\nclassifiers using the scikit-learn Machine Learning library\\nfor Python. We use default values for the hyperparameters\\n(apart from trees=100 and C=1e4).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,413,394,511],\"text\":\"We filtered out the 3 left-handed users, the first two runs,\\nand first two targets to avoid learning effects. For task typing,\\nwe filtered another user as the eye tracker did not work. For\\npointing and grabbing: 11 targets $\\\\times$ 8 runs $\\\\times$ 2 conditions =\\n176 targets; for walking: 8 runs $\\\\times$ 2 conditions $\\\\times$ 2 conditions\\n= 32 targets; for typing: 13 targets; all per session per user.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,524,165,539],\"text\":\"Model Features\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,543,394,638],\"text\":\"We generate features by preprocessing the raw time series\\ndata from all sensors. We split the data by session, task,\\nrepetition, and action (e.g., by targets for the pointing task).\\nIn addition, for each device (controllers, HMD), the virtual\\nreality system provides vectors for velocity, angular velocity,\\nand rotation, which we include as features, too.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,640,394,686],\"text\":\"To assess the categories from the body motion theories\\nintroduced in our concept section, we provide the following\\nfeature categories as listed in Table 1 :\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,690,396,952],\"text\":\"● Individual: these represent individual sensor types,\\ne.g., DH (Motion) stands for the controller in the dom-\\ninant hand, 'Motion' denotes the relative movement\\nof the device, derived by the meter length of the path\\nthat the device moved from start to end of the task.\\n● Move+Stabilise: This category combines two Motion\\ntypes into one feature set. It is used to mutually inves-\\ntigate effects of motion between body segments.\\n● Distance: In this category, the Euclidean distance is\\nused between two positions in the 3D virtual space.\\n● Target/Distance These feature sets use the Euclidean\\ndistance from the device to the target position. For the\\nwalking task, the center of the door is the target.\\n● Target (visual angle): The visual angle is computed\\nbetween the target position and the position of another\\ndevice; the metric is degrees of visual angle.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,124,746,223],\"text\":\"• View (visual angle): This category includes all visual\\nangle measures between user-related features, such as\\nthe angle between the ray span between the forward\\nray of the HMD and the user's eye gaze direction.\\n• All (category): Includes all features of one category.\\n• All: Includes all features of all categories.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,228,747,340],\"text\":\"For each of the resulting feature subseries we compute\\nthe mean, min, max, and standard deviation of each sensor.\\nFor example, we get the four value types of the head motion\\nduring the time frame in which participant 1 aimed at the 12\\no'clock target in her first repetition of the pointing task in\\nher first session. This means that each line in Table 1 includes\\nfour data types that describe the feature or feature set.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,340,746,388],\"text\":\"These values define the feature vector of one such action.\\nWe use these feature vectors as training instances. The label\\nfor each vector is given by the corresponding participant ID.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,401,490,417],\"text\":\"Evaluation\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,421,747,614],\"text\":\"We test several feature sets motivated by interesting compar-\\nisons, such as the relative importance of different tracking\\ndevices (e.g., controllers, headset, gaze). In addition, we re-\\nport on optimised feature sets per task. These optimised\\nsets are found with a wrapper-based feature selection ap-\\nproach [24] , which uses a greedy search through the space of\\nfeature combinations based on the performance of the actual\\nclassifier. We refer the reader to the related work for details.\\nWe train the model on the data from the first session and\\ntest on the data from the second session. This corresponds\\nto a scenario in which user enrolment happens once on one\\nday and verification happens on other days.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,625,507,642],\"text\":\"Identification\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,646,747,775],\"text\":\"In the identification scenario, we train a Random Forest clas-\\nsifier on the described training instances and labels. The\\nresulting model makes a prediction for a new feature vector\\nbased on interactions which participant $p_i$ from the set of\\nall participants $P$ performed. This corresponds to use cases\\nin which the system is supposed to identify a user from a\\nset of known users. We report the accuracy here (F1 scores\\navailable in supplementary material).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,788,596,804],\"text\":\"Identification vs. Group Size\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,746,889],\"text\":\"Of interest is also the influence of the size of the user group\\nfrom which to identify the interacting user. In general, the\\nclassification problem becomes harder if there are more peo-\\nple to distinguish, since, e.g., behaviour that might be char-\\nacteristic among five users might not be unique among ten.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,747,953],\"text\":\"Thus, we evaluate classification performance across group\\nsizes as follows: For each group size $g$ (from 2 to 19), we\\ndraw 100 random subsets of $g$ participants from the set of\\nall participants. For each such draw, we then evaluate the\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 110\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 7\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300340", "source_image_path": "test_data/3290605-3300340/3290605-3300340_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300340/results/output_json/3290605-3300340_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,156],\"text\":\"classifier on this subset of participants as described before.\\nWe report the average performance across the 100 draws.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,172,113,189],\"text\":\"$$\\n Metric \\n$$\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,193,395,321],\"text\":\"We report classification \\\\it classification - the number of correct\\nclassification decisions divided by the total number of deci-\\nsion (i.e. number of test cases). We report this performance\\nmeasure since it is commonly used and easy to interpret.\\nAccuracy is adequate in all our evaluation schemes since we\\nalways have balanced test sets (i.e. same number of test cases\\nfor each user/class). Thus, results can be compared to the\\nbaseline of guessing: 1 out of 19 users =5.26% accuracy.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,337,150,354],\"text\":\"7 RESULTS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,359,394,405],\"text\":\"Overall, the best body motion to identify and authenticate\\nusers are head motions, and distances between the devices.\\nTable 1 shows the results for each feature and combination.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,422,155,439],\"text\":\"Identification\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,395,491],\"text\":\"Overall we reach accuracies of about 40 % to identify users\\nacross sessions, for each task. In the following, we report on\\nindividual aspects of the results.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,395,602],\"text\":\"Relative distances are most accurate overall: Overall the set\\nof features of relative distances between DH, NDH, and Head\\nshowed the highest accuracy to identify users. This shows\\nthat proprioception indicates promising features to identify\\nusers which is aligned with the task-specific analysis of body\\nrelations shown in Figure 7 (except for grabbing, where the\\nrelations consistently received low scores).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,395,665],\"text\":\"Head motion is second accurate overall: As a single set of\\nfeatures from the HMD, head motion consistently scored over\\n30% accuracy and represents a practical source of motion\\ninformation if controllers are not available.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,665,395,745],\"text\":\"Painting is better than grabbing for hand movement: In grab-\\nbing, users have to move to the same absolute positions, thus\\nhand movements resulted in less accurate results. In compar-\\nison, pointing tasks allow users to exhibit more freedom in\\nthe manual movement.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,745,395,809],\"text\":\"Head movement is suitable for walking tasks: We find that\\nhead movement can better describe individual user walking\\nthan hand movements. This confirms prior work that found\\ngait is well modelled using headwear [40] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,395,906],\"text\":\"View relations are similarly accurate as head motion for\\ngrabbing tasks: In the grabbing task, all view-based feature\\nsets (30.59 % ) reached almost the accuracy of all head motion\\nfeatures (31.25 % ). This can be explained by the design of the\\ntask, where the targets were spread across a large area in\\nfront of the user, necessitating frequent changes of view.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,918,395,951],\"text\":\"Best Feature Sets. We used the described feature selection\\nalgorithm for finding best combinations among all features.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[445,121,719,843],\"text\":\"
PointGragWalkType
Guessing5.265.265.265.56
Individual
DH (Motion)17.1113.9713.3212.82
DH (Velocity)21.5918.3614.9721.79
DH (AngVel)21.0824.2214.3118.8
DH (Rotation)20.0726.4422.0425.64
DH (All)29.2530.0822.3733.33
NDH (Motion)8.761417.4314.96
NDH (Velocity)12.0518.9616.9418.8
NDH (AngVel)17.1715.8515.6215.81
NDH (Rotation)26.8823.3312.0125.21
NDH (All)22.2225.5722.731.2
Head (Motion)12.5914.1419.0813.68
Head (Velocity)17.3417.8222.0428.21
Head (AngVel)18.6221.6820.3924.7
Head (Rotation)32.1227.8139.2434.62
Head (All)33.6731.25$^{*}$39.4737.61
All33.3427.0339.3138.03
Move-Stabilise
DH, NDH17.5518.2719.2420.09
DH, Head23.4419.820.3924.79
NDH, Head13.0415.7622.5322.65
DH, NDH, Head23.031824.8430.77
All22.1918.5724.8424.79
Distance
DH, NDH18.0910.5312.6618.38
DH, Head22.7910.442525.64
NDH, Head22.2213.2820.7210.26
DH, Head, NDH, Head29.0410.9433.8835.04
All41.39$^{*}$14.8643.42$^{*}$44.44$^{*}$
Target/Distance
Target, DH10.8912.0516.618.12
Target, NDH11.8413.1911.5111.11
Target, Head7.249.15257.69
All20.9619.2932.0714.53
Target (visual angle)
Target, HMDRay6.137.728.728.97
Target, Gaze10.1111.2710.569.4
Target, DHRay9.7513.112.0119.23
Target, NDHRay10.119.0315.7911.54
Target, NDHPos15.8521.5215.320.09
View
HMDRay, Gaze7.337.398.556.84
HMDRay, DHRay13.0411.6314.4714.53
HMDRay, DHPor15.6711.2713.4918.38
HMDRay, NDHRay09.0913.8215.7919.23
HMDRay, NDHPos16.8117.3413.3222.22
Gaze, DHRay9.848.139.218.97
Gaze, DHPos10.187.988.478.33
Gaze, NDHRay9.519.639.055.98
Gaze, NDHPos77.187.579.4
All21.3530.5922.5319.66
All26.6427.339.6444.44
\",\"reading_order\":15,\"tags\":[],\"alt_text\":\"A multi-column table displays numerical values across various \\\"Guessing\\\" categories and action types (Point, Grab, Walk, Type). The \\\"Guessing\\\" categories are further broken down into \\\"Individual,\\\" \\\"Move+Stabilise,\\\" \\\"Distance,\\\" \\\"Target/Distance,\\\" \\\"Target (visual angle),\\\" and \\\"View,\\\" with some data highlighted in bold or marked with an asterisk.\",\"figure_path\":\"tables/3290605-3300340_pdf_shortened_page_7_tab_15.png\"},{\"label\":\"table_cap\",\"bbox\":[420,855,746,921],\"text\":\"Table 1: Classification accuracy results of features and\\nfeature sets of body motion categories (* denote best\\nper task; bold and cursive denote category 1st and 2nd\\nbest, respectively).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 110\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300340/results/markdown/3290605-3300340_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[93,117,721,182],\"text\":\"SeeingVR: A Set of Tools to Make Virtual\\nReality More Accessible to People with Low Vision\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[97,201,279,264],\"text\":\"Yuhang Zhao*\\n\\nCornell Tech, Cornell University\\n\\nNew York, New York\\nyz769@cornell.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[342,203,475,264],\"text\":\"Edward Cutrell\\n\\nMicrosoft Research\\nRedmond, Washington\\n\\ncutrell@microsoft.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[563,201,694,264],\"text\":\"Christian Holz\\n\\nMicrosoft Research\\n\\nRedmond, Washington\\n\\ncholz@microsoft.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[111,277,261,341],\"text\":\"Meredith Ringel Morris\\n\\nMicrosoft Research\\nRedmond, Washington\\n\\nmerrie@microsoft.com\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[337,277,479,341],\"text\":\"Eyal Ofek\\n\\nMicrosoft Research\\nRedmond, Washington\\neyalofek@microsoft.com\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[556,277,694,341],\"text\":\"Andrew D. Wilson\\n\\nMicrosoft Research\\nRedmond, Washington\\nawilson@microsoft.com\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,352,141,368],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,372,395,627],\"text\":\"Current virtual reality applications do not support people\\nwho have low vision, i.e., vision loss that falls short of\\ncomplete blindness but is not correctable by glasses. We\\npresent SeeingVR , a set of 14 tools that enhance a VR\\napplication for people with low vision by providing visual\\nand audio augmentations. A user can select, adjust, and\\ncombine different tools based on their preferences. Nine\\nof our tools modify an existing VR application post hoc via\\na plugin without developer effort. The rest require simple\\ninputs from developers using a Unity toolkit we created\\nthat allows integrating all 14 of our low vision support tools\\nduring development. Our evaluation with 11 participants\\nwith low vision showed that SeeingVR enabled users to\\nbetter enjoy VR and complete tasks more quickly and\\naccurately. Developers also found our Unity toolkit easy\\nand convenient to use.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,640,171,657],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,660,394,694],\"text\":\"• Human-centered computing → Accessibility\\ntechnologies\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,706,148,722],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,726,318,743],\"text\":\"Virtual reality, low vision, Unity, accessibility\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,353,553,367],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[421,369,747,470],\"text\":\"Yuhang Zhao, Edward Cutrell, Christian Holz, Meredith Ringel,\\nMorris Eyal Ofek, and Andrew D. Wilson. 2019. SeeingVR:\\nA Set of Tools to Make Virtual Reality More Accessible to\\nPeople with Low Vision. In CHI Conference on Human Factors\\nin Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland Uk . ACM, New York, NY, USA, 14 pages.\\nhttps://doi.org/10.1145/3290605.3300341\",\"reading_order\":17,\"tags\":[\"author\",\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"sec_1\",\"bbox\":[421,486,550,503],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,506,747,651],\"text\":\"Virtual reality (VR) is an emerging technology widely\\napplied to different fields, such as entertainment [5, 88] ,\\neducation [41, 72] , and accessibility [24, 78] . Mainstream\\nVR mainly relies on visual abilities, making VR largely\\ninaccessible to people with visual impairments [36, 78] .\\nAlthough researchers have created non-visual VR for people\\nwho are blind by leveraging auditory (e.g., [36, 47] ) and\\nhaptic feedback (e.g., [9, 23, 27, 28, 32, 83] ), no prior work\\non VR has focused on people with low vision .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,747,700],\"text\":\"Low vision is a visual impairment that cannot be corrected\\nwith eyeglasses or contact lenses [1] . According to the\\nWorld Health Organization, 217 million people worldwide\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300341_pdf_shortened_page_0_figure_022.png\",\"bbox\":[419,717,747,851],\"reading_order\":21,\"tags\":[],\"alt_text\":\"This image displays two pictures side by side. The picture on the left side displays a wooden table with a book titled “Ingredients” on it. There are two lit candles on the table. The background is blurry, with a dark wall and a dimly lit room. The picture on the right side displays a dark background with a green glowing object in the center. There is a dark figure in the center of the glowing object. The style of the image is 3D rendered.\"},{\"label\":\"figure_cap\",\"bbox\":[421,860,747,948],\"text\":\"Figure 1: VR apps under simulated low vision augmented\\nby SeeingVR: (A) Waltz of the Wizard [Aldin Dynamics,\\n2016] under diffuse depression of vision, with Bifocal Lens;\\n(B) Space Pirate Trainer [Illusions, 2017] under blurred\\nvision with blind spots, with Edge Enhancement and Depth\\nMeasurement.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,759,296,773],\"text\":\"*Work completed as an intern at Microsoft Research\",\"reading_order\":23,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":24,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,899,269,952],\"text\":\"CIR 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Association for Computing Machinery\\nACM ISBN 978-1-4503-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145/3296055.3300141\",\"reading_order\":25,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 111\",\"reading_order\":26,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,220],\"text\":\"have low vision [77] . Low vision includes a variety of visual\\nconditions, such as blurred vision, loss of peripheral vision,\\nand extreme light sensitivity [3] . Prior studies have shown\\nthat people with low vision use their remaining vision\\nextensively in daily activities, often with the support of\\nlow-tech and/or high-tech aids [58, 59, 85] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,394,523],\"text\":\"Using their residual vision, people with low vision could\\npotentially use mainstream, vision-dominant VR, if it were\\naccessibly designed. We conducted a formative study to\\nunderstand the challenges that people with low vision\\nface when using VR. Guided by this study, we designed\\nSeeingVR , a set of low-vision tools that can be applied to\\na VR application as an overlay, enhancing its scene by\\nproviding visual and audio augmentations (Figure 1 ). We\\nimplemented two alternative ways to use SeeingVR : (1) a\\nplugin with nine tools that can inject into any VR app in\\nruntime post hoc to the implementation of the app; (2) a\\nUnity toolkit that includes five additional tools requiring\\nsimple inputs from developers (14 total), which allows\\ndevelopers to integrate low vision support into their app\\nduring development. We evaluated SeeingVR with 11 people\\nwith low vision, and found it enabled them to complete VR\\ntasks more quickly and accurately. We also demonstrate\\nthat our plugin can augment popular VR apps post hoc , and\\nthat developers found our toolkit easy to use.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,545,197,563],\"text\":\"2 RELATED WORK\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,566,305,583],\"text\":\"VR for People with Visual Impairments\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,586,394,826],\"text\":\"Prior work on accessibility of VR has focused on blindness,\\ncreating non-visual VR with audio and haptic feedback.\\nSeveral researchers have designed auditory VR systems\\n[15, 36, 47, 48, 50, 51, 54, 62, 63] . For example, Picipalai\\net al. [47] created an acoustic VR system, generating a\\n3D soundscape mixing environmental and self-generated\\nsounds ( e.g., footsteps) based on users' position in the virtual\\nspace. Researchers have also explored haptic interfaces for\\nVR for blind users [23, 29, 32, 52, 55, 66, 67, 83] . For instance,\\nCanteroll [83] is a wearable VR controller that generates\\nforce, tactile-vibration, and auditory feedback to simulate\\nunthethered white cane interaction in VR. While prior work\\nhas focused on non-visual VR for blind users, SeeingVR\\nfocuses on people with low vision who are likely to prefer\\nusing their vision in daily life [58, 59] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,394,955],\"text\":\"Little work has explored VR accessibility for people with\\nlow vision. The Disability Visibility Project and ILMxLAB\\n[80] conducted a survey investigating the VR experiences\\nof 79 people with disabilities; the survey indicated some\\nchallenges faced by people with low vision, such that lighting\\neffects (e.g., flashing) hurt some users' eyes, and some\\nusers lose depth perception completely in VR. Trewin et al.\\n[64, 65] designed several tools to increase the accessibility of\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,299],\"text\":\"a specific 3D game on a 2D display for people with a range\\nof disabilities: in that system, a user with low vision could\\nenlarge the scene or customize the font size and color of text.\\nThe GearVR [14] also supports some accessibility features,\\nsuch as basic zooming and inverted color options for low\\nvision users. Teofilo et al. [61] evaluated these features,\\nconfirming that users with disabilities showed enthusiasm\\nfor them. These prior projects adapted basic low vision\\nfeatures on 2D displays to the virtual space: SeeingVR builds\\non prior work by considering the 3D space presented by VR,\\na variety of VR tasks, and a range of low vision conditions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,320,610,337],\"text\":\"Approaches to Low Vision Aids\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,340,747,610],\"text\":\"Most low vision aids are designed to help people access\\ndetailed information through magnification and contrast\\nenhancement. There are optical tools, such as handheld\\nmagnifiers and bioptics for magnification [21, 38, 53] .\\nFor digital devices, people use Closed Circuit Televisions\\n(CCTVs), which capture video of the real world from\\na camera and magnify it onto a digital display [79] .\\nMainstream computer and smartphone platforms also\\nsupport built-in applications [13, 16, 19] or standalone\\nsoftware ( e.g., MAGic [35] ), which provide magnifiers and\\nadjustable contrast and color settings. There have been\\nsmartglass products, such as cSight [10] , that used similar\\nenhancements to improve users' visual ability. Researchers\\nhave also created new assistive technologies on AR glasses\\nusing these enhancement methods [22, 39, 85] . For example,\\nForeSee [85] was a pair of video see-through AR glasses\\nthat provided five enhancements and two display modes.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,611,746,738],\"text\":\"Another approach is increasing visual field for people\\nwith limited field of view. One optical device is prism glasses\\n[31] , which expand people's vision by optically shifting\\nobjects from outside the user's visual field to a functional\\narea. Peli and his team also designed a method on AR glasses\\ncalled vision multiplexing, where the contours of a minified\\nversion of the wide field are overlaid on the user's functional\\nfield of view [34, 46, 70] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,738,747,833],\"text\":\"Other vision enhancement methods are task-specific;\\nfor example, visual cues to direct users' attention in a\\nvisual search task [26, 86] , recoloring scenes to support\\nobstacle detection [12] , and indicating object distance with\\nbrightness [18] . These approaches informed the design of\\nSeeingVR's tools.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,852,745,870],\"text\":\"Accessibility Enhancement of Mainstream Technology\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,954],\"text\":\"We aim to improve the accessibility of mainstream VR for\\npeople with low vision instead of creating specialized VR\\nexperiences. Mainstream technology has many advantages\\nover specialized technology, such as lower cost, increased\\navailability, and social acceptability. Prior studies found\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 111\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,393,157],\"text\":\"that specialized technology can stigmatize people with\\ndisabilities, leading to technology abandonment [45, 49, 56] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,158,394,348],\"text\":\"One way to improve accessibility is integrating\\naccessibility support at the development level. Basic\\naccessibility features like screen readers and magnifiers have\\nbeen embedded into computer and smartphone platforms\\n( e.g., [4, 43] ). To support specific accessibility features,\\ndevelopers need to follow rules and provide metadata. For\\nexample, to support screen readers, developers need to label\\ndescriptions for UI components and organize related UI\\ncontent in one group [2, 75] . Although it would be ideal\\nif all applications were designed to be accessible during\\ndevelopment, developers sometimes fail to provide required\\nmetadata [7] or follow accessibility guidelines [20] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,349,394,507],\"text\":\"To repair failures in fundamental accessibility support,\\nresearchers have designed post hoc modification methods\\nby adding overlays or proxy layers to existing technologies.\\nFor instance, many web proxies have been designed to\\nimprove web accessibility [7, 8, 60] . Zhang et al. introduced\\ninteraction proxies [81] , which improved the accessibility\\nof mobile apps by adding an overlay that modified the input\\nand output of the underlying app. Researchers have also\\nadded physical overlays to digital devices to increase their\\naccessibility by providing tactile feedback [17, 25, 82] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,507,394,572],\"text\":\"VR is a relatively new medium, with no accessibility\\nframework or guidelines yet established. We present two\\nalternatives to applying SeeingVR via both development\\nand post hoc modification approaches.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,595,216,611],\"text\":\"3 FORMATIVE STUDY\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,615,394,663],\"text\":\"We conducted a formative study to understand the challenges\\npeople with low vision experience with VR. We recruited\\nsix participants with low vision, with a variety of visual\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,396],\"text\":\"conditions (Table 1 , L1-L6). During the one-hour study, we\\nobserved participants experiencing four VR apps with an\\nHTC Vive headset and two controllers. After a tutorial,\\nparticipants used the VR apps while thinking aloud,\\ntalking about what they saw, what challenges they had,\\nand possible improvements. The four VR apps included:\\n(1) EscapeVR-HarryPotter ( EscapeVR ) [33] ; an open-source\\nroom-escape game where users find clues under objects in a\\ndark room. (2) Drop [Drop Software Inc., 2017] ; a productivity\\napp, where a user types keywords on a virtual keyboard\\nand views search results on several screens. (3) Tilt Brush\\n[Google, 2016] ; an app where a user paints in 3D space using\\nthe controller as a brush. (4) Space Pirate Trainer [I-Illusions,\\n2017] ; a game where the user shoots flying droids with the\\ncontrollers. L1 did not use the apps due to light sensitivity,\\ninstead describing past VR experiences. Participants\\nencountered several challenges using the VR apps:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,747,635],\"text\":\"Seeing Things at a Distance. Participants liked that\\nthey had the power to move close to things in VR. With\\nteleportation ( i.e., a locomotion technique that allows\\nplayers to rapidly transition to a target location), they could\\nget very close to distant text or objects in order to see details.\\nHowever, this interaction is not always supported (only\\nEscapeVR in our study supported teleportation). Even with\\nteleportation, participants were limited to the ground level;\\nit was difficult to see text at higher locations. Although\\nparticipants could still physically walk closer to the text,\\nthey were limited by efficiency of traversing large virtual\\nspaces and could not always walk close enough to read.\\nL2 noted, “ There's a time limit... so if I'm really playing, I\\nhave to be balancing, can I read from here or do I want to\\nteleport and read it and go away. ”\",\"reading_order\":9,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,677,746,709],\"text\":\"Table 1: Demographic information of participants with low vision. Participants labeled “1” participated in the formative study,\\nwhile those labeled “2” participated in the final evaluation. All the information in the table was self-reported by the participants.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[71,725,743,946],\"text\":\"
IDAge/sexLegally blindDiagnosisVisual acuityVisual fieldLight sensitivityColor vision
L1L234/MYesSepto-optic dysplasiaLeft: no vision, right: 20/300No peripheral visionYes
L2L232/MNoOcular AlbuminLeft: 20/80, right: 20/200FullYes
L3L351/MYesRetinal PigmentosisLeft: 20/200; right: no central visionLimited in both eyes with blind spots in peripheral visionNo
L4L446/MYesCataracts partial glaucomaLeft: partial vision; right: very lowVery narrow in left eye; no peripheral vision in right eyeNo
L5L523/FNoDegenerative vision; ocular migrainesBetter than 20/200Narrow in the left eye; have blind spots in both eyesYes
L6L622/MYesBilateral microphthalmiaLeft: 20/200; right: no visionOnly has peripheral vision in the lower part of left eyeNo
L7L733/MYesCortical blindness20/400FullNo
L8L857/FYesUnderdeveloped optic nerves; Nystagmus; Confusion20/400FullYes
L9L931/MYesBilateral microphthalmiaLeft: 20/30; right: no visionVery limitedYes
L10L1022/FYesOptic nerve detached on left eye; primarily anaeratedLeft: no vision, right: 20/400Full in right eye; no vision in left eyeYes
L11L1151/FNoPigmented growth on optic nerveLeft: better than 20/200; right: no visionLimitedYes
L12L1232/MYesBlue cone achromatopsiaLeft: 20/400; right: 20/200Lost some peripheral vision but not allYes
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"This table presents visual characteristics and medical diagnoses for twelve individuals, identified from L1 to L12. It includes columns for ID, age/sex, legal blindness status, specific diagnosis, visual acuity, visual field, light sensitivity, and color vision. Each row details these attributes for a different individual.\",\"figure_path\":\"tables/3290605-3300341_pdf_shortened_page_2_tab_11.png\"},{\"label\":\"foot\",\"bbox\":[69,997,126,1014],\"text\":\"Paper 111\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,745,1014],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,394,300],\"text\":\"Interacting with Virtual Elements. It was challenging\\nfor participants to interact with different virtual elements.\\nWhen using a laser pointer to select a specific menu item,\\nparticipants with low visual acuity (L3, L6) could not\\ndistinguish where the laser pointer was aimed since it got\\nvery thin at a distance and sometimes had low contrast with\\nthe background. For participants with monocular vision\\n(e.g., L4, L6), it was hard to pick up virtual objects due to\\nchallenges judging distance when moving the controller\\ntoward an object. Tracking moving targets was especially\\ndifficult for participants with limited visual field (e.g., L4).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,300,394,443],\"text\":\"Dealing with Lighting Effects. Lighting effects caused\\ndifficulty for many participants. Some VR scenes were too\\ndark ( EscapeVR ), which made everything too low contrast\\nto see. Some scenes were too bright ( Drop ), which bothered\\nthose with light sensitivity (e.g., L2, L5). Moreover, some\\nVR scenes created lighting effects to make the experience\\nmore realistic or exciting (e.g., a candle effect in EscapeVR ,\\na flash effect in Til Brush ), yet these effects overwhelmed\\nthe participants, thus diminishing low vision accessibility.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,444,394,524],\"text\":\"All participants indicated a need for technologies to make\\nVR more accessible. L6 further emphasized the importance\\nof universality for accessibility feature design for VR:\\n\\\"Whatever [VR] app you're running, you should be able to\\ndo a certain gesture... to [invoke an accessibility feature]\\\" *\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,533,137,549],\"text\":\"Discussion\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,553,394,826],\"text\":\"Our formative study guided the subsequent design of\\nSeeingVR. First, the challenges participants faced in VR\\nhelped us identify the tasks to facilitate when improving VR\\naccessibility, such as seeing details at a distance, perceiving\\ndepth information, and searching for and tracking a\\ntarget. Second, participants' accessibility needs varied\\nbased on their visual conditions, lighting effects in the\\nVR scenes, and the different VR tasks, which suggested a\\nneed for customizable solutions based on users' abilities\\nand context. Moreover, participants indicated it would be\\nmore beneficial if a consistent set of assistive tools were\\navailable across all VR apps; since VR apps can have different\\ninteraction designs, it is also important to avoid conflicts\\nbetween the use of the assistive technology and the original\\napp's interaction scheme, so we left the choice of how to\\ninvoke the SeeingVR toolkit up to developers, allowing a\\nvoice-based Wizard-of-Oz invocation for user testing.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,837,158,853],\"text\":\"4 SEEINGVR\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,394,955],\"text\":\"Guided by the formative study, we designed SeeingVR, a set\\nof 14 low vision tools that can augment a VR application as an\\noverlay with both visual and audio feedback (Figure 2 ). Users\\ncan select, combine, and adjust different tools based on their\\npreferences and needs. Many SeeingVR tools were inspired\\nby low vision technologies in the real world. Nine tools can\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,251],\"text\":\"augment VR apps without requiring the source code or any\\ndeveloper effort, while the other five can further augment\\nthe app if the developer provides metadata such as object\\ndescriptions. Color choices for all tools are customizable,\\nto account for variation in VR scene color schemes as well\\nas users' color perception capabilities. We use speech input\\nto control SeeingVR (selecting and adjusting each tool) to\\navoid conflicting with the apps' native interaction design.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,746,283],\"text\":\"Our nine tools that augment VR apps post hoc without\\nrequiring any developer effort are:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,746,475],\"text\":\"Magnification Lens. Magnification is the most common\\nvision enhancement to enable people with low vision to see\\ndetails. We created a Magnification Lens, through which the\\nuser sees the VR scene with up to 10x magnification. We\\nattach the Magnification Lens in front of the user's eyes,\\ncovering 60 degrees of users' visual field; we did not cover\\nthe full peripheral visual field so that users can keep some\\nspatial awareness. This tool is implemented by adding a\\n2D plane with the texture rendered from a second virtual\\ncamera that captures the VR scene from the same position\\nas the main camera in Unity. We adjust the field of view of\\nthe second camera to adjust the magnification level.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,475,747,698],\"text\":\"Bifocal Lens. To reduce the dramatic change\\nmagnification may create, we designed a Bifocal Lens\\nby adding a smaller, rectangular-shaped magnifier at the\\nbottom of the user's visual field. This simulates bifocal\\nglasses, in which each lens provides two different refractive\\npowers; the upper part of the lens is used for ordinary or\\ndistant vision, while the lower part is for near vision. With\\nour Bifocal Lens, the user can look at the magnified region\\nfor details and can navigate the original virtual scene by\\nlooking through the remaining portion of their visual field.\\nThe position of the Bifocal Lens can be adjusted higher\\nor lower according to the position of the user's functional\\nvision. The magnification level ranges from 1 to 10. This tool\\nis implemented in the same way as the Magnification Lens.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,698,746,792],\"text\":\"Brightness Lens. Since people with low vision have\\ndifferent light sensitivity and some VR scenes can have\\nextreme dark or bright light effects, we provide a Brightness\\nLens, allowing the user to adjust the brightness of the scene.\\nWe use gamma correction to adjust the brightness with the\\ngamma value ranging from 0.5 to 5.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,793,746,873],\"text\":\"Contrast Lens. We provide a Contrast Lens to increase\\nthe luminance contrast of the scene by enhancing the\\nbrightness difference between each pixel and the average\\nof its adjacent pixels. The contrast intensity ranges from\\n0 (the original scene) to 1 with 10 increments.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,874,746,938],\"text\":\"Edge Enhancement. Another way to increase contrast\\nis to use Edge Enhancement to segment objects from each\\nother [22] . We add edges to the whole virtual scene based\\non the depth and surface normal change. It is implemented\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 111\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300341_pdf_shortened_page_4_figure_002.png\",\"bbox\":[65,119,749,351],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A grid of 12 virtual reality (VR) scenes demonstrates different accessibility features within a virtual room containing text on a wall and an object on a table. These features include visual adjustments like magnification, brightness, contrast, edge enhancement, and recoloring, as well as interactive tools such as text-to-speech, depth measurement, object description, highlighting, guidelines, and AI scene description. The final panel displays a desktop application interface labeled \\\"VizWiz.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[68,361,747,405],\"text\":\"Figure 2: SeeingVR's 14 low vision tools. Tunnel vision in 'Peripheral Remapping' is simulated. The quote in 'Object Description'\\nshows the read-aloud audio description. The quote in 'Seeing All' shows the read-aloud audio description from the recognition\\nAPI. The inset in 'VizWiz' shows a screenshot of the question received and the response provided by the human worker.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,426,394,459],\"text\":\"via the Edge Detection post-processing effect [68] in Unity's\\nStandard Assets Effects package.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,459,395,553],\"text\":\"Peripheral Remapping. For people with peripheral\\nvision loss, our Peripheral Remapping tool overlays the\\ncontours of a minified view of a wide field over the center\\nof the user's vision, providing information that was out of\\nthe user's visual field [46] . Users can adjust the color, size,\\nand position of this overlay.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,553,395,698],\"text\":\"Text Augmentation. Our Text Augmentation tool\\nimproves text contrast by automatically changing its\\ncolor to black or white (whichever has higher contrast\\nwith the scene's background). This ensures text contrast\\nalways satisfies the 4.5:1 ratio suggested by web content\\naccessibility guidelines [73] . We also change the font to\\nArial, which has been found advantageous to people with\\nlow vision [37, 84] . The user can also decide whether to\\nmake the text bold, and how much to increase the font size.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,699,395,841],\"text\":\"Text to Speech. We offer a Text to Speech tool for audio\\naugmentation of VR. We attach a virtual laser to the VR\\ncontroller: when a user points the laser to a piece of text in\\nthe virtual scene, this tool will read the text aloud (the audio\\nfeedback is an add-on to the VR app's original audio sources).\\nDifferent from the classic thin laser in most VR apps, our\\nlaser was designed to be more visible for people with low\\nvision: it is relatively thick with a 2mm x 2mm cross section\\nand users can also adjust its color for high contrast.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,841,395,953],\"text\":\"Depth Measurement. Our Depth Measurement tool\\naddresses depth perception challenges by adding a laser\\n(same laser design as the Text to Speech tool) to the\\ncontroller, with a ball appearing at the intersection point\\nwhen the laser hits an object. The user can point the laser\\nat objects and get a direct sense of distance by looking at\\nthe length of the laser between the ball and the controller.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,426,746,474],\"text\":\"As the creator of a VR app, developers have knowledge\\nthat can be used to further augment the app for low vision\\nusers. Our remaining five tools leverage developer input:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,474,746,553],\"text\":\"Object Recognition. Similar to alt text for screen readers\\non a 2D display, if a developer adds descriptions to virtual\\nobjects in a VR scene, the Object Recognition tool can read\\naloud the corresponding description when the user points\\nto a labeled object.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,553,746,665],\"text\":\"Highlight . When exploring a VR scene, a user with\\nlow vision may not know where to focus if the scene is\\nvisually overwhelming. If the developer labels semantically\\nimportant objects, our Highlight tool adds contours around\\nthese objects to attract the user's attention. The contour\\nis generated by a shader applied to the material of these\\nobjects in Unity.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,746,761],\"text\":\"Guideline. When an important object is out of the user's\\nvisual field, our Guideline tool can direct their attention by\\nconnecting a line from the center of an important object (as\\ndesignated by the developer) to the center of the user's field\\nof view. If the object is behind the user, the line will curve\\naround the user to their central vision.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,761,746,889],\"text\":\"Recoloring. To help users segment objects in a low\\ncontrast scene, we designed a Recoloring tool, which\\nrecolors the whole scene, painting every two objects close\\nto each other in the user's visual field with different colors.\\nThis tool also simplifies the scene by replacing complex\\ntextures. To support semantic recoloring, the developer\\nneeds to label the object hierarchy, providing information\\non which components belong to a single object.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,746,954],\"text\":\"Assistive Apps in VR. We also consider how assistive\\nsmartphone apps could be translated from the real world\\nto the virtual world. We demonstrate this concept by\\nreimplementing the popular assistive apps Seeing AI [44]\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1013],\"text\":\"Paper 111\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,364],\"text\":\"and VizWiz [6] as SeeingVR tools. When the user triggers\\nthe \\\"Seeing AI\\\" tool, we mimic the functionality of this\\ncomputer vision app by capturing a screenshot of the current\\nvirtual scene and sending it to the Microsoft Cognitive\\nServices API [42] for recognition; SeeingVR verbally\\nannounces the recognized result. When the user triggers the\\n\\\"VizWiz\\\" tool, she speaks aloud a question about the current\\nvirtual scene, and we send a screenshot of the scene with\\nthe recorded question to a human who composes an answer.\\nWhen the human answers the question, SeeingVR reads\\nthe response aloud. Unlike our other tools, the assistive\\napps need a specific gesture or command to trigger each\\nrecognition or human service request. We ask the developer\\nto determine this trigger interaction to avoid any conflict\\nwith the original VR app's interaction scheme.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,364,394,411],\"text\":\"All tools in SeeingVR can be combined based on the\\nusers' preferences. The combination order will not affect\\nthe combination effect in our current prototype.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,423,169,440],\"text\":\"Implementation\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,394,587],\"text\":\"We offer two approaches to using SeeingVR: (1) a plugin\\nwith nine tools that augments VR applications post hoc\\nwithout requiring the source code or the developers' input;\\n(2) a Unity toolkit with five additional tools requiring\\ndevelopers' input (14 tools in total), with which developers\\ncan provide required metadata and add all low vision\\nsupport to a VR app during development. Both approaches\\ncurrently focus on the Unity platform since it is one of the\\nmost widely-used platforms for VR development [71] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,594,395,850],\"text\":\"Plugin for Post Hoc Modification During Runtime. Our\\nSeeingVR plugin augments Unity-based VR apps during\\nruntime. After the user specifies the path of the VR app to be\\naugmented and runs our plugin, SeeingVR adds itself to the\\nVR app. After starting the app, the user can now select and\\nadjust the various tools of SeeingVR in real time. We used\\nthe Illusion Plugin Architecture (IPA) [11] , which allows\\ndevelopers to inject code into an existing Unity app in the\\nform of a dynamic-link library (DLL). We first implemented\\nall our low vision tools in Unity and compiled the relevant\\ncomponents ( e.g., prefab, shader) into an AssetBundle ( i.e.,\\nan archive file containing Unity data that can be loaded at\\nruntime). We then built an IPA-compatible DLL that loads\\nall the tools from the AssetBundle into the current VR app.\\nOur plugin then automatically runs the IPA, injecting the\\nDLL into a specific VR app.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,955],\"text\":\"Unity Toolkit for Developer. We implemented a Unity\\ntoolkit for developers since five of our low vision tools\\n( e.g., Object Description tool) require developers to input\\nsemantic information that we cannot easily get by automatic\\nrecognition. To enable developers to provide the required\\nmetadata, our Unity toolkit extends the GameObject class\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,298],\"text\":\"[69] in Unity with three accessibility features: (1) Description,\\nwhich describes a virtual object for the Object Description\\ntool; (2) isSalient, which labels whether a virtual object is\\nimportant for the Highlight and Guideline tools; and (3)\\nisWholeObject, which provides semantic information on the\\nscene's object hierarchy, indicating whether the current\\nGameObject and its children comprise a single object; the\\nRecoloring tool leverages this for semantic recoloring. We\\nadded these features to the Unity editor, so developers can\\nedit the information both in the editor and in code during\\ndevelopment.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,746,460],\"text\":\"The Unity toolkit provides developers access to all of\\nour 14 low vision tools. We created a Unity prefab ( i.e., a\\nGameObject template with specific features), \\\"Accessibility\\nManager,\\\" which automatically adds all the tools into the VR\\napp. It provides public entries to control all the SeeingVR\\ntools and their parameters. Developers can simply add this\\nprefab into their VR scene and control the tools through our\\nAccessibility Manager. By following our developer API, they\\ncan also customize the tools to harmonize with the design\\nof their VR application.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,746,588],\"text\":\"For the Unity developer toolkit, we used C# extension\\nmethods to add our three accessibility features to the\\nGameObject class in Unity. We also customized the Unity\\neditor so that developers can directly edit our metadata.\\nWe compiled the GameObject extension file, the editor\\ncustomization file, and the implementation of all SeeingVR\\ntools into a Unity Asset package. Developers can import this\\npackage into their project to use our toolkit.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,602,746,699],\"text\":\"Control of SeeingVR. Users can control SeeingVR with speech.\\nWe implemented this interaction with the Wizard of Oz [40]\\nmethod in the user study. When a user spoke aloud how she\\nwanted to adjust the tools, a researcher acted as the computer\\nand controlled SeeingVR through a Wizard of Oz interface\\nthat communicated with SeeingVR in real time over TCP.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,718,528,734],\"text\":\"5 EVALUATION\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,738,746,818],\"text\":\"We conducted studies to answer three research questions:\\n(1) How does SeeingVR affect the VR experience for people\\nwith low vision? (2) Can SeeingVR be broadly applied to\\ndifferent VR applications? (3) What is the usability of the\\nUnity toolkit for developers?\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,837,734,854],\"text\":\"Study1: Evaluating SeeingVR with Low Vision Users\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,955],\"text\":\"In this study, we evaluated the effectiveness of 13 tools in\\nSeeingVR with participants with low vision. We did not\\nevaluate the “ Assistive Apps ” tool, because our initial tests\\nindicated that the Seeing AI clone in VR was not robust,\\nlikely due to a lack of VR training data in addition to the\\nreal-world images used in building current recognition APIs,\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 111\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"and we had no infrastructure to support reliable real-time\\nhuman worker responses to our VizWiz replication.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,165,394,262],\"text\":\"Method. We recruited 11 participants with low vision, five of\\nwhom had participated in the formative study. Participants\\nhad a variety of visual conditions (Table 1 , L2-L12). The study\\nlasted ninety minutes. We first interviewed participants\\nabout their prior VR experience. We continued with a\\ntutorial, a virtual task session, and an app experience session.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,262,394,403],\"text\":\"In the tutorial, we introduced the HTC Vive headset and\\ncontrollers. We then demonstrated the 13 low vision tools\\n(excluding the Assistive Apps tools) one by one in a basic\\nvirtual scene with four walls, a table, a stapler and a pen\\non the table, and a piece of low contrast text on the wall. We\\npresented the tools from more familiar ( e.g., Magnification)\\nto more novel ( e.g., Recoloring) to ease the learning process.\\nDuring the tutorial, we asked the participants to think aloud\\nand share their initial reactions to each tool.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,404,394,548],\"text\":\"In the virtual task session, participants executed three\\nvirtual tasks with and without using SeeingVR. The\\ntasks were: navigating a virtual menu in 3D space (Menu\\nNavigation, Figure 3 A), looking for a specific virtual object\\non a desk (Visual Search, Figure 3 B), and shooting a moving\\ntarget (Target Shooting, Figure 3 C). We chose these tasks\\nbecause they are common in VR apps but challenging for\\npeople with low vision according to our formative study.\\nThe task procedures were as follows:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,548,394,755],\"text\":\"Menu Navigation: Our menu navigation scene had a\\nsemi-transparent blue menu with seven menu items against\\na dark blue background. The menu was 10 meters away from\\nthe user and measured 4.4m x 5m. The user could point and\\nselect a menu item with the laser attached to the controller.\\nThe menu was hidden at the beginning of each trial. When\\na trial started, the system verbally announced a specific\\nmenu item (randomly chosen). The menu then appeared,\\nand the participant needed to select the announced item.\\nWhen the item was selected, the menu disappeared. For each\\ntrial, the system randomly picked seven of fourteen menu\\nitems to display in a random order. We recorded whether\\nparticipants selected the correct item and the time required.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,755,394,788],\"text\":\"Visual Search: Our visual search scene was a dark room\\nwith a desk and a box. There were 10 virtual objects on\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,252],\"text\":\"the table ( e.g., a pen, a stapler, etc. ). The trial started with\\nan empty desk. When the system verbally announced a\\nspecific object (randomly selected), all 10 objects appeared\\nat random, non-overlapping locations on the desk. The\\nparticipant needed to pick up the object and throw it in the\\nbox, using the controller. When an object was thrown in the\\nbox, all the objects disappeared again. We recorded selection\\naccuracy and timing.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,746,396],\"text\":\"Target Shooting: Our target shooting scene had 12 white\\ncube-shaped targets evenly distributed at eye-level around a\\ncircle with a 12-meter radius. The user stood in the center of\\nthe circle and could use the controller to shoot the targets.\\nAll 12 targets were hidden at the beginning of a trial; a\\nrandom target would appear and gradually moved towards\\nthe participant. When shot, the target disappeared and\\nanother randomly appeared. Participants needed to shoot\\nfive targets in each trial. We recorded time and accuracy.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,746,571],\"text\":\"For each task, we first introduced the task to the\\nparticipants and asked them to try one trial. When they\\nunderstood the task, we asked them to select and adjust their\\npreferred low vision tools in SeeingVR to assist with that\\ntask. When the participants confirmed their selections, they\\nconducted five trials of the task in each of two conditions:\\nusing SeeingVR with their preferred tools and without\\nSeeingVR. We asked participants to conduct the tasks as\\nquickly and accurately as possible. We counterbalanced the\\norder of the three tasks and of the two conditions within\\neach task to mitigate order effects.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,571,746,699],\"text\":\"Finally, in the app experience session, participants freely\\nexplored two VR apps with SeeingVR: EscapeVR (Figure 4 A)\\nand Drop (Figure 4 B). During the exploration, they thought\\naloud, talking about which SeeingVR tools they were using\\nand why. While EscapeVR is an open source app where we\\ncould add all the low vision tools with our Unity toolkit, Drop\\nis not open source, so that we could only add the nine tools\\nvia the plugin. We counterbalanced the order of the two apps,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,699,746,748],\"text\":\"We finished the study with an interview, asking\\nparticipants their general experience with SeeingVR and how\\nthey wanted to improve it. Participants also provided scores\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300341_pdf_shortened_page_6_figure_013.png\",\"bbox\":[67,808,395,922],\"reading_order\":13,\"tags\":[],\"alt_text\":\"The image shows three virtual reality or game interface screenshots. Panel A displays a glowing blue menu with selectable options, one highlighted. Panel B presents a top-down view of a wooden table with scattered objects and an open cardboard box. Panel C features a first-person perspective holding a pistol, aimed at a white cube in a minimal virtual environment.\"},{\"label\":\"figure_cap\",\"bbox\":[72,932,389,950],\"text\":\"Figure 3: Menu Navigation, Visual Search, Target Shooting.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300341_pdf_shortened_page_6_figure_015.png\",\"bbox\":[419,792,749,924],\"reading_order\":15,\"tags\":[],\"alt_text\":\"The image shows two distinct virtual reality (VR) environments: one is a dimly lit, enclosed space with yellow walls, red dividers, and a timer displaying \\\"0:14,\\\" while the other features a wooden floor, a virtual keyboard, and several vertical panels showcasing media thumbnails and text content, with a VR controller pointer visible.\"},{\"label\":\"figure_cap\",\"bbox\":[443,932,724,950],\"text\":\"Figure 4: Two study apps: (A) EscapeVR and (B) Drop .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 111\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300341", "source_image_path": "test_data/3290605-3300341/3290605-3300341_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300341/results/output_json/3290605-3300341_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,157],\"text\":\"for the usefulness of each low vision tool from 1 to 7 (with 1\\nmeaning not useful at all, and 7 meaning extremely useful).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,171,394,220],\"text\":\"Results Effectiveness of SeeingVR. All participants\\ncompleted the three tasks in the study more quickly and\\naccurately when using SeeingVR.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,220,395,396],\"text\":\"For the Menu Navigation task, all participants completed\\nthe task with SeeingVR ( mean = 4.62s, SD = 4.67s), but only four\\n( L2 , L4 , L10 , L12 ) were able to complete the task without any\\naugmentations (with augmentation: mean = 2.22s, SD = 0.35s;\\nwithout: mean = 4.67s, SD = 1.62s). For these four participants, a\\npaired t-test showed that SeeingVR significantly reduced the\\ntime they used in finding and selecting a specific menu item\\n( $t_{32} = 3.35$ , $p = 0.039$ , $df = 1.76$ by Cohen's d measure). While L10\\nand L12 sometimes selected the wrong items when not using\\nSeeingVR (accuracy of L10 = 40 % , L12 = 60 % ), all participants\\ncompleted the task 100 % accurately with SeeingVR.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,394,523],\"text\":\"For the Visual Search task, all participants were able to\\ncomplete the task both with ( mean =3.98s, SD =2.33s) and\\nwithout ( mean =7.51s, SD =4.94s) SeeingVR. A paired t-test\\nshowed a significant decrease in time when participants\\nused SeeingVR (t $_{10}$ =-3.67, p=0.004, d=1.11). While L3 and\\nL8 occasionally picked up the wrong object (accuracy\\nof L3: 40 % , L8: 60 % ) when not using augmentations, all\\nparticipants' accuracy reached 100 % with SeeingVR.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,523,394,619],\"text\":\"For the Target Shooting task, all participants completed\\nthe task with ( mean =16.04s, SD =9.60s) and without\\n( mean =27.08s, SD =13.56s) SeeingVR. They successfully\\nshot all targets in each trial in both conditions. A paired\\nt-test showed that SeeingVR significantly reduced the time\\nparticipants needed for this task ( t $_{p}$ =-5.15, p=0.0004, d=-1.55).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,619,395,778],\"text\":\"All participants preferred using SeeingVR rather than not\\nusing augmentations. Besides the improvement in efficiency\\nand accuracy, participants indicated that SeeingVR benefitted\\ntheir confidence. For example, in the Visual Search task, some\\nparticipants (e.g., L3, L4) originally had to get close to the\\ndesk or pick up an object to closely examine it. The SeeingVR\\ntools helped them pick up the right object more confidently.\\nWhen augmentation was turned off, it was really hard. I\\ncan do it but it required more effort. It's creating some stress\\nI just wouldn't have when using the [SeeingVR] tools' (L3).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,778,394,825],\"text\":\"Preferences among Low Vision Tools. Participants'\\npreferences for the low vision tools in SeeingVR varied\\nbased on the tasks and their visual abilities.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,826,395,954],\"text\":\"Figure 5 shows participants' preferred tool combinations,\\nwhich varied by task. Besides the Brightness Lens that\\nwas widely selected in all tasks, we found that participants\\ngenerally used Text Augmentation and the Magnification\\nLens to assist text reading in the menu navigation task,\\nused Highlight to quickly focus on the target object in the\\nvisual search task, and used Guideline to track the moving\\ntarget in the shooting task. Most participants also selected\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,205],\"text\":\"Depth Measurement in the menu navigation and shooting\\ntasks. They used this tool as a laser enhancement tool: by\\nobserving the position of the ball at the end of the laser,\\nthey could distinguish which menu item the controller was\\npointing at and whether the gun was aiming at the target.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,746,507],\"text\":\"We also found some tool selection patterns when\\nobserving how participants used SeeingVR in the \\\"app\\nexperience\\\" portion of the study. Participants usually used\\nBifocal Lens to navigate a scene to get a general overview\\n(and in the dark, low-contrast EscapeVR app most also used\\nEdge Enhancement), but they switched to Magnification\\nLens when they wanted to focus on details, such as reading\\ntext. Participants only preferred Text to Speech when the\\ntext was lengthy. For example, in Drop 10 participants used\\nonly visual augmentations (e.g., Text Augmentation) when\\ntyping on the virtual keyboard (Figure 4 B, left), while nine\\nparticipants switched to Text to Speech when reading the\\nsearch results (Figure 4 B, right). Moreover, all participants\\nused Highlight in EscapeVR since it helped distinguish\\nwhich objects they should interact with in the dark and\\nlow contrast scene. Although Guideline could also help\\ntrack objects, participants felt it was distracting in EscapeVR\\nbecause there were many important objects in the scene,\\nwhich resulted in too many lines.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,507,746,778],\"text\":\"Participants' tool selections were also related to their\\nvisual abilities. In the menu navigation task, participants\\nwith better visual acuity (L2, L4) used Text Augmentation\\nwithout magnification tools. L9, who had relatively good\\nvisual acuity, used Magnification Lens but with a low\\nmagnification level. In the visual search task, although all\\nthe objects were put on the desk within a small area, some\\nparticipants with limited visual field (L6, L9, L11) still used\\nGuideline to locate the target object. Participants with\\nlimited but not extremely low visual field also preferred\\nusing Peripheral Remapping: L6 and L10 used it in the\\nshooting task and L12 used it when exploring EscapeVR .\\nHowever, participants whose visual field was extremely\\nlimited (e.g., L4, L9) did not use this tool since it covered\\ntheir full functional vision and prevented them from seeing\\nthe original scene. Moreover, some participants with good\\ncolor vision (L6, L7) used Recoloring in the shooting task.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,778,746,938],\"text\":\"Although there were some preference patterns related\\nto visual abilities, participants with similar visual abilities\\nsometimes had distinct preferences. For example, L2 and\\nL5 both had relatively good vision (not legally blind). L5\\nliked Depth Measurement and used it in two tasks and the\\nEscapeVR app, but L2 did not use it at all. According to\\nFigure 5 , no two participants had exactly the same selections\\nfor the three tasks. This aligned with the results in Zhao\\net al. [85] , who found that people with low vision have\\ndifferent preferences and customization is important.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1013],\"text\":\"Paper 111\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300341/results/markdown/3290605-3300341_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[2,94,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[278,116,536,145],\"text\":\"Our Friends Electric\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[103,157,711,180],\"text\":\"Reflections on Advocacy and Design Research for the Voice Enabled Internet\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[96,200,225,342],\"text\":\"Jon Rogers\\nLoraine Clarke\\nMartin Skelly\\nNick Taylor\\nPete Thomas\\nDJCAD\\n\\nUniversity of Dundee\\n\\nDundee, UK\\nj.rosgers@dundee.ac.uk\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[262,200,388,342],\"text\":\"Michelle Thorne\\nSolana Larsen\\nKatarzyna Odrozek\\nJulia Kliober\\nPeter Bihr\\n\\nMozilla Foundation\\nBerlin, Germany\\n\\nmichelle@mozilla.org\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[435,200,543,275],\"text\":\"Anab Jain\\n\\nJon Arden\\n\\nSuperflux\\n\\nLondon, UK\\nanab@superflux.in\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[584,200,725,291],\"text\":\"Max von Grafenstein\\nBerlin University of the\\nArts\\nBerlin, Germany\\nm.von-grafenstein@udk-\\nberlin.de\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_0_figure_009.png\",\"bbox\":[69,364,745,641],\"reading_order\":9,\"tags\":[],\"alt_text\":\"Three distinct objects are arranged on a white surface: a white and blue rectangular box on the left with five black control knobs labeled \\\"Humor,\\\" \\\"Patience,\\\" \\\"Mood,\\\" \\\"Personality,\\\" and \\\"Confidence\\\"; a white cylindrical object with a yellow base and a small white dish on top in the center; and a tall, slender hexagonal object with a white top and red base leaning to the right.\"},{\"label\":\"figure_cap\",\"bbox\":[323,654,490,669],\"text\":\"Figure 1: Karma, Eddi and Sig.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,676,141,693],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,697,394,729],\"text\":\"Emerging technologies—such as the voice enabled Internet—\\npresent many opportunities and challenges for HCI research\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,677,748,902],\"text\":\"and society as a whole. Advocating for better, healthier im-\\nplementations of these technologies will require us to com-\\nmunicate abstract values, such as trust, to an audience that\\nranges from the general public to technologists and even\\npolicymakers. In this paper, we show how a combination\\nof film-making and product design can help to illustrate\\nthese abstract values. Working as part of a wider interna-\\ntional advocacy campaign, Our Friends Electric focuses on\\nthe voice enabled internet, translating abstract notions of\\nInternet Health into comprehensible digital futures for the\\nrelationship between our voice and the internet. We con-\\nclude with a call for designers of physical things to be more\\ninvolved with the development of trust, privacy and security\\nin this powerful emerging technological landscape.\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"fnote\",\"bbox\":[69,778,394,898],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nalso be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@em.org.\\nCHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":14,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[68,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":15,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,266,936],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":16,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,941,255,951],\"text\":\"https://doi.org/10.1145/3290605.3300344 .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,997,127,1013],\"text\":\"Paper 114\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1013],\"text\":\"Page 1\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[69,124,172,140],\"text\":\"CCS CONCEPTS\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,143,395,176],\"text\":\"· Human-centered computing → Human computer in-\\nteraction (HCI)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,186,150,204],\"text\":\"KEYWORDS\",\"reading_order\":4,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,210,395,242],\"text\":\"Internet of Things, voice, internet, advocacy, design research,\\nproduct design, speculative design, critical design, film\",\"reading_order\":5,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,246,202,261],\"text\":\"ACM Reference Format:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,261,395,379],\"text\":\"Jon Rogers, Loriane Clarke, Martin Skelly, Nick Taylor, Pete Thomas,\\nMichelle Thorne, Solana Larsen, Katarzyna Odrozek, Julia Kliober,\\nPeter Bihr, Anab Jain, Jon Arden, and Max von Grafenstein. 2019.\\nOur Friends Electrics: Reflections on Advocacy and Design Research\\nfor the Voice Enabled Internet. In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland. UK: ACM, New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3290605.3300344\",\"reading_order\":7,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"sec_1\",\"bbox\":[69,390,197,407],\"text\":\"1 INTRODUCTION\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,411,395,602],\"text\":\"In a recent article for the MIT Technology Review , there is\\na strongly worded warning that the internet is going to be\\nweaponised by chat bots with voices indistinguishable from\\nhumans [38] . This is an acute viewpoint that represents the\\nsocial power of the internet being amplified by the devel-\\nopments in voice technology and increasingly centralised\\nmachine learning. It is also an example of the dramatic in-\\ncrease in the voices of academic researchers calling for a\\nhealthier internet. For HCI and design research, this moti-\\nvates a new direction for practical research that shows not\\njust what is wrong with the internet, but also what we can\\ndo about it.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,603,395,808],\"text\":\"There are, of course, a host of opportunities that this tech-\\nnology could bring about. It provides powerful new ways to\\ninteract with computers that were previously in the realm\\nof science fiction. These include new ways to monitor our\\nmental health, as conversational interfaces, to combat the\\ndigital divide and provide new forms of big data for pub-\\nlic good [16] . But they also have the potential to amplify\\ncybercrime, automated persuasion, and smart microphones\\nthat can listen in to private conversations for the financial\\ngain of the host companies [8] . All of this takes place in a\\nmarket dominated by just a handful of international corpo-\\nrations that currently present a dominant narrative around\\nconsumersism and entertainment.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,809,395,955],\"text\":\"We believe that there is a role for designers and researchers\\nin highlighting and challenging these issues, and in advocat-\\ning for change. Writing about artificial intelligence, Craw-\\nford and Calo [9] recently called for the value of design to\\nbe placed at the forefront of ethical research. While urging\\ntechnology developers to engage with the methods of de-\\nsign, they also caution that designers need to consider their\\nroles in imagining negative future scenarios, concepts and\\nproducts. Our work explores the role for design research in\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,204],\"text\":\"advocating for better technology and having real world im-\\npact. In this instance, we focus on the voice enabled internet\\nas a current battleground in the fight for online privacy and\\ntrust, but the potential role for designers extends into the\\nwider internet and into technology and society generally.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,748,492],\"text\":\"In this paper, we describe an example of combining prod-\\nuct design and film-making to explore and illuminate issues\\naround the voice enabled internet. As part of a wider inter-\\nnational advocacy campaign run by the Mozilla Foundation,\\nOur Friends Electric explores possible future scenarios for us-\\ning our voice to interact with the internet. The film translates\\nthe abstract values of Mozilla's Internet Health campaign\\n[37] into a format that is accessible to both the general pub-\\nlic and domain experts, supporting reflection on the issues\\nand highlighting possible alternative directions for design\\nin this space. We will conclude with reflections on the role\\nof design in the advocacy landscape and specifically how\\nHCI researchers and designers can turn their particular skills\\ntowards illuminating the complex issues around emerging\\ntechnologies. Finally, we highlight a need and opportunity\\nto target this type of activity more explicitly towards the\\npolicy and regulation that will shape the future technology\\nlandscape.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,513,640,529],\"text\":\"2 BACKGROUND AND CONTEXT\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,534,588,550],\"text\":\"The Voice Enabled Internet\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,554,748,841],\"text\":\"According to The Economist, 4 % of US households had an ac-\\ntive Amazon Echo. Apple's Siri interprets 2 billion voice com-\\nmands a week and 20 % of US Android searches are conducted\\nby voice [15]. In India, millions of smartphone users navigate\\nthe Internet with their voice, while China's Baidu, which has\\n660 million monthly active users, regularly releases powerful\\nvoice features through its artificial intelligence service Duer.\\nThe smart speaker market alone is estimated at unit sales\\nof 100 million globally by 2020. Amazon is notably pushing\\nthe market with their \\\"far-field voice experiences\\\" designed\\nfor commercial device manufacturers to readily use Alexa\\nVoice Services. As we write this, Amazon has announced\\na range of voice-powered hardware including microwaves\\nand clocks [29]. This landscape demonstrates how the desk-\\ntop and mobile internet are cross-fading into the Internet of\\nThings. Physical, connected devices are increasingly provid-\\ning smart speakers and microphones that are always on and\\nrecording constantly.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,841,747,955],\"text\":\"There have been a number of notable areas of develop-\\nment where voice technologies embedded in our lives have\\nstarted to raise questions around our notions of etiquette,\\nconsent and cultural norms in relation to our relationships\\nwith machines. News stories in recent years have included\\nAlexa's \\\"creepy laugh\\\" [27] , Burger King's TV broadcast\\nto Google Home [25] , the HSBC voice break-in by a twin\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1013],\"text\":\"Paper 114\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,236],\"text\":\"brother [26] , and the backlash against Google Duplex fool-\\ning call recipients with its near perfect imitation of a human\\n[28] . Pervasive voice recording systems make for attractive\\ntargets to governments and criminals alike, and researchers\\nhave already identified vulnerabilities, such as the ability to\\nencode hidden messages into music that can be played to\\nactivate voice assistants and access data [7] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,236,394,396],\"text\":\"However, despite these potential privacy and security\\nbreaches in home voice assistants, consumers remain largely\\nunconnected [19] . Technological countermeasures to mit-\\nigate these potential security threats are in the most part\\nreacting to threats as they become known and are not yet\\ntaking proactive or predictive measures [20] . Regulatory\\nframeworks such as the EU's General Data Protection Regu-\\nlation (GDPR) call for “ privacy by design and by default ” but\\nto date little has been done by way of putting design actively\\ninto this framework [46] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,439,245,457],\"text\":\"Design and Advocacy in HCI\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,459,394,699],\"text\":\"To some extent, it can be said that most HCI research contains\\nan element of advocacy as it strives for better and more\\nhuman-centred technology. More recently, a “civic turn” [31]\\nin HCI has seen a strand of work emerge that more explicitly\\nengages with the use of technology for activism, including\\nadversarial design [12] , which engages with political issues\\nand embraces conflict, Jenkins et al. [30] refer to design and\\nthe action of designing as a way to bring computational\\nartefacts into a discourse with human actors. They propose\\nthat digital devices can actively advocate for change in the\\nworld and that devices can be volunteers or activists in this\\nworld view. While addressing advocacy, their work takes\\nan approach of understanding how HCI can support other\\npeople’s advocacy campaigns (e.g. housing justice), rather\\nthan in using design to advocate for specific HCI issues\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,699,395,954],\"text\":\"Most recently, the rapid emergence and impact of internet-\\nrelated technologies—including the Internet of Things, the\\nvoice enabled internet, and artificial intelligence—has led\\nsome researchers to take a more explicit stance on the ef-\\nfect of these technologies and the possibilities for design-led\\ninterventions. Pierce and DiSalvo [43] approach what they\\ncall \\\"network anxieties\\\" by using design to highlight and\\ngive identity to features of anxiety as a way of turning de-\\nsign back on itself in order to tackle the problems that it\\ncreates. They note that \\\"design's unique position to inven-\\ntively address network anxieties stem from its ability to give\\nvivid and graspable form to imaginative and compelling, if\\ntroubling, future possibilities\\\" [43]. While addressing similar\\ntopics, our work differs by exploring a role for design within\\nthe context of a international advocacy campaign around\\nInternet Health.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,517,140],\"text\":\"Internet Health\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,319],\"text\":\"The issues around voice are indicative of challenges facing\\nthe internet as a whole. High profile events in 2018 have dra-\\nmatically highlighted significant concerns about the negative\\neffects of the internet on people's lives. This includes the\\nmanipulation of elections and political discourse, growing\\ntensions between free speech and harassment, alongside in-\\ncreasing concerns about how to secure the Internet of Things.\\nResponding to these challenges, the Mozilla Foundation has\\ndeveloped the concept of Internet Health, surveyed annually\\nthrough their Internet Health Report [37] , in relation to five\\nfeatures:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,324,747,468],\"text\":\"• Privacy and security: is the internet safe and can we\\ntrust systems to protect us?\\n• Openness: how open is the internet and can everybody\\nparticipate and innovate?\\n• Digital inclusion: is the internet equally safe and mean-\\ningful for everybody?\\n• Digital literacy: who can read, write, participate and\\nultimately succeed on the internet?\\n• Decentralisation: who controls the internet?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,473,747,601],\"text\":\"This is just one of a wide range of manifestos that aim\\nto guide designers and developers towards creating technol-\\nogy in a more ethical and responsible way [18] , but for our\\nresearch, Internet Health provided a key set of values that\\npoint the way towards a healthier voice enabled internet.\\nHowever, these values sit at a high level of abstraction: there-\\nfore, a key element of our work is to explore how we can\\ntranslate these values into actionable research and advocacy.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,614,550,631],\"text\":\"3 OUR APPROACH\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,635,747,826],\"text\":\"The objective of our research was to create a design research\\nfilm at the interface between research on, and advocating\\nfor, a healthier approach to the design of physical products\\nthat use our voices to interact with the internet. The first\\nstage of this research was hosting a four-day workshop at the\\nRockefeller Foundation’s Bellagio Centre in Italy, where we\\ninvited experts to translate abstract values of Internet Health\\ninto actionable research directions. Of several possible de-\\nsign responses discussed at the summit, we moved forward\\nwith the idea of a design research film that would help to\\ncommunicate these values to a wide audience. Throughout\\nthe paper, we will refer to this event as the Bellagio summit.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,747,953],\"text\":\"The second step was to co-develop the film and a series\\nof research objects that demonstrated possible future direc-\\ntions of voice assistants in the home. Working in collabora-\\ntion with the design agency Superflux, whose co-founder\\nattended the Bellagio Summit, we aimed to embed the action-\\nable directions from the summit alongside wider research\\ninto a narrative that appealed to a wide public and research\\naudience.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 114\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_3_figure_002.png\",\"bbox\":[67,119,395,262],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A horizontal cone shape with an arrow labeled \\\"Time\\\" pointing from its apex represents a progression. Concentric ellipses inside the cone are labeled \\\"Probable\\\" and \\\"Preferable.\\\" Vertical brackets on the right categorize these as \\\"Plausible\\\" and \\\"Possible.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[77,267,384,284],\"text\":\"Figure 2: Voros's Future Cones, adapted from Amara [1].\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,314,394,536],\"text\":\"Our intention behind creating the film is illustrated by\\nVoros's Futures Cone [50] (Figure 2 ), which frames different\\nfutures as combinations of possible, plausible, probable or\\npreferable. In his model, possible describes all futures imag-\\ninable, while a subset of these futures focusing on those most\\nviable is described as plausible. A narrow subset, seen as most\\nlikely, is described as probable, while our favoured futures —\\nwhich might extend beyond the realm of plausibility — are\\ndescribed as preferable. At a time when commercial offerings\\nof home voice assistants powered by AI are becoming com-\\nmonplace, we wanted to show plausible futures that provide\\nsome kind of preferable options but also expose practical\\nrealities of a cautionary nature. In other words, we aimed to\\nstrike a balance between design research and advocacy.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,536,394,792],\"text\":\"Rather than sensationalising or fetishising technology in\\na utopian or dystopian sense, the film focuses on voice assis-\\ntants in a mundane domestic context. This places our work\\namongst a wide range of design research taking place in\\nthis context, which aims to explore the day-to-day realities\\nof living with new or emerging technologies [23, 51] . More\\nbroadly, our approach of using product design to depict fic-\\ntional futures aligns with a range of design-led research\\nincluding speculative design [14] , experience prototypes [6] ,\\nresearch products [40] , provotypes [5] and design fiction\\n[35] . There is also a growing body of research that high-\\nlights the usefulness of video for speculating on human and\\nnon-human relationships from differing perspectives, for\\nexample by showing ways of giving a machine's view on\\nthe world [41] or exploring new forms of power dynamic\\nbetween humans and machines [32] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,394,888],\"text\":\"Finally, in order to understand the impact of the film and\\nevaluate its effectiveness, we conducted a series of surveys\\nand interviews one year after the release of the film. This\\nincluded talking to many attendees of the Bellagio Summit,\\nas well as other experts from a wide range of disciplines\\nincluding Internet Health, design, policy and law.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,901,345,917],\"text\":\"4 OUTCOMES OF THE BELLAGIO SUMMIT\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,394,954],\"text\":\"In order to translate Internet Health from a general set of val-\\nues into an actionable framework, we convened a four-day\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,331],\"text\":\"summit for experts to discuss the development of a healthy\\napproach to the voice enabled internet. The experts were\\nfrom fields that included speech recognition technology, ma-\\nchine learning, design, open hardware, law, art and internet\\nactivism. The purpose of the summit was to unpack Internet\\nHealth in the context of the voice enabled internet and to\\nthen co-develop a series of potential avenues of exploration\\nand wider questions that the voice enabled internet posed.\\nBelow, we describe the key outcomes from this workshop.\\nThis is not meant as a summary of the event, but rather as\\na way of framing key research themes that arose. Later, we\\nwill describe how these themes were translated into a design\\nfilm that embodied these concepts.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,331,745,363],\"text\":\"We frame these themes in the following positioning state-\\nments:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,364,746,506],\"text\":\"The consent model is dead. The current way in which\\nwe use our voices to interact with machines assumes con-\\nsent. Voices are not individually locked, so any voice within\\nlistening range of a device shares the same consent model as\\nthe owner. There is no current model that enables individual\\nconsent preferences and no way to authenticate different\\nusers with different levels of access. This raises privacy and\\nsecurity concerns and poses the question of finding new\\nways of building consent into voice interactions.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,506,746,714],\"text\":\"Visibility is at the crux of trust. Voice interactions hap-\\npen outside a direct physical contact point, such as a key-\\nboard or mouse, and out of line of sight as afforded by screens.\\nThe idea of a disappearing computer has a long history in\\nHCI and ubiquitous computing, but it has long been recog-\\nnised that it risks amplifying existing challenges and intro-\\nducing new ones [47] . In the context of the voice enabled\\ninternet, devices are typically black boxes, and it can be un-\\nclear when devices are recording, transmitting and receiving\\ndata. Beyond the terms and conditions, there is no way for\\nthe general user to know what is going on behind the scenes.\\nTherefore, we need new ways to meaningfully demonstrate\\nthat an object can be trusted that are readable by everyone.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,715,746,905],\"text\":\"Behind every object is an ideology. All objects embody\\nthe ideology of their designers. This is as true for the design\\nof a domestic environment as it is for technology. Voice assis-\\ntants typically present only a small subset of internet func-\\ntionality that is biased towards the services of the technology\\nprovider: for example, Amazon, Google and Apple's smart\\nspeakers can access their own music services and stores, but\\nnot each other's. The openness and neutrality of the internet\\ndoes not exist when accessed through these devices. Here\\nwe wanted to explore directions of research that started to\\nadvocate for better consumer awareness of the ideologies\\nbehind consumer smart speakers.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,954],\"text\":\"Our bodies are our sensors . In an essay reflecting on\\nthe work of the US non-profit Public Labs, Dosemagen and\\nRogers [13] discuss the notion of our bodies being powerful\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 114\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,253],\"text\":\"ways in which effects of our environment are detected. They \\ndescribe work with people living near industrial oil refining \\nfacilities, where residents relied on their senses to navigate \\nthe uneven power dynamics of their local area. They knew \\nthe smell of sweet almond and rotten eggs, which pointed \\nto benzene and hydrogen sulphide in the air. As machines \\nbecome more attuned to our bodies, particularly to our voices, \\nwhat new opportunities and challenges might arise?\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,263,337,278],\"text\":\"5 DEVELOPING OUR FRIENDS ELECTRIC\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,523],\"text\":\"Having developed a set of core values to communicate, the\\nscript was developed as a collaborative process between re-\\nsearchers and Superflux. The creative direction and overall\\nplot were led by Superflux, while narrative elements relating\\nto the key points from the Bellagio Summit and Internet\\nHealth were led by the research team. The co-development\\nof the script intertwined with the concepts and the develop-\\nment of three research objects that acted as props to imagine\\npossible future voice assistants. In contrast to the normal\\nassociation between writing a script and then building props\\nto support the narrative, both were developed simultane-\\nously and each drew heavily from the others' almost daily\\ndevelopments. This form of co-production fostered a flat hi-\\nerarchy between the designer of the plot and the designer of\\nthe things.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,533,193,551],\"text\":\"Script Development\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,394,777],\"text\":\"Given the prominence of voice, language was a common\\npoint of discussion. We aimed to move away from the “ com-\\nmand and control ” tone used by current voice assistants,\\nwhich adopt a common format of a wake word followed\\nby a command (e.g. “ Alexa, buy me a doll house ” ). Of par-\\nticular interest was the development of more human ways\\nof talking, including adding “ saltiness ” to the tone of the\\nvoice assistants. One source of inspiration was # UNRAVEL\\n[17] , an interactive sound piece that changed its language\\nafter 9pm to include swear words and content of an adult\\nnature. We also wanted to ensure humour and playfulness,\\nto help viewers engage with the film and avoid interactions\\nthat patronised users. A notable influence was to avoid the\\n“ humblebug ” tone of Facebook's Jarvis content video [24] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,394,921],\"text\":\"We wanted the devices to reflect the reality of where AI\\ncould potentially go by drawing a line under the ability of\\nmachines to become artificially conscious, as depicted in\\nthe majority of sci-fi scenarios. Daniel Dennet stresses the\\nlimitations of strong AI or artificial consciousness [10, 11] ,\\narguing that this is so far in the future that it is not one of\\nthe pressing concerns for AI. Instead, we aimed to show that\\nwe should not be fooled by the increasingly illusory nature\\nof these devices `intelligence'.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,922,394,954],\"text\":\"It was important from an Internet Health perspective to\\ninclude what decentralised learning might look like from a\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,282],\"text\":\"user's perspective. If learning was not to be in a centralised\\nAI then it needed to be on a localised machine. With this in\\nmind we wanted to draw analogies between early human\\nlanguage acquisition processes of asking a lot of questions\\nand what it might be like for a machine to acquire new\\nlanguage and meaning in this way. Building on the growing\\nneed more trusted privacy and security and anticipating the\\narrival of new data protection legislation (the GDPR was\\nunder a year away at the time of development), we wanted\\nto ensure that the film reflected this.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,746,396],\"text\":\"We also wanted to extend models of both trust and digi-\\ntal literacy that included users being able to take control of\\ntheir devices in ways that extended beyond the limited de-\\ngree to which current commercial products offer. This would\\ninclude visible, physical control to give people both the abil-\\nity to reprogram their devices and visibility over what that\\nprogramming was.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,746,571],\"text\":\"The film would be shot in a domestic setting, as we wanted\\nto represent life in a home. Our intention was to represent as\\nbroad a user base as possible, taking homes that represented\\ndifferent people at different stages of their lives, going be-\\nyond the types of middle-class nuclear family normally seen\\nin similar representations, such as Amazon's Echo commer-\\nials. This might mean, for example, showing more than one\\nlanguage being spoken, or challenging gender stereotypes.\\nBased on these goals, three concepts were developed, each\\nof which would become a segment of the film, reflecting one\\nor more of the aims set out above:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[441,581,746,675],\"text\":\"• Eddi, a decentralised voice assistant that would learn\\nas it spent more time with the user.\\n• Karma, a voice assistant capable of using your personal\\ndata to make phone calls on your behalf.\\n• Sig, a companion with a programmable personality\\nthat can be altered by the owner.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,694,557,711],\"text\":\"Product Development\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,714,746,905],\"text\":\"Simultaneously, a series of three research objects were devel-\\noped to act as props in the film. The research objects were\\ndesigned to meet the minimum functionality requirements\\nto enable the viewers of the film to suspend disbelief on the\\nreality of the devices. We discussed embedding actual voice\\ncontrol functionality, but decided that this would limit the\\nscript to existing technology. A decision was made early on\\nin the process that the research objects would reference com-\\nmercial appliances and draw from people's associations with\\nsmart speakers and hi-fi systems, but we were also careful\\nthat the devices were not identifiable as being based on any\\nspecific existing product or service.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,906,746,954],\"text\":\"In essence, the intention was for the AI-ness of the voice\\nin the film to come across more than the devices themselves.\\nSimple elements of colour, light and movement were used to\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 114\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_5_figure_002.png\",\"bbox\":[77,132,382,345],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A grid of hand-drawn product design sketches showcases various conceptual electronic devices or controllers. These designs feature details like sliders, buttons, and light indicators, with some accented by orange lines suggesting light or texture. The forms range from rectangular boxes to angular and cylindrical shapes.\"},{\"label\":\"figure_cap\",\"bbox\":[84,364,378,381],\"text\":\"Figure 3: Initial sketch options for the three episodes.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,421,395,582],\"text\":\"provide suggestions of interactions but were not intended\\nto convey a full product behaviour, but rather to bring the\\nviewer along with the narrative of a consumer product from\\na general sense. We reference both the cylindrical form of\\nAmazon Echo and Google Home, alongside traditional icons\\nof hi-fi systems. An example of this type of iconographic\\ndesign in HCI is Prayer Companion [22] , where we see a\\nshared design value in abstracting symbols and reference\\npoints from existing familiar artefacts that are already lo-\\ncated in people's consciousness.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,583,395,708],\"text\":\"A collaborative online mood board was created to allow\\nthe object designers, film-makers and wider project team\\nto co-create a shared visual language for the props. This vi-\\nsual process allowed for debate around the qualities that we\\nwanted the objects to embody. For each design, two sketched\\nform options were shared with the wider team, a collective\\ndecision was made for each one and a making process fol-\\nlowed.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,709,395,853],\"text\":\"Concept development was rapid and the making process\\nallowed opportunities to explore useful interactions and\\naffordances—e.g. illumination and movement—for each film\\nsegment. The props had to be designed, made and sent to the\\nfilm-makers in a three-week time period so decisions were\\nmade fast. Once the initial prototypes were in development,\\na work in progress description of the behaviours was shared\\nto allow the film-makers to develop a detailed plan for the\\nthree shoot locations.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,869,153,885],\"text\":\"6 THE FILM\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,890,395,954],\"text\":\"In this section we describe the finished film, highlighting\\nspecific features we would like to draw out of each segment.\\nIt was in these details where specific advocacy and research\\nelements were situated for the viewers' attention. Sometimes\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,665,745,697],\"text\":\"this was deliberately subtle and in others we were more \\nforthright in the positioning of the message.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_5_figure_010.png\",\"bbox\":[432,138,730,302],\"reading_order\":10,\"tags\":[],\"alt_text\":\"The image displays design concepts for a small, circular device, featuring four line drawings that illustrate its subtle up-and-down and tilting movements. Text on the left describes the prototype's playful \\\"nodding\\\" behaviors, LED status, and movement controls, while the right includes \\\"Thoughts\\\" on its organic movement. Two small photographs show existing prototypes or inspirational devices.\"},{\"label\":\"figure_cap\",\"bbox\":[420,318,745,348],\"text\":\"Figure 4: Example of product sketching as part of a dialogue\\nwith the script writers.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_5_figure_012.png\",\"bbox\":[433,370,740,585],\"reading_order\":12,\"tags\":[],\"alt_text\":\"A sketch illustrates three electronic devices: two upright objects labeled \\\"BOOI\\\" and \\\"SIG\\\", and a rectangular box labeled \\\"KARMA\\\". Wires extend from the two upright devices to the \\\"KARMA\\\" box. All three devices are partially shaded with a blue, cross-hatched pattern on their lower or right sections.\"},{\"label\":\"figure_cap\",\"bbox\":[420,609,745,639],\"text\":\"Figure 5: An illustration communicating the shape and form\\nof each object to the film-makers.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,698,745,729],\"text\":\"Note: We recommend watching Our Friends Electric [49]\\nbefore reading further.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,742,580,759],\"text\":\"Eddi - Growing With You\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,746,906],\"text\":\"Eddi (Figure 6) is a decentralised voice assistant that learns\\nwith you. Whereas existing voice assistants use a centralised\\nintelligence that is trained by many users, Eddi builds its\\nknowledge from scratch. It does this by asking questions –\\na lot of questions, in a way similar to a young child. The\\nphysical behaviours of the object demonstrate when Eddi is\\nlistening by lifting the central column (Figure 7). Spinning\\nLEDs are integrated to show when the object is thinking or\\nspeaking.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,954],\"text\":\"At first, Eddi's incessant questions are infuriating to the\\nuser. But as the episode progresses Eddi becomes more tuned\\nto the user's needs—having previously asked why he wants\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 114\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 6\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_6_figure_002.png\",\"bbox\":[65,117,395,306],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A cylindrical object, primarily white with a yellow base, stands on a light-colored surface. The top of the cylinder has a circular, slightly recessed area with small openings. A soft shadow extends to the left of the object.\"},{\"label\":\"figure_cap\",\"bbox\":[68,317,394,348],\"text\":\"Figure 6: Eddi moving into \\\"listening\\\" mode by raising its\\ncentral column.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_6_figure_004.png\",\"bbox\":[65,363,395,550],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A white cylindrical device with a yellow base and a white disc on top sits on a wooden table. A person in a blue and white striped shirt is out of focus in the background.\"},{\"label\":\"figure_cap\",\"bbox\":[108,561,351,579],\"text\":\"Figure 7: Screenshot from the Eddi segment.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,601,395,697],\"text\":\"to know the weather, it is later able to predict when he will\\nwant to take an umbrella with him. Eventually, Eddi is able to\\ndetect that the user is going to the bathroom a lot in the night\\nand that this might signify an underlying medical problem,\\nautomatically creating a doctor's appointment and adjusting\\nhis calendar.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,697,395,873],\"text\":\"This concept relates most strongly to the Internet Health\\nvalue of decentralisation and asks what the human expe-\\nrience of a learning AI would be. It raises questions about\\nthe changing nature of the experience as Eddi learns and\\nthe transparency and visibility of this process, and to the\\nprivacy concerns around a device that detects your patterns\\nof behaviour. It also speaks to the idea of a body as a sen-\\nsor and the increasingly intimate relationship we have with\\ndevices. When making inferences about the weather, it is\\nclearly useful, but does making inferences about an intimate\\nhealth condition cross a line or not?\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,884,282,903],\"text\":\"Karma - Your Voice as You Want It\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,395,954],\"text\":\"The second segment features Karma (Figure 8 ), a voice assis-\\ntant with a tuneable personality, which is capable of adopting\\na user's identity and making phone calls on their behalf. The\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,747,761],\"text\":\"device itself resembles a piece of hi-fi equipment, including\\nsix dials for a user to control facets of the machine's person-\\nality: humour, politeness, mood, personality and confidence.\\nDuring the film, Karma is set to work ringing the users' en-\\nergy company to demand a refund. As the call progresses,\\nKarma's politeness and confidence are tweaked and the call\\nbecomes increasingly hostile. Although not made explicit,\\nthe voice on the other end of the line sounds similar to Karma,\\nsuggesting that the energy company is also making use of a\\nvoice assistant.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_6_figure_011.png\",\"bbox\":[419,119,748,307],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A rectangular white box, featuring a black triangular design on its top surface and a turquoise band along its sides. The front panel displays five black rotary knobs, each with a small, unreadable label beneath it.\"},{\"label\":\"figure_cap\",\"bbox\":[421,317,746,349],\"text\":\"Figure 8: Karma features controls to adjust the voice and per-\\nsonality.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_6_figure_013.png\",\"bbox\":[420,364,748,550],\"reading_order\":13,\"tags\":[],\"alt_text\":\"A light blue and white box with five black knobs and labels, including \\\"Timbre\\\" and \\\"Volume,\\\" rests on a dark table in the foreground. In the blurry background, three people are active in a kitchen, one with a hand reaching towards the table near the box, and two others appearing to dance or interact further back.\"},{\"label\":\"figure_cap\",\"bbox\":[421,561,744,579],\"text\":\"Figure 9: Karma in a kitchen shared by several housemates.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,747,905],\"text\":\"The film also features a scene where the residents of the\\nhouse discuss a manual that came with Karma, which includes\\nan EU data protection mark (Figure 10 ). This was intended\\nto be evocative of the EU's GDPR, which would pass into\\nlaw six month after the film was released. We also wanted to\\nshow a development in the conversational interaction with\\nKarma over Eddi where there is a shift from command and\\ncontrol (e.g. \\\"Eddi what's the weather today\\\") into something\\nmore conversational (e.g. \\\"Tell us a joke Karma\\\").\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,747,954],\"text\":\"This segment relates to issues around privacy, trust and\\nconsent. Karma has the ability to adopt the user's identity, but\\nonly she is able authorise this using a personal passphrase.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 114\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300344", "source_image_path": "test_data/3290605-3300344/3290605-3300344_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300344/results/output_json/3290605-3300344_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_7_figure_002.png\",\"bbox\":[64,117,398,307],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A close-up shows a document with the heading \\\"Allowing Karma to Handle Your Data,\\\" outlining principles of data privacy in bullet points. A finger points to one of the bullet points, and a partially visible \\\"EUROPEAN DATA TRUST\\\" logo appears in the bottom right corner.\"},{\"label\":\"figure_cap\",\"bbox\":[68,318,393,347],\"text\":\"Figure 10: Karma is governed by fiction European data pro-\\ntection regulation similar to the GDPR.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_7_figure_004.png\",\"bbox\":[65,361,398,552],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A hexagonal prism, resembling a large toy building block, stands upright and slightly tilted on a plain light background. The top two-thirds of the block are white, and the bottom third is red.\"},{\"label\":\"figure_cap\",\"bbox\":[68,560,393,578],\"text\":\"Figure 11: Sig's personality can be programmed by the user.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,601,394,634],\"text\":\"The physical controls also make Karma's setting transparent\\nto anybody in the room.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,646,302,663],\"text\":\"Sig - Your Programmable Companion\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,394,889],\"text\":\"In the final segment, we start to explore the limits of a fully\\nconversational companion. Sig (Figure 11 ) appears and acts\\nsimilarly to current smart speakers with no obvious new\\ninteractions. But in the opening of the segment, the user is\\nseen connecting to the back-end of the device, customising\\nits code to alter its personality (Figure 12 ). The voice of Sig\\nborrows from British sci-fi comedy, particularly Marvin, the\\ndepressed robot from The Hitchhikers Guide to the Galaxy,\\nand Holly, the downtrodden AI from Red Dwarf . It engages\\nin an extensive and convincing debate with the user around\\nissues of workers' rights and the nature of labour. The em-\\nphasis here is that she has programmed the voice assistant\\nto behave as a depressed philosopher with anti-capitalist\\nviewpoints.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,395,954],\"text\":\"However, in the final scene, the user's complaints are\\nmisunderstood and SH accidentally orders \\\"one tonne of\\nhorse shit\\\". The artificial consciousness of the assistant is\\nrevealed as being illusory as the AI reaches the limits of its\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,367,746,398],\"text\":\"capabilities and returns to what it was designed to do—sell\\nthings.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300344_pdf_shortened_page_7_figure_011.png\",\"bbox\":[417,117,750,310],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A person is seen from behind, sitting at a light-colored desk with an open laptop displaying lines of text. To the right of the laptop, a red and white hexagonal device stands beside a stack of books.\"},{\"label\":\"figure_cap\",\"bbox\":[443,318,723,335],\"text\":\"Figure 12: The user programming Sig's personality.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,398,747,542],\"text\":\"On the one hand, this segment celebrates the Internet\\nHealth values of openness and digital literacy, as the char-\\nacter is able to modify the device's code to customise its\\npersonality. On the other hand, it cautions the viewer to\\nbe aware of the true nature of the machine and to question\\nwho is ultimately in control. With this segment, we start to\\nreinforce the Bellagio Summit conclusion that every object\\nhas an ideology, and Dennet [10] ’s warnings that strong AI\\nis an illusion.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,556,513,574],\"text\":\"7 REACTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,578,747,768],\"text\":\"Our Friends Electric was released at London Design Festi-\\nval in September 2017 through an invited event and a se-\\nries of online publications. At the time of writing, it has\\nreceived 7,200 views across Vimeo and YouTube. One year\\nfrom the release of the film we asked for reaction from ex-\\nperts through a total of twelve interviews with experts who\\ndescribed their expertise as: advocacy film-maker, Internet\\nHealth, machine learning, speech technology, craft, design,\\nmedicine and philosophy. The expert group was drawn from\\nthose that attended the Bellagio Summit and the wider com-\\nmunity working on speech technologies and advocating for\\na healthier internet.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,783,563,800],\"text\":\"Changing Perspectives\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,802,747,884],\"text\":\"As a film designed with advocacy in mind, a key objective\\nwas to change the way that people think about the future\\nof the voice assistants and the voice enabled internet. When\\nasked specifically about whether the film had changed their\\nperspective, notable reactions included:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,889,715,954],\"text\":\"\\\"Really like how the examples include networks of\\nmachines and multiple people. I've been thinking\\ntoo much about one person on machine.\\n\\\"\\n- Human-centred design researcher\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 114\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300344/results/markdown/3290605-3300344_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[165,117,647,182],\"text\":\"(Re-)Framing Menopause Experiences\\nfor HCI and Design\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[98,201,223,264],\"text\":\"Jeffrey Bardzell\\n\\nIndiana University\\nBloomington, IN, USA\\n\\nj Bardzell@iastate.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[264,201,388,265],\"text\":\"Shaown Bardzell\\n\\nIndiana University\\nBloomington, IN, USA\\n\\nselu@indiana.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[423,203,555,264],\"text\":\"Amanda Lazar\\nUniversity of Maryland\\nCollege Park, MD, USA\\nlazar@umd.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[593,203,714,264],\"text\":\"Norman Makuto is\\nIndiana University -\\nBloomington, IN, USA.\\nnormusu@indiana.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,275,141,292],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,296,396,616],\"text\":\"Informed by considerations from medicine and wellness re-\\nsearch, experience design, investigations of new and emerg-\\ning technologies, and sociopolitical critique, HCI researchers\\nhave demonstrated that women's health is a complex and\\nrich topic. Turning these research outputs into productive\\ninterventions, however, is difficult. We argue that design\\nis well positioned to address such a challenge thanks to\\nits methodological traditions of problem setting and fram-\\ning situated in synthetic (rather than analytic) knowledge\\nproduction. In this paper, we focus on designing for experi-\\nences of menopause. Building on our prior empirical work\\non menopause and our commitment to pursue design in-\\nformed by women's lived experience, we iteratively gener-\\nated dozens of design frames and accompanying design crits.\\nWe document the unfolding of our design reasoning, show-\\ning how good-seeming insights nonetheless often lead to\\nbad designs, while working progressively towards stronger\\ninsights and design constructs. The latter we offer as a con-\\ntribution to researchers and practitioners who work at the\\nintersections of women's health and design.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,626,172,644],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,648,395,712],\"text\":\"• Human-centered computing → Human computer in-\\nteraction (HCI); Scenario-based design; • Social and pro-\\nfessional topics → Women; • Applied computing →\\nHealth informatics.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,724,149,741],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,746,372,763],\"text\":\"Menopause, design framing, scenarios, women's health\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,277,555,291],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,291,747,379],\"text\":\"Jeffrey Bardzell, Shaowen Bardzell, Amanda Lazar, and Norman\\nMakoto Su. 2019. (Re-)Framing Menopause Experiences for HCI\\nand Design. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland\\nUK . ACM, New York, NY, USA, 13 pages. https://doi.org/10.1145/\\n3290605.3300345\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,391,549,407],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,650],\"text\":\"The burgeoning field of health HCI has developed systems\\nand approaches that benefit people experiencing a variety\\nof health-related conditions, their families, healthcare pro-\\nfessionals, and society at-large. In some cases, it involves\\ndeveloping a system or a feature set to address a problem\\nor need as articulated in the medical literature. For example,\\ntechnologies are designed for individuals with diabetes to\\nmeasure their blood sugar. But with the turn to wider formu-\\nlations of health, such as wellness [18] , self-care [5, 34] , and a\\nfocus on social structures and environmental factors that con-\\ntribute to health inequities [35] , problems and solutions are\\nnot always easily coupled together. In women's health HCI\\nresearch, these wider formulations of health have recently\\nbeen taken up through topics such as pregnancy [20] , abor-\\ntion [33] , incontinence [1] , and intimate self-discovery [2] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,747,954],\"text\":\"We build on that work by focusing on menopause, which\\nwe understand as an era of life qualified not only by di-\\nverse physiological changes but also by changes in social,\\nsexual, and even self-relations. The authors — two design re-\\nsearchers, a computer scientist, and a health technology\\nresearcher and expert on anti-ageism — intuitively felt that\\nHCI could do something about menopause but didn't know\\nwhat. Our review of the literature showed a few potential\\npathways — to use health sciences research to inform design\\nand to build on existing health IT agendas, such as tracking.\\nBut as self-identified feminists, we also intuited that the lack\\nof research on menopause was partly political. That is, we\\nbelieve that the experience of menopause is not only shaped\\nby hot flashes and irregular periods, but also by taboos about\\nmenstruation and menopause, the ways that women's health\\nhas been marginalized in medicine, and societal images link-\\ning female desirability and fertility. This intuition was con-\\nfirmed through literature on menopause and our past empir-\\nical work [30] . Our starting point thus entailed a desire to\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,778,395,897],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCHI 2019, May 4–9, 2019, Glasgow, Scotland UK\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,899,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,926,264,953],\"text\":\"ACM ISBN 978-1-4603-5702-0/19-03...$15.00\\nhttps://doi.org/10.1145/3290605.3300345\",\"reading_order\":21,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,997,125,1012],\"text\":\"Paper 115\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"leverage HCI's strengths to improve certain experiences and\\na belief that menopause experiences are shaped as much by\\nsociology as they are by physiology.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,394,298],\"text\":\"We assumed that the physiological and the sociological\\ncome together in the embodied experiences of actual women,\\nand we were concerned that some of these issues would be\\ndifficult to confront via tracking. Yet besides tracking-based\\nsystems and a handful of critical/speculative designs, we\\ncould find few design exemplars for women experiencing\\nmenopause. There is no shortage of research knowledge\\nabout menopause\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,394,364],\"text\":\"—in the medical literature and in feminism and gender studies,\\nand in our own empirical study of women's menopause\\nexperiences [30] . But how such knowledge might translate\\ninto the language of design was much less clear.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,394,634],\"text\":\"In their influential work on research theory, Edmondson\\nand Mcmanus [14] propose a developmental model of the-\\nory, which transitions from nascent (exploratory, new con-\\nstructs, invitation to future work), to intermediate (mixture\\nof novel and established constructs), and finally to mature\\n(established constructs, formal hypothesis testing) theories.\\nApplied in the design context, it seemed to us that design\\nproblem frames might likewise proceed via nascent, interme-\\ndiate, and mature versions. In the design research literature,\\ndesign frames refer to how a situation is defined as a design\\nopportunity, comprising \\\"the decisions to be made, the ends\\nto be achieved, the means which may be chosen\\\" [39, p.40] . In\\nthe case of designing for menopause experiences, taking into\\naccount medical knowledge, women's health experiences,\\nstructural marginalization, current and rising technological\\npossibilities, market economics, and so on, the design space\\noverall is not well understood.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,395,955],\"text\":\"This paper contributes our efforts to exploratively develop\\nnascent design theory of women's health in the form of\\nmenopause experience design frames. To do so, building on\\nprior research, we iteratively use What-If scenarios [21] and\\ndesign criticism [6] to develop concepts for new products,\\nservices, and environments. From this we eventually con-\\nverged on four design frames, and our critical reflections on\\nthem surfaced a number of recurrent themes. These themes\\ninclude the following: during menopause, women often ex-\\nperience their bodies as if they are not their own, as if the\\nbody is possessed; it is difficult to take physiological symp-\\ntoms seriously without reducing menopause to them; many\\npeople fail to acknowledge the agency and responsibility\\nof (often male) partners for shaping women's menopause\\nexperiences; and most societies celebrate other life phases\\n(e.g., birth, marriage, retirement) but not menopause. The\\ndesign constructs, and the themes that we embodied and var-\\nied through them, can support future work by researchers\\nand practitioners who work at the intersections of women's\\nhealth and design, that is, professionals committed to health\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,156],\"text\":\"sciences, to political emancipation for women, and to design\\nas a way of knowing and doing.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,172,550,190],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,194,567,210],\"text\":\"Women’s Health in HCI\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,213,746,500],\"text\":\"Women's health is underexplored in HCI, and most research\\nconcerns itself with information systems for maternal health [9] .\\nRecent work begins to consider menstruation and menopause.\\nLee et al. conducted focus groups and interviews to identify\\ndesign considerations for mHealth (mobile health) to support\\nwomen experiencing menopause [31] . This project envisions\\nan application that, among other functions, supports women\\nin easily recording the dates of their periods in order to in-\\nform them of what stage they are in with menopause [31] .\\nAnother project engages in participatory design to envision\\nan adaptive, tracking and visualization-based application\\nthat can coach people through menopause [42] . Another con-\\nsiders an iPad application to capture women's menopause\\nsymptoms as a way of identifying symptom clusters [28] .\\nIrwin proposes a design concept that considers how home\\nheating and cooling systems might respond to the different\\ntemperatures in which individuals experiencing menopause\\nand undergoing chemotherapy feel comfortable [27] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,500,746,660],\"text\":\"Menopause marks the end of menstruation and often in-\\nvolves several years over which menstrual cycles become\\nirregular: therefore, it is useful to consider HCI work on\\nmenstruation as well. Epstein et al. examine how and why\\npeople track their menstrual cycles [15] . Critical HCI work\\nhas focused on menstruation to ask broad questions about\\nthe role of intimate technologies and design [7, 41] . Another\\nis PeriodShare, a speculative design fiction [40] , which pro-\\nvoices readers to reflect on political and cultural dimensions\\nof self-tracking and sharing of intimate data.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,660,746,852],\"text\":\"HCI is increasingly taking up these sociopolitical dimen-\\nsions of women's health. A workshop at CHI 2017 took a\\nhacking-led approach to confront taboo, power, and preju-\\ndice surrounding women's health [4] . In looking at women's\\nurinary incontinence, Almeida et al. argue that women's\\nhealthcare is shaped by taboos associated with women's\\nbodies [1] . Researchers are beginning to study how to de-\\nsign technologies that account for and push back on taboos\\nwithin women's health [2, 3] . A parallel research direction\\nrecognizes the burden that technologies designed for the indi-\\nvidual place on women, investigate systemic or collaborative\\napproaches to women's health [3, 11] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,869,576,886],\"text\":\"Design Problem Framing\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,746,954],\"text\":\"The challenge that we confront in this research—an un-\\nderdeveloped design space for women’s experiences with\\nmenopause—calls for design problem framing. “It is central\\nto modern thinking about design that problems and solutions\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1012],\"text\":\"Paper 115\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,299],\"text\":\"are seen as emerging together, rather than one following log-\\nically upon the other,\\\" writes Bryan Lawson [29, p.124] . The\\nchallenge is that design problems are never given, but must\\nbe constructed \\\"from the materials of problematic situations\\nwhich are puzzling, troubling, and uncertain\\\" and so the de-\\nsigner \\\"must make sense of an uncertain situation [...] in\\nwhich geographic, topological, financial, economic, and po-\\nlitical issues are all mixed up together\\\" [39, p.40] . We can see\\nhow all of this applies to menopause, which features experi-\\nential, medical, sociological/ideological, economic, cultural\\nand other qualities all mixed up together.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,394,348],\"text\":\"Design framing establishes a structure of concepts, pos-\\nsible moves, and actors. More specifically a design frame\\nis\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,395,363,603],\"text\":\"an organizational principle or a coherent set of\\nstatements that are useful to think with [...]\\nFrames should therefore be actionable — that is,\\nthey should be capable of leading to realistic\\nsolutions [...] Good frames ideally manage to\\ncreate an image that spans and integrates a broad\\nrange of issues [...] . Good frames are coherent,\\nand provide a stable (noncontradictory) basis\\nfor further thought. Good frames are also ro-\\nbust, in the sense that the images they conjure\\nup in the minds of participants are sufficiently\\nsimilar to provide a `common ground' for the\\ndiscussion [13, p.64] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,651,394,699],\"text\":\"In the context of menopause, tracking is a design frame: it is\\nactionable, addresses a range of issues, offers coherence, and\\nfunctions as a common ground for diverse stakeholders.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,394,954],\"text\":\"Design research literature also characterizes how design-\\ners develop frames. An early strategy involves abstraction\\nand deconstructing to move away from literal problem-solving\\nand towards “an exploration of deeper situational values” [13,\\np.64] . This exploration is conducted as a form of episodic\\ndialogue, “a series of skirmishes,” a “to and fro movement be-\\ntween areas of concern,” as well as “period of unfettered spec-\\nulation, followed by more sober and contemplative episodes\\nduring which the designer ‘takes stock of the situation’” [36,\\np.34] . As we document in the following section, our de-\\nsign process engaged in an iterative episodic dialogue be-\\ntween our intentions, the results from our empirical study\\non menopause [30] , and major findings in health informat-\\nics and HCI research on the one hand, and the progressive\\nenvisioning of design images—products and scenarios in\\nparticular—on the other.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,124,556,139],\"text\":\"3 DESIGN PROCESS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,747,352],\"text\":\"Approaching menopause as a concern for HCI and design,\\nwe wanted to focus on menopause as it is holistically ex-\\nperienced, taking into account some of the sociological di-\\nmensions of gender. We contrast this with approaches that\\nwork from a well-defined and understood problem toward\\na direct solution (Fig. 1 ). For example, design starts with a\\nwell-defined problem in the literature, such as memory loss\\nthat affects activities of daily living for people with dementia,\\nand ends with a technical solution for that problem, such as\\na system that guides someone through handwashing. How-\\never, the political and experiential consequences of dementia\\nare not well addressed, making such approaches vulnerable\\nto the criticism that they are technosolutionist.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300345_pdf_shortened_page_2_figure_009.png\",\"bbox\":[498,360,668,429],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A flowchart shows two rectangular boxes connected by a right-pointing arrow. The first box is labeled \\\"Medically Known Problem,\\\" and the second box is labeled \\\"Solution.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[454,438,712,455],\"text\":\"Figure 1: The literal problem-solving approach\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,469,747,598],\"text\":\"Instead, we sought to destructure this coupling. Our design\\nprocess (Fig. 2 ) starts with experience statements derived\\nfrom empirical research and pivots to design, opening up a\\ndivergent, iterative, and dialogic process of proposing design\\nframes and solutions, which subsequently converged back\\nonto a smaller number of more mature frames. Our design\\nprocess had four primary stages, represented as boxes in\\nFigure 2 and described as follows.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300345_pdf_shortened_page_2_figure_012.png\",\"bbox\":[420,622,743,696],\"reading_order\":12,\"tags\":[],\"alt_text\":\"A linear flowchart illustrates a process moving from left to right through five stages: \\\"Women's Experience Statement\\\", \\\"Design Propositions\\\", \\\"Proto-Frames\\\", \\\"Concretized Concepts\\\", and \\\"Frames\\\". A cyclical interaction is depicted between \\\"Proto-Frames\\\" and \\\"Concretized Concepts\\\". Additionally, an arrow labeled \\\"(Diverging) Proposing\\\" connects \\\"Proto-Frames\\\" to \\\"Concretized Concepts\\\", and an arrow labeled \\\"(Converging) Setting on\\\" leads from \\\"Concretized Concepts\\\" to \\\"Frames\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[503,713,663,730],\"text\":\"Figure 2: Our Design Process\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[433,745,746,762],\"text\":\"Stage 1. Empirical study of menopause experiences.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,762,747,955],\"text\":\"Our prior research includes an empirical study centered on\\nwomen's lived experience with menopause [30] . We used\\nfeminist social science data collection methods [23] as well\\nas critical-hermeneutic [6] approaches to analyze and inter-\\npret the data to generate women's experience statements.\\nOur goal in doing so was to situate our work directly in\\nwomen's experiences. High-level outcomes of this prior work\\nare that menopause experiences were complex and holistic,\\nfrequently blending physical discomfort, uncertainty, cu-\\nriosity, humor, frustration, wishful thinking, and reflection.\\nWhile women's experiences tended to be more negative than\\npositive, many did relate experiences with at least some\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1012],\"text\":\"Paper 115\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,171],\"text\":\"positive dimensions. The experiences also had strong so-\\ncial dimensions, including social embarrassment and marital\\nconflict.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,172,395,347],\"text\":\"Stage 2. Translation of empirical results into design\\npropositions. The empirical results helped us understand\\ndifferent aspects of menopause experiences, in particular\\nthe interweaving of the physiological and the sociological,\\nthe individual and the social. However, while the results\\ncan inform design, they do not specify it, because designing\\nrequires a creative leap characterized by a shift from analysis\\nto synthesis, and from deductive and inductive reasoning to\\nabductive reasoning [13, 17] . We thus translated the study\\nresults into design propositions, that is, a set of normative\\nstatements that could help shape design work.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,348,395,682],\"text\":\"Stage 3. Iterative frame exploration via concretized\\ndesign concepts . Next, guided by the design propositions,\\nwe engaged in an iterative, dialogic process proposing proto-\\nframes and What-If scenarios. By “proto-frames” we refer to\\nour earliest attempts at framing, which we expected would\\nbe unrefined initially (hence the “proto-“ prefix). We used\\nWhat-If scenarios to help us generate and concretize design\\nconcepts, because they tightly couple empirical insights with\\ndesign imagination. Each scenario begins with a concrete\\ndata point from our empirical study (e.g., a direct statement\\nor an excerpt from women experiencing menopause), fol-\\nlowed by a simple sketch illustrating a counterfactual What-\\nIf scenario stemming from women’s menopausal experience\\n(examples will be illustrated later). We cut 8.5\\\" x 11\\\" white\\ncardstock in in half for each of scenarios. The weight and\\nsize of the cardstock made it sturdier to handle and also con-\\nstrained our sketch to prioritize the most salient aspects of a\\ngiven scenario. After each of round of scenario creation, we\\ncritiqued the scenarios in relation to relevant literature on\\nmenopause, our prior study results, and our own values and\\nideological commitments.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,682,395,842],\"text\":\"The scenarios were not so much about proposing serious\\nproducts, nor envisioning “ what will be ” or even `what might\\nbe' but `what potentialities beg interrogation' ” [16, p.147] .\\nFor example, scenarios that made it easier for a woman to\\nhide a menopausal experience were rejected as reproducing\\nmisogynistic social structures. Other scenarios seemed too\\nfar-fetched or not interesting enough. The most successful\\nscenarios brought into view possible social practices around\\nmenopause, providing us in effect what James Hunt calls a\\n“ distorting mirror ” through which to see our present [26] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,843,395,954],\"text\":\"After iterating and curating, we finished with 29 What-If\\nscenarios. We then conducted an in-person, two-day design\\nretreat to critique the scenarios and the futures that they\\npropose. We held nothing back in the critiques, often dis-\\nagreeing with each other, and we are honest with readers\\nabout the problems with each throughout this paper as a\\nmatter of intellectual rigor. We then affinity diagrammed\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,220],\"text\":\"the scenarios according to themes. Additionally, we debated\\nhow what we were learning might contribute tangibly to\\ndesign: did this scenario embody a design frame, build out a\\ndesign implication, or feature a design quality? We selected\\nfour design frames as nascent design constructs to the design\\nresearchers, health informaticans, and practitioners.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,747,348],\"text\":\"Stage 4. Converging on design frames. The iterative\\ndevelopment of proto-frames and scenarios was character-\\nized by an “ episodic structure, ” that is, a “ to-and-fro reason-\\ning ” [36] that resulted in many dozens of situations, product\\nideas, requirements, and design qualities. Over time, certain\\nclusters of problems/opportunities, design ends, and means\\nbegan to emerge; the design frames we had been looking for\\nhad begun to come into view.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,362,724,394],\"text\":\"4 DEVELOPING MENOPAUSE DESIGN FRAMES\\nUSING WHAT-IF SCENARIOIS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,397,746,446],\"text\":\"We illustrate our process as well as our insights and design\\nproposals that emerged along the way, using the same four-\\npart structure we just introduced.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,460,737,477],\"text\":\"From Experience Statements to Design Propositions\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,479,747,718],\"text\":\"The empirical study is reported on elsewhere [ 30 ] . Briefly, we\\nused feminist social science methods to study a US-based on-\\nline forum on menopause, in order to understand menopause\\nexperiences in the words of those who have them. We found\\nthat menopause became meaningful in the shifting relations\\nbetween the experiencing self and the social world — a social\\nworld in which women's experiences are marginalized. In\\nother words, menopause is meaningful not because of physi-\\nological symptoms that a woman privately feels, but rather\\nbecause her bodily change is enacted in the social world; it is\\nintersubjectively experienced. We further analyzed this into\\na set of common (though not universal) experience claims\\nabout menopause (Table 1 , left column). We then unpacked\\nthese experience claims and re-articulated them as design\\npropositions (Table 1 , right column).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,718,746,767],\"text\":\"The transition from research result into design proposition\\nstill does not specify any design, but it helps by providing\\ngoals and constraints for our next steps.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,780,713,796],\"text\":\"Divergence: Proto-Frames and Design Concepts\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,798,748,849],\"text\":\"In pivoting to design, we sought to envision—via proto-\\nframes—products, services, and situations that were respon-\\nsive to one or more of the preceding design propositions.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,954],\"text\":\"Supporting Self-Expression and Articulation. Our empirical\\nwork suggested that women were not always able to ar-\\nticulate their experiences to their satisfaction. Part of the\\nproblem is finding those willing to listen, and part was a lim-\\nited expressive vocabulary. As a result, women felt isolated,\\nfeeling that the clinic was one of the few situations where\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 115\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,746,1012],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,236],\"text\":\"they could talk about menopause, but again, in a way limited\\nby the discourses of the clinical setting. We were curious\\nabout ways that we might be able to support social interac-\\ntions featuring menopause. Inspired by social media's role in\\nproviding a \\\"networked sisterhood,\\\" we wondered about al-\\nternative technologically mediated opportunities—map APIs,\\nco-presence, etc.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[78,272,382,289],\"text\":\"Table 1: Pivoting from empirical results to propositions\",\"reading_order\":3,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,305,391,949],\"text\":\"
Women's Experience Statements: Menopause often experienced as...Design Propositions: HCI/Design can intervene by...
A mostly negative phenomenonDistinguishing experiences that are negative physiologically vs. ideologically Alleviating negative physiological experiences Challenging ideologies that contribute to negative experiences of menopause
An individual experience; an isolating experienceSupporting sociability in menopause-relevant situations
Difficult to put into wordsSupporting self-expression of menopause-relevant experiences
Taboo and shamefulCalling out taboos as ideologically repressive Celebrating, rather than hiding, menopause
No big deal in the eyes of others; a form of hypochondria; totally normal and no cause for intervention in the eyes of medicineLegitimizing/acknowledging women's experiences Taking pain and discomfort seriously even if it is not medically unusual or threatening
Trouble for sexual intimacyAddressing symptoms (vaginal dryness, diminished libido) Educating and giving agency to affected sexual partners
A form of self-alienationSupporting self-relations, self-discovery, and self-expression
\",\"reading_order\":4,\"tags\":[],\"alt_text\":\"This image is a two-column table summarizing women's experiences with menopause and corresponding design propositions for Human-Computer Interaction (HCI) intervention. The left column lists statements like \\\"A mostly negative phenomenon\\\" and \\\"Taboo and shameful,\\\" while the right column provides design solutions such as \\\"Distinguishing experiences that are negative physiologically vs. ideologically\\\" and \\\"Celebrating, rather than hiding, menopause.\\\"\",\"figure_path\":\"tables/3290605-3300345_pdf_shortened_page_4_tab_4.png\"},{\"label\":\"para\",\"bbox\":[420,124,747,476],\"text\":\"One concept leverages contemporary sensor technologies\\nthat detect and predict experiences, including sweat, heart\\nrate monitoring, and so forth. Such concepts also help to\\nautomate and record physiological phenomena that are of-\\nten tied to specific menopausal experiences, lowering the\\nburden of data capture and storage and producing a record\\nthat could be used to measure, predict, and even alleviate\\nsymptoms. Thinking of some of the ways that women did\\nnot feel that they had ways to express negative emotions,\\nwe thought of a stress ball, which is a foam ball that people\\ncan squeeze when they feel stressed. Combining all of these\\nideas, we proposed the following What-If scenario (Fig. 3 ):\\nWhat if a stress ball can track and relieve users’ menopausal\\nsymptoms, provide a map of others experiencing those symp-\\ntoms, as well has have a sharing feature to notify family and\\nfriends? We envisioned a stress ball that can physically be\\nsqueezed, but which also senses body sweat and responds by\\ncooling and/or using aromatherapy, and which also connects\\nanonymously to global/regional maps of others with simi-\\nlar experiences and/or social media. The idea is not wholly\\nnovel: [38] proposes huggable interactive pillows, but not in\\nthe context of women’s health.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300345_pdf_shortened_page_4_figure_006.png\",\"bbox\":[440,497,724,686],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A diagram illustrates a central internet-connected dock displaying \\\"HOT FLASH\\\" and \\\"MOOD SWING\\\" symptoms, along with the date and time. Above it are two \\\"relieving balls\\\": a snowflake that becomes cold when squeezed and a flower that releases soothing fumes when squeezed, both used for tracking. Additional elements show a phone for notifications and a map-like display indicating other people experiencing similar symptoms.\"},{\"label\":\"figure_cap\",\"bbox\":[446,701,719,717],\"text\":\"Figure 3: Side A of the Stressball What-If scenario\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,745,747,954],\"text\":\"A second design concept investigated less quantified or\\n“ clini-cally useful ” forms of expression. Hate and anger are\\nemotions that are typically frowned upon by society. We\\nasked ourselves, how can anger and frustration be trumpeted,\\nnot hidden? We developed the following What-If scenario\\n(Fig. 4 ): What if there was a “ Rage Against the Menopause ” day\\nwhere during an appoint-ed “ rage hour ” (randomly decided ev-\\nery year to highlight the un-predictable nature of menopause),\\nwomen would open their windows and freely scream out? It's\\npossible to imagine products that could be a part of this ritual:\\nmeno-bulhorns and meno-vuvuzelas, for example, which\\nwould amplify voices and contribute to the car-nivallesque\\nspectacle.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 115\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300345_pdf_shortened_page_5_figure_002.png\",\"bbox\":[84,111,376,305],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A colorful, hand-drawn doodle depicts a woman screaming from a window, next to text asking if there was a \\\"menopaux where women... would open their windows and scream at the world?\\\" Other elements include a clock labeled \\\"Rage Hour,\\\" a \\\"Rage Megaphone,\\\" a \\\"Men-vuvuzela,\\\" and a stick figure labeled \\\"doctor\\\" with X's for eyes.\"},{\"label\":\"figure_cap\",\"bbox\":[94,314,366,331],\"text\":\"Figure 4: The Rage Hour What-If scenario (detail)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,379,394,522],\"text\":\"Alleviating negative physiological experiences. It is important\\nto not only consider the ways that much of the negative expe-\\nrience of menopause is socially constructed, but also to take\\nseriously negative experiences people had with menopause.\\nA starting point was to think of technologies to help hide cer-\\ntain kinds of experiences from others, to enhance a woman's\\nprivacy. Yet while these do address a problem that many\\nwomen expressed, they also reinforce the regressive social\\nnorm that women should hide such things.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,523,395,792],\"text\":\"Another concept imagines a sanctuary for women experi-\\nencing menopause (fig. 5 ). We ask, What if women starting\\ntheir menopause journey are whisked away to meno-hotels?\\nThe concept was inspired by month-long postnatal hotels\\nthat provide care for new mothers in Korean (상우로 주) \\nand Chinese (坐月子中心) cultures. At the meno-hotel all \\nthe needs of women beginning their new journey are met. \\nWomen are pampered—massaged, sip on refreshing drinks, \\nsleep in breezy, air-conditioned rooms, eat meno-appropriate \\nfood (e.g., ice cream, gazpacho), have their vitals measured \\nby staff knowledgeable about menopause, and participate \\nin activities with other women experiencing menopause. In \\nthese hotels, women don light gowns, providing relief from \\nhot flashes and other temperature changes. Older women \\nwho have been through menopause may visit guests at the \\nmeno-hotel. But the sequestered women cannot go outside, \\nnor can anyone else visit.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,793,395,954],\"text\":\"This design has the advantage of focusing seriously on\\nalleviating physical discomfort, of celebrating menopause as\\na life phase, and of creating a luxurious spa experience. Away\\nfrom others, women are isolated from social judgment or\\nembarrassment. The problem is that women are isolated from\\neverything else as well: careers, families, sexual partners,\\nand so forth. A scenario like this reveals the tension between\\nwomen's desires for privacy and the emancipatory goal of\\nchallenging the taboos that partly drive such desires. Does\\nthe meno-hotel offer need-based pleasures or false pleasures?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"Subsequent scenarios moved some of these experiences into\\na woman's home, as described below.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300345_pdf_shortened_page_5_figure_008.png\",\"bbox\":[433,167,731,375],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A handwritten sketch details seven numbered concepts or steps, combining simple drawings with explanatory text. The drawings include a hotel check-in desk, food, a uniform, a swimming pool, and figures representing staff and individuals, all accompanied by notes describing various activities and rules.\"},{\"label\":\"figure_cap\",\"bbox\":[443,382,723,398],\"text\":\"Figure 5: The Meno-Hotel What-If scenario (detail)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,433,747,671],\"text\":\"Celebrating, rather than hiding menopause. As feminists, we\\nview menopause as a complex life stage with ups and downs,\\nnot as a problem to be solved. We sought to find or imag-\\nine design exemplars that addressed this life stage in a less\\nproblem-centric way. Our initial design concept recognized\\nthat fear of aging, particularly for women, is instilled at a\\nyoung age. We asked, What if everyone didn't take it as a\\ngiven that looking old is bad, looking young is good? Kids could\\ntry on wrinkles and gray hair, they way they might try on their\\nmom's heels or lipstick. This concept was in the form of a\\n\\\"beauty kit\\\" for young children to try on hair extensions\\nand wrinkle liners, much like children might try on their\\nparents' makeup or shoes. In doing this, people might learn\\nto look forward to growing older and for people to be able\\nto recognize older people as attractive.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,671,746,816],\"text\":\"Although the idea of countering the societal narrative that\\nwomen should look young and beautiful is appealing, this\\nover-literal solution has a number of problems. Above all,\\nit continues to tie worth to physical appearance. It leaves\\nin place the mappings of age and physical beauty, simply\\ninverting (some) of their values. And it calls attention to\\nvisible signs of ageing in any case. It is challenging to support\\nthe concept of mature beauty without drawing from the\\nharmful languages and practices of the beauty industry.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,746,954],\"text\":\"Legitimating and Acknowledging Women's Experience. Women\\nhave difficulty finding medical professionals who specialize\\nin menopause, and find that the mental experiences with\\nmenopause are often dismissed if there is no scientific ev-\\nidence of physiological changes. Initially we envisioned a\\nbriefcase that women could bring to the doctor. Some of the\\ndocuments included in the briefcase were family history; age\\nof menopause onset for all female relations as well as length\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1012],\"text\":\"Paper 115\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,395,220],\"text\":\"and flow details for periods from age of first period (includ-\\ning overlay of details such as stress levels, birth control, and\\nmedical issues that affected past periods). But we realized\\nthat this concept placed the burden entirely on women to\\nconvince health care professionals about their lived experi-\\nences with menopause.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,220,396,492],\"text\":\"An iterated concept turned this idea on its head. We in-\\nstead identified the problem as a lack of expertise. This sug-\\ngests that those entrenched in medical institutions fail to\\nengage with older women and others engaged with women\\nexperiencing menopause. We asked: What if medical staff\\nwho are older women or trained with older doctors proudly wore\\nribbons to signify that they were 'menopause'? The strength\\nof this scenario is that the burden of proof is on the med-\\nical professional, rather than the patient. Obviously, there\\nare many questions about how such a certification might\\nbe implemented and what effects it might have in practice.\\nConcerns with this approach are that it still overtly demar-\\ncates menopause from other phenomena; it might further\\nnormalize a lack of expertise about menopause; and it might\\nappear to diminish expertise in other health domains—or\\ncover medical staff in ribbons for every area of expertise that\\nthey have.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,506,396,778],\"text\":\"Improving Intimacy and Sexual Experience. The influence of\\nmenopause on women's sexual experiences is strong, accord-\\ning to our data. Women talk about physiological symptoms,\\nsuch as vaginal dryness and diminished libido; issues of\\nself-perception, for example, that she is no longer sexually\\ndesirable; and also partner conflicts prompted by changes\\nin the bedroom. Our initial thoughts began with traditional\\nuser-centered solutions: if vaginal dryness is lowering en-\\njoyment in sex, then we can imagine a sex toy that applies\\nlubricant and that can be used alone or by couples: What\\nif a smart vibrator can provide lubricant and automatically\\nadjust its temperature, texture, and size to provide a pleasant\\nsexual experience? This design concept is rather literal, but it\\nprompted us to look online to see if such a product existed,\\nand in the course of doing so, not only did we not find any-\\nthing quite like it, but more generally we did not see toys\\nspecifically designed for women in this group.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,778,396,955],\"text\":\"This concept also focuses primarily on the individual\\nwoman and helps to correct her symptoms, so it neither\\nacknowledges the agency and responsibility of her partner\\nnor gives him or her opportunities to enact that agency. To\\naddress the latter, we developed another What-If scenario:\\nWhat if an app can track users' sex activities and provide\\nguidance for sex, while also recommending new toys based on\\nbudget and preferences? This scenario recognizes the agency\\nand responsibility of the partner, as well as the fact that their\\nsexual habits have changed. It leverages tracking technolo-\\ngies and recommender algorithms to help the couple better\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"understand sources of pleasure and discomfort and match\\nthem with available pleasure objects on the market. The con-\\ncern we had with this scenario is that it has less to do with\\nthe couple learning about each other and more to do with\\nthe couple acquiring an ever-growing collection of products.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,205,746,379],\"text\":\"This led us to frame intimacy less literally about sexual\\nanatomy and instead on notions of attractiveness, body im-\\nage, and “feeling sexy” to one’s partner. For example, we\\nthought about practices of grooming, and specifically groom-\\ning one another such as brushing someone else’s hair, as\\nan intimate practice. As we envisioned specific instances of\\nthis behavior, we thought of the classical Chinese practice\\nof a husband painting his wife’s eyebrows, captured in the\\nidom, hua-mei zhi-le “画眉之集”, literally “the pleasure\\nof painting eyebrows” and more comotatively suggesting\\nflirtation and true love in marriage.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,793],\"text\":\"We developed two concepts intended to encourage forms\\nof intimacy that expand beyond the overtly sexual. Both en-\\nvision the body as a locus of care. In the first, we ask: What\\nif there is makeup that can change its color based on skin tem-\\nperature? The idea is to prompt awareness of changing body\\nstates and (hopefully) care from the male partner. This could\\nalso be extended to the ageing woman's family members\\nand social circles. In the second, we imagine the application\\nof makeup as a couple's activity (fig. 6 ): What if there are\\nmakeup toolkits especially designed for men to do makeup and\\nnail polish for their wives and a smart screen “ mirror ” to guide\\nthe husband and record sweet moments? Feminists theorists,\\nsuch as Elizabeth Grosz [19] have argued that makeup is a\\nsocio-cultural inscription on the female body. Each of these\\ntwo scenarios views these inscriptions as performative, not\\nonly in the sense of wearing the makeup, but also in the\\nsense of putting it on. The state of being made up reflects a\\nsignificant body labor, and by calling attention to that labor,\\nthe male partner is more aware of it and also, especially in\\nthe second scenario, able to participate in it. Both scenarios\\nare vulnerable to the criticism that they perpetuate the ex-\\npectation that women wear makeup—earlier in life to mark\\ntheir sexual readiness, and later in life to mask wrinkles and\\nother signs of aging, but the hope is at least scenarios such\\nas these might shift some of makeup's meanings toward a\\nmore wellbeing-oriented direction.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,821,640,838],\"text\":\"Converging on Four Design Frames\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,746,954],\"text\":\"The iterative back-and-forth of ideas—derived from the em-\\npirical data and expressed as normative design proposals on\\nthe one hand and illustrated What-If scenarios on the other—\\nprogressively helped us weed out weaker ideas, focusing\\ninstead on ones reflecting our twin commitments to start\\nfrom women's experiences of menopause and to reflect our\\nown feminist and emancipatory values. What follows are\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 115\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,744,1013],\"text\":\"Page 7\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300345", "source_image_path": "test_data/3290605-3300345/3290605-3300345_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300345/results/output_json/3290605-3300345_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300345_pdf_shortened_page_7_figure_002.png\",\"bbox\":[85,126,378,324],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A hand-drawn sketch illustrates a person looking into a smart mirror displaying virtual makeup application. The mirror's interface shows multiple makeup styles, a toggle to preview looks on the face, and step-by-step instructions with enlarged areas and \\\"how it should look\\\" images. Text labels highlight features such as sharing options and personalized makeup guidance.\"},{\"label\":\"figure_cap\",\"bbox\":[75,333,385,350],\"text\":\"Figure 6: The Makeup Toolkits for Men What-If scenario\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,371,394,403],\"text\":\"four design frames offered as outcomes of this design-based\\nresearch.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,410,395,714],\"text\":\"MenoParty. MenoParty is inspired by women who spoke\\nof menopause as a positive experience. Some even used the\\nmetaphor of “graduating” perimenopause. We began to think\\nof how we typically commemorate major life transitions, and\\nwondered what a similar ceremony might look like to mark\\nmenopause; biologically symbolizing the end of one’s ability\\nto reproduce, and made sense of by women as the begin-\\nning of the path towards older adulthood. Our anti-ageist\\nperspective led us to wonder why this important phase did\\nnot appear to have a corresponding ceremony – we thought\\nabout ways that people regularly mark other important life\\ntransitions, such as marriage (e.g. wedding showers, wed-\\ndings) and puberty (bar and bat mitzvahs, quinceañeras). Our\\nWhat-If scenarios envision a future where menopause is not\\nisolated from social life, but rather marked and commemo-\\nrated as a meaningful time in one’s life (Fig. 7): What if there\\nwere a “Bat Menopause” (a take on a Jewish “Bat Mitzvah”)?\\nWe imagine that rituals will emerge and meaning will be\\nfound over time.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,714,395,905],\"text\":\"We developed two versions of this. One envisioned the\\nMenoParty as a public gathering in a park, visible to the\\npublic—perhaps spreading the message that menopause is\\nnatural and normal. The other gathering was not explicitly\\npublic and looked like it might be taking place in some-\\none’s dining room. Both scenarios envision people gathering\\nacross generations, not just women of the age to typically\\nexperience menopause. This aligns with other events such as\\nbat mitzvahs are marked by everyone—not just 12-year-old\\ngirls, but also fathers, cousins, and family friends. This can\\nonly take place in a world where taboo around menopause\\ndoes not have the same hold it does now.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,395,954],\"text\":\"The issue of a public vs private, and open vs closed, party\\nhas implications for the present—and the extent to which\\nMenoParties is a practical design direction for the present or\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,558,747,736],\"text\":\"it operates in a more critical or speculative space. The con-\\ncern with this frame is that it seems to require a sociological\\nchange in rituals before plausible designs could be developed.\\nThat is, a future where a public menopause party attended by\\npeople of all genders and ages may be too distant, so having\\nsuch an event today could actually further stigmatize women.\\nCurrent trends like menopause parties, where women seek\\nsupport and share experiences when transitioning through\\nmenopause [12] , might better reflect consciousness raising\\ngroups of the past which help identify issues and mobilize\\naction [25] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300345_pdf_shortened_page_7_figure_009.png\",\"bbox\":[437,117,728,495],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A stylized, hand-drawn illustration depicts various gatherings to celebrate menopause, featuring groups of people socializing, some around a table with cake, and others outdoors. The image includes a banner reading \\\"MENOPAUSE,\\\" a calendar activity, a jar of tampons game, and a \\\"hot flash game\\\" with ice cubes. Text throughout describes the concept of generational sharing and celebration of menopause.\"},{\"label\":\"figure_cap\",\"bbox\":[427,507,739,524],\"text\":\"Figure 7: Outdoor (top) and indoor (bottom) MenoParties\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,747,954],\"text\":\"A Menopause Lifestyle Brand. We tried to imagine all of the\\npositive aspects of menopause: many women look forward\\nto a time when they have no periods, for example. People in\\ntheir forties may be more economically secure. Many have\\nseen their children grow up to depend less on their parents.\\nAfter working through dozens of scenarios and possible prod-\\nucts, with the intention of avoiding negative connotations\\nof menopause, we began to see how diverse positive aspects\\nof menopause could be linked together under the label of\\nfreedom—freedom from periods, economic anxiety, and day-\\nto-day parenting labors. We also saw that that same era for\\nmen is often distinguished with certain lifestyle products—\\nsports cars, golf clubs, expensive whiskeys.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1012],\"text\":\"Paper 115\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 8\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300345/results/markdown/3290605-3300345_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[83,117,731,182],\"text\":\"Playing Blind: Revealing the World of Gamers with\\nVisual Impairment\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[106,201,266,264],\"text\":\"Ronny Andrade\\n\\nThe University of Melbourne\\nMelbourne, VIC, Australia\\n\\nandrader@unimel.bedu.au\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[312,201,503,264],\"text\":\"Melissa J. Rogerson\\n\\nThe University of Melbourne\\nMelbourne, VIC, Australia\\n\\nmelissa.rogerson@unimelb.edu.au\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[544,201,706,264],\"text\":\"Jenny Waycott\\n\\nThe University of Melbourne\\n\\nMelbourne, VIC, Australia\\n\\njwaycott@umimbel.edu.au\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[216,277,381,341],\"text\":\"Steven Baker\\n\\nThe University of Melbourne\\n\\nMelbourne, VIC, Australia\\n\\nsteven.baker@unimelb.edu.au\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[435,277,596,341],\"text\":\"Frank Vetere\\n\\nThe University of Melbourne\\n\\nMelbourne, VIC, Australia\\n\\nf.vetere@unimel.edu.au\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,350,141,367],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,372,395,659],\"text\":\"Previous research on games for people with visual impair-\\nment (PVI) has focused on co-designing or evaluating spe-\\ncific games - mostly under controlled conditions. In this\\nresearch, we follow a game-agnostic, “in-the-wild” approach,\\ninvestigating the habits, opinions and concerns of PVI re-\\ngarding digital games. To explore these issues, we conducted\\nan online survey and follow-up interviews with gamers with\\nVI (GVI). Dominant themes from our analysis include the\\nparticular appeal of digital games to GVI, the importance\\nof social trajectories and histories of gameplay, the need\\nto balance complexity and accessibility in both games tar-\\ngeted to PVI and mainstream games, opinions about the state\\nof the gaming industry, and accessibility concerns around\\nnew and emerging technologies such as VR and AR. Our\\nstudy gives voice to an underrepresented group in the gam-\\ning community. Understanding the practices, experiences\\nand motivations of GVI provides a valuable foundation for\\ninforming development of more inclusive games.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,675,172,693],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,697,394,730],\"text\":\"• Social and professional topics → People with disabil-\\nities • Applied computing → Computer games;\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,351,502,368],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,373,745,389],\"text\":\"visual impairment, digital games, audiogames, empowerment\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,397,553,411],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,499],\"text\":\"Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker,\\nand Frank Vetere. 2019. Playing Blind: Revealing the World of\\nGamers with Visual Impairment. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4–9,\\n2019, Glasgow, Scotland Uk . ACM, New York, NY, USA, 14 pages.\\nhttps://doi.org/10.1145/3290605.3300346\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,517,525,533],\"text\":\"1 INTRODUCT\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,537,747,680],\"text\":\"When designing technology for people with visual impair-\\nment (PVI), there has been a strong focus on the design of\\ntools for navigation and wayfinding [2, 44, 60, 63, 76, 82, 85] ,\\nfor mobility training [122] , and tools for creating, communi-\\ncating and rendering graphical information [3, 17, 75] , with\\nless attention being placed on leisure activities such as creat-\\ning art [52] , travel [104] , dating [65] , participating in sport or\\nphysical activity [31, 56, 73] , making music [30] , and playing\\ngames.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,680,747,807],\"text\":\"Games in general, and digital games in particular, rely\\nheavily on visual stimuli to present information to players. In-\\ndeed, digital games are commonly referred to as videogames,\\na name which emphasises their visual, \\\"video\\\" content. This\\nreliance on visual information excludes PVI, as games de-\\nmand sensory capabilities that exceed those of PVI [29, 118] .\\nWith digital games becoming an ubiquitous cultural phenom-\\nenon [20, 42] , exclusion of PVI needs to be addressed.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,808,747,953],\"text\":\"Many digital games have been designed to address exclu-\\nsion of PVI. Some may include a graphical interface, and can\\ntherefore be categorised as videogames. Some games have\\nfocused on assisting PVI to navigate physical locations by re-\\nproducing these locations in a virtual environment, obtaining\\nimproved orientation and mobility outcomes [32, 94, 95] . Oth-\\ners have focused on the use of videogames for educational\\npurposes, designing interesting interaction mechanisms such\\nas compass, radar, and musical metaphors [66, 103] . Others\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,774,394,894],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute it, to post on the internet at no\\npermission and/or a fee. Request permissions from permissions@arm.org.\\nCH 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,896,394,921],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,923,267,950],\"text\":\"ACM ISBN 978-1-4053-5970-2/19-06...$15.00\\nhttps://doi.org/10.1145/3290605.3300364\",\"reading_order\":23,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 116\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,157],\"text\":\"have argued for the need of equitably accessible games, and\\ndesigned videogames for PVI for hedonic purposes [100] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,158,394,332],\"text\":\"Apart from research-driven initiatives, gamers with vi-\\nsual impairment (GVI) have responded to the challenge of\\ninteracting with visually rich videogames by engaging with\\nMulti-User Dungeons (MUDs), audiogames, and mainstream\\ngames to an extent. MUDs are text-based adventures and its\\norigin dates back to the 70s [12] . By being text-based, MUDs\\nare accessible to existing accessibility software. Audiogames\\nare a type of digital game that includes an entirely auditory\\ninterface and may or may not include a graphical interface\\n[45, 66] . The engagement of GVI with mainstream games\\ndepends on their remaining sensory capabilities.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,333,394,493],\"text\":\"Unlike previous studies, we have not designed a game es-\\npecially for PVI. Rather, we present findings from a study that\\ninvestigated the current experiences and preferences of GVI.\\nWe have followed a game-agnostic, “in the wild” approach\\nthat privileges the views of GVI. In doing so, we aim to under-\\nstand the habits, opinions and concerns of GVI in regard to\\nvideogames. By giving voice to this under-represented group\\nin the videogames literature, we seek to move towards an ap-\\nproach that empowers PVI and encourage their engagement\\nwith fun and inclusive gaming experiences [91] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,504,237,521],\"text\":\"2 RELATED LITERATURE\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,525,394,669],\"text\":\"This study is concerned primarily with the habits and prac-\\ntices of GVI. Our work is informed by literature that con-\\nsiders broader issues of VI as well as by our understanding\\nof games and more specifically, of audiogames and of other\\nassistive technologies that have been deployed for PVI $^1$ both\\nwithin and outside game settings. It reflects our belief that\\nresearch into VI should focus not only on the instrumental\\nsupports and aids that PVI require but also on the “ beauty ”\\nand the “ wonder ” of play purely for play's sake [122] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,681,312,699],\"text\":\"HCI and people with visual impairment\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,703,394,895],\"text\":\"There is a significant body of research that considers the spe-\\ncific difficulties experienced by PVI in using social media and\\ncrowdsourcing tools [105, 106] as well as issues related to\\nemployment and participation. PVI experience higher rates\\nof unemployment and of underemployment than are found\\nin the general population [53, 83, 107] . To date, much of\\nthis research has been focused on everyday participation,\\nincluding key workplace issues such as accessibility and the\\neducation of sighted colleagues [109] . Dobransky and Har-\\ngittai [36] have explored internet adoption by people with\\ndisabilities in the US and argue that technology has a tremen-\\ndous potential to include these individuals in an inaccessible\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,171],\"text\":\"society. With the focus of accessibility research on workplace\\naccessibility, PVI may feel excluded from creative and leisure\\nactivities [118] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,747,365],\"text\":\"There has been little work done in HCI to explore VI play-\\ners’ own practices and experience, although there are isolated\\nexamples of participatory design work with VI participants\\nin HCI [52] as well as other work which examines workplace\\npractices [21] . Harris [57] suggests that while people with\\ndisabilities are initially excited by new technology, many\\ndevices end up unused and forgotten. Similarly, Macdonald\\nand Clayton [74] , and Moser [79] argue that digital technolo-\\ngies seem to construct new disabling barriers. Rather than\\nproposing new technologies, our research examines how PVI\\nchoose to engage with games as a leisure activity, and what\\naccommodations they use and require.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,375,512,391],\"text\":\"Games for PVI\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,396,746,682],\"text\":\"There is a growing body of research into making gaming\\naccessible for PVI [6-8, 14, 59, 108, 112, 118] , allowing them\\nto \\\"experience some of the more advanced types of computer\\ngame technology and enjoyment that sighted gamers have\\ntaken for granted for many years\\\" [10] . Like research into\\nreal-world navigation tools, responses to this have consid-\\nered the accessibility of virtual environments [69, 113] as\\nwell as wayfinding [19] and sensory substitution [11, 77] .\\nFor example, some games have focused on assisting PVI to\\nnavigate physical locations by reproducing these locations\\nin a virtual environment, obtaining improved orientation\\nand mobility outcomes [34, 94, 95] . Some videogames have\\nbeen designed for use in formal educational settings, util-\\nising interesting interaction mechanisms which have been\\nreplicated in videogames, such as compass, radar, and mu-\\nsical metaphors [66, 103] . Other researchers have argued\\nfor the need for equitably accessible games, and designed\\nvideogames for PVI for hedonic purposes [100] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,683,746,873],\"text\":\"Games specifically designed for players with VI include\\nmemory games [88] , action games including first-person\\nshooters [54, 66] , platformers and racing games [66] , board game\\n[55] , exergames [89] , games with tactile interfaces [97] , mutu-\\nsic games [66] including Blind Hero [117] , interactive text-\\nbased games and MUDs [66] , directional games [66] , and\\ngames based on exploring 3D virtual worlds [47, 103] , includ-\\ning Terraformers [11] , Swamp [64] , Shades of Doom [46, 115] ,\\nand others. Games are also used instrumentally, for example\\nto improve accessibility of the World Wide Web [108] , as\\nteaching aids [66, 93, 120] , or to specifically address issues\\nof game level creation [10] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,874,746,955],\"text\":\"Common to this research – which may include participa- \\ntory designs with VI players – is a focus on what students or \\ndesigners can do to improve the experience of gaming with \\na VI, a primarily deficit-driven approach. Accessibility is de- \\nsigned into games and is presented to VI players. It has been\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,911,394,952],\"text\":\"Although we consider it to be insensitive to use an acronym to refer to a\\nspecific entity, we believe that this usage is likely to encourage users with\\nvisual impairment to improve clarity of expression in this article.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 116\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"suggested that this may be seen as normalising the discourse\\nof disability by presenting PVI as dependent on technology\\n[78] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,171,395,396],\"text\":\"Whilst deficit-driven approaches have led to valuable in- \\nnovation to improve quality of life for PVI, recent work has \\ncalled for a more positive approach which recognises the \\nskills, competencies and knowledge of PVI [27, 119] . Gerling \\net al. point to the need to involve players with disabilities in \\ndevelopment of both entertainment and education-oriented \\ngames, and provide recommendations for working with these \\nplayers [50] . Sighted individuals wearing blindfolds are not a \\nsuitable proxy for participants living with VI [98, 100] . Inac- \\ncessible games, it is suggested, may be due more to oversight \\nor omission than to a conscious design decision [58] . Audi- \\nences with a need for \\\"multisensory types of feedback\\\" are \\nrecognised as a \\\"flagship context\\\" for games user research \\n[37] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,395,667],\"text\":\"It is perhaps ironic that more attention has been paid to\\nobscuring in-game information for all players than to tech-\\nniques for revealing information to PVI. For example the\\n\\\"Fog of War\\\" technique, whereby the game intentionally oc-\\ncludes or reveals terrain information to the player based on\\ntheir location or line of sight [18, 84] is a popular mechanism\\nto reflect the \\\"limitations of game characters' ability to per-\\nceive and monitor the world around them\\\" [72] . In contrast,\\ngamers with VI are already restricted in their ability to per-\\nceive objects and events and require mechanisms that reveal\\nfeatures that are obscured to them. A notable approach to\\ninclusion of PVI – although not in the digital game space – is\\nthe work of the Meeple Like Us project [59] , which provides\\nan accessibility analysis for popular boardgames across eight\\nfactors which include visual accessibility. Boardgames pro-\\nvide not only visual but also tactile, \\\"sensuous\\\" appeal [92]\\nand are an increasingly popular leisure activity.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,678,146,696],\"text\":\"Audiogames\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,698,395,955],\"text\":\"Audiogenes [66, 90] are a specific form of digital game devel-\\noped for PVI, featuring \\\"complete auditory interfaces, so that\\nthey can be played without the use of graphics\\\" [45] . These\\ngames use auditory cues such as speech, auditory icons (rep-\\nresentational natural sounds e.g. the sound of a car crash or\\nof a bleating sheep), and earcons (artificial sounds e.g. beeps,\\nmusical tones or sound patterns) to convey information to\\nplayers [16, 35, 48] . There is no consistent set of earcons that\\nis used across different games [113] ; players must learn a new\\nset of arbitrary sounds for each game that they play [45] .\\nAudio mappings with greater articulatory directness [61]\\nmay be easier to learn than those which are purely symbolic\\n[48] . In other words, the more a sound is like the sounds\\nexperienced in a comparable situation in the real world, the\\neasier it is to learn and remember. Accordingly, a game or\\nsetting with a large number of earcons creates additional\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,236],\"text\":\"cognitive load on players' memories [16] . Unlike a visual\\nscene, sound is temporary rather than persistent; it must be\\nrepeated if it is to remain salient [66] . Excessive amounts\\nof audio content may create overload, thereby complicating,\\nrather than simplifying, gameplay [68] . Yet a lack of descrip-\\ntive audio information was identified by one study as \\\"the\\nbiggest deal-breaker for our blind respondents\\\" [47] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,747,364],\"text\":\"Kirke [66] summarises the different types of audiogames,\\nwhich are indexed at the website www.audiogames.net. Com-\\nmon interaction mechanisms in these games include verbal\\ninformation, where players are provided with oral instruc-\\ntions on what to do; time-based mechanisms, where earcons\\nindicate when to perform an action; and constrained naviga-\\ntion, where the player's character is limited to moving on a\\ncoordinate-based grid-like system [51] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,364,747,538],\"text\":\"Audio games have been criticised for failing to offer the full\\nrange of gameplay experiences. In a call for positive design\\n[119] , Smith and Nayar compare blind-accessible videogames\\nto a wheelchair ramp-enabled library that is filled only with\\ndigests of the original books, suggesting that \\\"accessibility\\nalone is not enough\\\" and arguing for what they term equival-\\nent accessibility — allowing people with disabilities to expe-\\nrience the world as others do, \\\"with a similar sense of control\\n(intention) and efficiency as sighted players can\\\" [100] . They\\nidentify complexity as a critical element of gameplay that is\\npoorly served by existing approaches to accessibility.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,538,747,666],\"text\":\"Binaural 3D sound may be used in games to provide di-\\nrectional cues for players [66] . This technique embeds di-\\nrectionality into sound recordings through the use of two\\nhigh-fidelity microphones which are typically embedded in\\na dummy head, to emulate \\\"the physical effects of the diffrac-\\ntion of sound waves by the human torso, shoulders, head and\\nouter ears\\\" [23] . Thus, binaural 3D sound allows \\\"simulation\\nof three-dimensional sound of the real source\\\" [67] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,747,810],\"text\":\"More recently, echolocation has been proposed as a navi-\\ngational tool in virtual environments [4] . Research over the\\npast seventy years has shown that echolocation – using self-\\nemitted noises such as mouth-clicks as well as the ambient\\nsounds generated by a person's cane or shoes – is an effective\\ntool for human navigation [96] . The prospect of supporting\\necholocation in virtual environments promises an additional\\ntool for PVI, who already use a range of strategies in negoti-\\nating in-game virtual environments [4, 103] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,819,627,837],\"text\":\"3 AIMS AND CONTRIBUTIONS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,841,747,955],\"text\":\"Previous literature has generally explored games for PVI on\\na game-by-game basis, with the exception of Kirke [66] , who\\nprovides a comprehensive list of the most common audio-\\ngames played by GVI. In this paper, we set out to explore\\nthe habits, opinions and concerns of GVI through a game-\\nagnostic, “in the wild” methodology. We aim to understand\\nthe lived experience and practices of GVI in their interactions\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 116\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,252],\"text\":\"with games and play. This research redirects the dialogue\\nof disability surrounding GVI, moving away from an ap-\\nproach of compassion, where design is driven by a perceived\\ndeficit. Instead, we orient this research towards a positive,\\nempowering approach, where we make explicit the needs\\nand concerns expressed by GVI [27, 119] . This approach will\\ninform the development of more accessible games through\\nan understanding of the trajectories and practices of GVI.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,267,159,283],\"text\":\"4 METHODS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,288,396,369],\"text\":\"Our research comprised an online survey and semi-structured\\ninterviews. The participants were PVI who are part of an\\nonline audiogame community. The study was approved by\\nthe University of Melbourne Ethics Committee (Ethics ID\\n1851274).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,384,159,401],\"text\":\"Online Survey\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,404,395,500],\"text\":\"The survey aimed to understand respondents' existing gam-\\ning habits, their perception of interaction patterns in their\\nfavourite games, and their views on emerging gaming tech-\\nnology, such as VR and AR. The survey was advertised on\\nthe website forum audiogames.net, as the site specialises in\\naudiogames and attracts GVI and game developers.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,501,395,611],\"text\":\"As someone with a visual impairment, the first author\\nstrived to establish a bona-fide relationship with members\\nof the forum by providing answers to technology-related\\nquestions. This positioned him as both an insider within the\\nPVI community [15] and an expert in the subject matter,\\ndeveloping credibility within the community for him and,\\nby extension, for the research project.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,612,396,867],\"text\":\"The survey consisted of 24 questions. A copy of the survey\\nis included in the supplementary material for this paper. The\\nsurvey contained a series of single-choice, multiple-choice\\nand open-ended questions. Some of the questions regard-\\ning participants' gaming habits were adapted from larger\\nsurveys by The Entertainment Software Association [42] and\\nDigital Australia [20] . The survey was built using Google\\nForms and was tested for accessibility using Firefox 6.0 and\\nthe screen reader NVDA version 2018.1. Because PVI may\\nexperience difficulties filling in online surveys even when\\nthese are accessibility compliant [70, 71] , we decided not to\\nmake questions mandatory. The survey was piloted with the\\nUniversity of Melbourne Web Accessibility lead, who has\\nextensive experience working with people with disabilities.\\nThe survey was available for four weeks and was advertised\\non the forum on two separate occasions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,883,137,899],\"text\":\"Interviews\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,903,395,952],\"text\":\"At the conclusion of the survey, respondent's were invited\\nto volunteer for a semi-structured interview. Six people en-\\ngaged in the interview, which was conducted in English. The\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,381],\"text\":\"interviews aimed to get in-depth knowledge about intervie-\\nwees’ experiences and perceptions of gaming. The interviews\\nexplored interviewees’ relationship with digital games, their\\nthoughts on accessibility and games, and the factors that\\nkeep them engaged with games. Space was also allocated to\\nallow interviewees to discuss any other topics they felt were\\nimportant. The interviews were conducted via a medium that\\nwas preferred by the interviewees, allowing them to engage\\nin a space where they felt most comfortable. Five intervie-\\nwees preferred the video-conferencing software Skype and\\none preferred the audio-conferencing software TeamTalk.\\nHowever, cameras were not enabled in any interview. While\\nthe interviews were scheduled to last around 20 minutes,\\nparticipants were happy to go over the pre-established time\\nto share their views. We obtained 186 minutes of interview\\nrecording in total.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,403,498,420],\"text\":\"Participants\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,423,747,662],\"text\":\"Participation in both the online survey and the follow-up\\ninterview was voluntary; there was no compensation for\\nparticipation. We received seventeen valid responses to the\\nonline survey and were able to contact six out of eight in-\\nterested participants to take part in the follow-up interview.\\nParticipants were 18 years of age or more, spoke English as\\na first or second language, and had a self-reported degree of\\nvisual impairment that could not be corrected with glasses,\\nincluding low visual acuity (mostly colour perception), loss\\nof central vision, loss of peripheral vision, blindness (some\\nlight perception) or full blindness (no light perception). Ta-\\nble 1 shows demographic information of all our participants.\\nParticipants 1 through 11 participated in the survey only, and\\nparticipants 12 through 17 participated in both the survey\\nand the follow-up interview.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,662,747,840],\"text\":\"As shown in Table 1 , participants came from North and\\nSouth America, Europe, Asia and the Middle East. Only one\\nof our participants was aged between 36 and 45 years while\\nthe other sixteen participants' ages fell between the range\\nof 18 to 35 years. Twelve participants were male, four were\\nfemale and one preferred not to disclose their gender. Ten of\\nthe seventeen participants declared the state of their vision\\nas blind with light perception, four are blind with no light\\nperception, and three self-identified as having low visual acu-\\nity, relying mostly on colour perception. In order to protect\\nparticipants' privacy, they are referred to by pseudonyms.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,863,508,880],\"text\":\"Data Analysis\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,883,746,948],\"text\":\"We analysed the multiple-choice answers from the survey by\\ntabulating responses to individual questions. These results\\nare presented in the section Quantitative data from the online\\nsurvey .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 116\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"table_cap\",\"bbox\":[70,122,747,154],\"text\":\"Table 1: Demographic information of participants. All participants completed the survey. Participants 12-17 con-\\ntinued to the semi-structured interview\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[68,169,744,488],\"text\":\"
NAge rangeNameGenderCountryImpairment (and onset)
126 to 35P1MaleNo answerLow visual acuity. Colour perception.
236 to 45P2MaleNo answerBlind, light perception
318 to 25P3FemaleSloveniaBlind, light perception
418 to 25P4MaleUnited KingdomBlind, light perception
518 to 25P5MaleTurkeyBlind, no light perception
618 to 25P6MaleUnited Arab EmiratesLow visual acuity. Colour perception.
718 to 25P7FemaleUSABlind, light perception
826 to 35P8FemaleNo answerBlind, light perception
918 to 25P9MaleUSABlind, light perception
1018 to 25P10MaleUSABlind, light perception
1118 to 25P11MaleUSABlind, light perception
1218 to 25JuanMaleCanadaBlind, no light perception (from birth)
1318 to 25MarcelaFemalePhilippinesBlind, light perception (early childhood)
1426 to 35AlbertoMaleBrazilBlind, no light perception (early childhood)
1526 to 35CJPrefer not to sayUSABlind, no light perception (10 years old)
1618 to 25CarlosMaleAustriaBlind, light perception (from birth)
1726 to 35JoseMaleUSALow visual acuity. Colour perception.
Loss of peripheral vision (from birth)
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A table displays data for 17 individuals, including their sequential number, age range, name or ID, gender, country, and a description of their visual impairment along with its onset. The impairment column details conditions such as low visual acuity, colour perception issues, and various types of blindness (light perception or no light perception), with onset times like \\\"from birth,\\\" \\\"early childhood,\\\" or specific ages.\",\"figure_path\":\"tables/3290605-3300346_pdf_shortened_page_4_tab_3.png\"},{\"label\":\"para\",\"bbox\":[68,509,395,782],\"text\":\"Extended answers from the open-ended questions in the\\nsurvey and the follow-up interviews were analysed sepa-\\nrately with the aid of the software NVivo 11, using thematic\\nanalysis and the step-by-step method proposed by Braun and\\nClarke [22] . Following Braun and Clarke, our first step was\\nto transcribe, read and re-read our interviews [22] . We then\\nfollowed an inductive approach, whereby codes were driven\\nby the content of the data. Once the data had been coded,\\nwe proceeded to search for and identify trends or themes\\namong the codes. These initial themes were then revised,\\nformally defined and given a name. The first author coded all\\nthe interviews while two other researchers coded specific in-\\nterviews in an attempt to ensure consistency and identify all\\nrelevant themes. While the individual themes identified by\\neach researcher were worded differently, they encompassed\\nsimilar ideas, with minor differences in emphasis based upon\\nthe framework of expertise of each researcher [9] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,800,155,817],\"text\":\"5 FINDINGS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,821,396,950],\"text\":\"The results from the online survey offered a snapshot of\\ndemographic information of GVI, frequency and duration\\nof gameplay, preferred gaming device, and preferred types\\nand genres of games. Moreover, responses to the open-ended\\nquestions in the survey showed some of the reasons why\\nGVI engage with videogames, and their concerns regarding\\nnew gaming technologies, such as AR and VR. The follow-up\\ninterviews provided rich insights into the habits, opinions\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,509,747,638],\"text\":\"and concerns of GVI. The themes derived from our analysis\\nincluded: engagement with games and narratives, tensions of\\nbuilding games that are complex but accessible and appealing\\nto the mainstream, the importance of social trajectories for\\ngameplay, ideas around self-representation in digital games,\\nopinions about accessibility in mainstream digital games,\\nand concerns surrounding emerging technologies, such as\\nAR and VR.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,657,672,673],\"text\":\"Quantitative data from the online survey\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,677,747,757],\"text\":\"Summary survey results are presented in Table 2 . The results\\nin this table correspond to questions that had single choice\\nanswers. The relatively high no answer rate to the first two\\nquestions may be explained by our decision not to enforce\\nmandatory answering of all questions.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,757,747,869],\"text\":\"Table 2 shows that more than half of our respondents\\nplayed videogames at least every other day. Duration of play\\nwas mostly more than two hours at a time. The table shows\\nthat while six respondents mostly played with others, the\\nremaining respondents said they mostly played on their own.\\nMost respondents reported to use the free and open-source\\nscreen-reader NVDA for Windows while playing.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,869,747,950],\"text\":\"Our respondents played games on computer (16), mobile\\nphone (14), dedicated console (7), and handheld console (2).\\nWhen asked about the genre of game they played, partici-\\npants responded: role-playing games (RPGs) (15), platformers\\n(10), fighting games (10), strategy games (10), shooters (9),\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 116\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 5\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[68,121,394,155],\"text\":\"Table 2: Responses to single-answer questions from\\nthe online survey\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,170,391,544],\"text\":\"
QuestionAnswerCount
How often do you play videogames?Every day6
Every other day6
Once a fortnight1
[no answer]4
When you play, for how long do you usually do it?30 minutes to 1 hour1
1 to 2 hours4
2 to 3 hours2
3 to 4 hours3
4 or more hours3
[no answer]4
With whom do you play videogames most often?By myself11
With family members2
With online friends4
What type of game do you play most often?Text-based games (MUDs)3
Audiogames11
Mainstream games3
What assistive technology do you use when playing videogames?NVDA screen reader13
Other PC screen reader1
In-console screen reader2
None2
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A table presents survey questions about videogame habits and assistive technology used by participants. For each question, various answer options are listed along with the corresponding count of responses.\",\"figure_path\":\"tables/3290605-3300346_pdf_shortened_page_5_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,581,394,616],\"text\":\"puzzle games (4), trivia games (3), educational games (3),\\nracing games (1), and horror games (1).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,628,311,645],\"text\":\"Qualitative data from the online survey\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,649,395,824],\"text\":\"Our analysis identified different aspects of the gaming experi-\\nence that respondents enjoy. Two respondents referred to the\\nnarrative of the game: \\\"the great narration and stories you're\\nable to find, plus the regular updates\\\" (Carlos), \\\"Story and ac-\\ntions\\\" (P2). Others highlighted the level of complexity of the\\ngame: \\\"The combination of exploration/discovery with the\\nchallenge of survival\\\" (CJ), \\\"Plenty of areas to explore, with\\nnew ones being added regularly\\\" (P3), \\\"Complexity, attention\\nto details, and replayability\\\" (P6), and \\\"The mainstream-like\\nfeel\\\" (P4). These answers foreshadow some of the themes\\nthat reappeared in the follow-up interviews.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,395,952],\"text\":\"Respondents were asked about the cues that games use\\nto convey information. Our analysis identified three modes:\\ntext, sounds and radar. Text referred to the ability of the\\ndigital game to present information in such a way that is\\ncompatible with screen-reader software. Sounds referred to\\nthe use of auditory icons and earcons across digital games,\\nand radar, as explained by P4: \\\"functions like a cane, playing\\ndifferent sounds if it finds open space, walls, or other objects\\\".\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,268],\"text\":\"Respondents were asked about their experience with AR\\nand VR. None of our respondents had experienced VR be-\\nfore; however, P7 said they \\\"would be open to it if it could\\neven work for me\\\" and Juan \\\"would really like to [try VR]\\\".\\nWhen asked if they had tried AR experiences, four respon-\\ndents claimed to have tried the popular Pokémon Go game\\nand found it completely inaccessible. In the words of one of\\nour respondents: \\\"of course the development team had not\\nconsidered the fact that a blind person may be able to play.\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,281,553,299],\"text\":\"Follow-up interviews\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,302,747,447],\"text\":\"The semi-structured follow-up interviews allowed us to ex-\\nplore in more depth the opinions and concerns of GVI. Key\\nthemes related to: the personal appeal of games — what par-\\nticipants found engaging, or the story elements that they\\npreferred; the social and gaming trajectories and relation-\\nships that bring them into and keep them in the gaming\\nhobby; the way that they are represented in games; the per-\\nceived tensions around complexity and accessibility; and the\\nchallenges and promises associated with new technologies.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,456,747,712],\"text\":\"Engagement in games. Analysis revealed there were several\\nfactors that attracted GVI to games, namely curiosity, en-\\ngagement, and ability to affect the game narrative. Marcela\\nwas driven to digital games by curiosity: \\\"I was just curious\\nabout playing games, because I know there's a lot of games\\nfor sighted people and I was curious about how about us?\\nHow can visually impaired play computer game?\\\" CJ was\\nattracted to games because of the \\\"engagement\\\" games pro-\\nvide: \\\"It's kind of hard to explain I guess. It isn't necessarily\\nhow complex, or intuitive, or anything like that so much as\\nhow engaging the game is.\\\" On a similar note, Juan linked en-\\ngagement to the opportunity to direct the game's narrative,\\ncommenting that \\\"affecting the story\\\" keeps him engaged: \\\"I\\ndon't even need a massive world, or anything like that, just\\nsomething that feels important, like I'm doing something,\\nlike I'm affecting the story, you know?\\\".\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,712,747,840],\"text\":\"Engaging both GVI and sighted players was a challenge\\nrecognised by Juan: \\\"[An audiogame] won't appeal as much\\nto sighted people, there's almost no way to please both, which\\nkind of sucks\\\". Alberto, however, had a different opinion:\\n\\\"let's use Swamp as a good example. Again, because Swamp\\nhas minimal, but still it has graphics. And, I have lots of\\nfriends, and nephews, and a bunch of sighted players playing\\nalongside us\\\".\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,840,747,952],\"text\":\"Analysis revealed that engagement changed over time as\\nthe visual capabilities of players changed. CJ explained that\\nthey `got better at Mortal Kombat 4 after I lost my remaining\\nvision, because I wasn't distracted by how difficult it was to\\ntell things apart'. This range of different forms of engagement\\nthat GVI enjoy in games highlights the need for a diversity\\nof game styles and interaction methods.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 116\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,125,394,236],\"text\":\"Stories and narrative. Some of our participants considered\\nthe story a key element for videogame engagement. For Juan,\\ngames where he affects the story were \\\"the kind of genre I\\nwould like the most\\\", but \\\"there's very few audiogames that\\nreally have a story.\\\" Juan commented that he particularly en-\\njoys MUDs because \\\"they've got lots of story\\\". Carlos shared\\nthis sentiment:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,242,363,338],\"text\":\"\\\"the more story there is and the more control you\\nhave over it, the better it is in my opinion. So, I\\nreally like story driven games. There aren't that\\nmany audiogames that change based on your\\ndecision unfortunately, but the ones there are, I\\nenjoy a lot\\\".\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,343,394,423],\"text\":\"On a similar note, Jose said: \\\"in audiogames so far, we\\nhaven't really had much story stuff. It's usually just game-\\nplay elements or it's a very minimal story\\\". For these players,\\nthe game narrative supports and extends the gameplay ex-\\nperience.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,433,395,515],\"text\":\"The tension of complexity vs accessibility. Participants de-\\nscribed a tension between a game's complexity and its acces-\\nsibility. According to Juan, \\\"You've got to make a game more\\ncrap if you really want to make it easier for blind people.\\nYou've got to make it more simplistic.\\\" In his opinion:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,520,363,632],\"text\":\"\\\"Most games for blind people are made by some-\\none else that isn't blind or hasn't been a gamer\\nfor a long time. [Games for PVI] are just really\\neasy and simplistic when you actually get down\\nto the action elements. They... are usually quite\\neasy and don't have much challenge or replaya-\\nbility to them.\\\"\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,637,395,732],\"text\":\"Alberto, on the other hand, noted: \\\"You don't have to\\nforce a downgrade on a game just for it to be accessible\\\".\\nCJ cited a different issue when handling complexity, noting\\nthat \\\"There are like some types of games where they use\\nchallenges that don't really map very well to audio in terms\\nof their complexity and their speed.\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,733,395,765],\"text\":\"Juan and Alberto both provide examples to support their\\nopinion. For Juan:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,770,363,882],\"text\":\"\\\"AHC [A Hero's Call], no sighted person would\\ngive a damn about that game. They'd be like,\\n'Oh, that's cool, it's playable for blind people',\\nbut no sighted person would be like,\\n'I want to\\nplay a game that basically uses modern sounds\\nbut has the whole game systems and story and\\nstuff from the nineties\\\"\\n.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,888,395,952],\"text\":\"Referring to Swamp, a game with minimal graphics, Al-\\nberto said: \\\"So, it's basically everyone on the same ground,\\nthere are no advantage for being sighted, or for being visually\\nimpaired in the game.\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,156],\"text\":\"Older games were perceived as simpler by Cj, although\\nthis perception may be coloured by deterioration in vision:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,161,714,257],\"text\":\"\\\"there was a period where I had some vision.\\nIt was still really limited... but I could see well\\nenough to play Mario and games like that where\\nthey were not necessarily too deep, where the\\ngraphics were simple with the cartoonish colours\\nand the not overly complex\\\".\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,263,746,311],\"text\":\"Players' perceptions of the relationship between game\\ncomplexity and accessibility are clearly linked to the types\\nof games that they play as well as to the situation of play.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,320,747,639],\"text\":\"Social trajectories and gameplay. Interviewees were intro-\\nduced to different types of games by different people. In the\\ncase of Juan, `My dad (who is also blind) played [audiogames]\\na bit... sometimes I'd watch him play something\\\". However,\\na different person introduced Juan to mainstream games:\\n\\\"I have a very good [sighted] friend but I barely ever see\\nhim anymore... he's basically my only access to mainstream\\ngames... and we would play Super Street Fighter , which I\\nwas never very good at, and Mortal Kombat, and Injustice\\\".\\nMarcela was introduced to audiogames by a friend: \\\"at the\\nend of year 2016, I was invited by my friend ... and from\\nthere, I learned lots of games\\\". It was similar for Alberto: \\\"We\\ntended to watch our friends, and family play when we were\\nyounger, like Resident Evil, Silent Hill, and stuff like that\\\",\\nand for Jose \\\"I was over at a friend's house and he told me\\nabout [MUDs]\\\". C], however, was introduced to games by a\\nprofessional worker: \\\"My brailist at the time introduced me\\nto audiogames. The person who would translate my school\\nwork assignments into braille, had a bunch of kind of random\\nsoftware that they gave me\\\".\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,639,746,669],\"text\":\"According to Juan, the community of GVI is quite close.\\nIn his words:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,675,715,819],\"text\":\"\\\"There's three or four games that blind people re-\\nally tend to gravitate towards right now. Swamp,\\nRedspot, STW [Survive the Wild], those three.\\nYou're almost guaranteed to find people that\\nyou find on audiogames.net and that you email\\nor Skype with. It's a close-knit community. Ev-\\nerybody pretty much knows everybody or can\\nremember them if they talk to them for a little\\nbit.\\\"\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,824,746,954],\"text\":\"Marcela said that when online, she \\\"plays with her friends\\\"\\nand \\\"has no experience playing with strangers\\\". Similarly,\\nCarlos plays with online friends, but he also plays \\\"with a\\ncouple of people I know, IRL [in real life]\\\". Marcela added that\\n\\\"we play together [with online friends] and sometimes just\\ntalk about random things\\\". In these comments, interviewees\\nhave shown the value of social relationships in gameplay,\\nthe need for a gate-keeper, and a sense of community.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 116\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300346", "source_image_path": "test_data/3290605-3300346/3290605-3300346_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300346/results/output_json/3290605-3300346_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,298],\"text\":\"Self-representation in games. Participants had different atti-\\ntudes regarding self-representation in videogames. In Juan's\\nopinion, \\\"I'm not into role players, so I don't really care about\\navatars. I just choose a username that I use on other stuff\\nso that people know who I am, and I can find friends easier\\nthat I already know\\\". Similarly, Carlos explained that in the\\ngame Crazy Party , \\\"The name is the only way [to identify\\nother players]\\\". Referring to a first-person RPG called Dark\\nPassenger , Alberto mentioned: \\\"[the experience] is more im-\\nmersive, because you are from the character's perspective.\\nYou are on the character's skin\\\".\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,394,333],\"text\":\"C) highlighted the limitations for self-representation pro-\\nvided in audotames:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[99,337,361,546],\"text\":\"\\\"Something that I kind of wanted to see, but\\nI'm pretty sure it isn't actually never going to\\nhappen is that there's a bunch of different types\\nof armour in the game. It would be things that\\ncan have really distinct sounds when the players\\nare moving. There's a leather jacket versus plate\\narmour versus a SWAT armour. They're all like\\nreally different. If you were to have the sounds\\nof that with the players' movements, I think that\\nwould make it a lot more interesting because you\\ncould hear people sound quite distinct... But it's\\nstill something that I think would help a lot with\\ndistinguishing characters, keeping them unique.\\n\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,550,394,584],\"text\":\"In this way, GVI could be identified by personalized audio\\nicons or avatars.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,594,395,851],\"text\":\"Accessibility in mainstream platforms. Overall, participants\\nshowed positive attitudes towards accessibility in mainstream\\nplatforms. Carlos noted, “I love the fact that things are hap-\\npening now. There has been a large step forward in accessi-\\nbility in the last year and a half. We still have a long way to\\ngo, but it’s like what’s there is already great”. Alberto felt the\\nsame way: “It’s improving slowly, but it’s better than nothing,\\nI guess”, and so did Jose: “I think it’s getting better, but, of\\ncourse, there’s still room for a lot of improvement.” Juan and\\nCarlos both cited the Xbox as example of good accessibility\\ndecisions from mainstream companies. Carlos highlighted\\nthe following: “Just recently, the first TTG (text-to-speech)\\ngame for Xbox got released... Even if it’s just a Solitaire game,\\nit’ll show other developers that this is possible, and they can\\ndo this”. Juan praised the Xbox Accessibility Controller for\\nits mainstream-like implementation and aesthetic:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,855,361,952],\"text\":\"\\\"They took time to make it cheaper and also gave\\nit a lot of ports. They made it not insulting in its\\nbranding or its marketing?ÂÄ and they made it\\ncool looking, which is pretty big. I thought,\\n'hey\\nthese guys took a lot of time to do that, that's\\nawesome'\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,205],\"text\":\"Alberto talked about EA as a company that was concerned\\nabout accessibility: \\\"We have big companies like EA. They\\nare very concerned about how the games they are producing\\nare getting to the public. So, a few games like UFC [Ultimate\\nFighting Championship] are getting accessibility treatment\\\".\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,299],\"text\":\"Cl, Alberto, Carlos and Jose agreed that fighting games\\n\\\"are very accessible from out of the box\\\" (Alberto). Joe ex-\\nplained how these games were made accessible: \\\"The menus\\nare now read out loud... I was listening to other people play-\\ning the latest Mortal Kombat games and they have different\\nsound cues to let you know when certain things happen\\\".\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,299,748,460],\"text\":\"Our participants also acknowledged platforms that are not\\nas accessible. Juan noted that \\\"Steam is a nightmare to get\\naround\\\". Regarding the game development platform Unity,\\nwhich is not accessible to screen-reader users, Carlos said \\\"If\\nwe had a language as powerful as Unity without the accessi-\\nbility problems, we could have some really good games out\\nthere already\\\". Our analysis showed that participants were\\nwell aware of the steps towards accessibility that the gaming\\nindustry is taking, as well as particular environments that\\nwere problematic for GVI.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,469,748,660],\"text\":\"Experience with virtual and augmented reality. Our analysis\\nrevealed that, while our participants have not had any ex-\\nperiences with VR, some yearned to try these technologies.\\nMarcela expressed her desire to participate in VR experiences.\\nShe said, \\\"I really wish there was a game like that\\\", referring\\nto the combination of head-tracking and 3D binaural sound.\\n\\\"3D sound is more fun so that you can imagine you're 3D\\nplaying on reality and not just computer.\\\" CJ saw potential\\nin the ability of VR headsets to track a person's head: \\\"I have\\nfigured if you actually have head tracking, it would be easier\\nto keep track of how you're oriented, so that would probably\\nhelp.\\\"\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,660,748,822],\"text\":\"Carlos had experience with the popular AR game Pokémon\\nGo. He described the experience as follows: \\\"With VoiceOver\\n(the default screen-reader in iOS), it is completely inaccessi-\\nble, so you have to have someone else there. And they just\\nplayed, and I just watched and went with them... It would\\nbe something I would really love to play if I could\\\". His final\\ncomment on the issue was this: \\\"My main concern with VR\\nand AR is that it will leave blind gamers in the dust even\\nmore, as things transition to very VR-based games and simple\\ngraphical games aren't enough anymore\\\".\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,836,525,852],\"text\":\"6 DISCUSSION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,855,747,953],\"text\":\"Technology is often seen as a means to 'normalise' indi-\\nviduals with an impairment by compensating for what are\\npresented as deficits [78, 79] . Rogers and Marsden have ar-\\ngued that the rhetoric of compassion that underpins this\\napproach to research can lead researchers to design tech-\\nnologies which they think the disabled person needs [91] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 116\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,746,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300346/results/markdown/3290605-3300346_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[71,46,157,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,45,743,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[154,103,659,157],\"text\":\"On the Internet, Nobody Knows You’re a Dog...\\nUnless You’re Another Dog\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[150,173,323,237],\"text\":\"Ilyena Hirsky-Douglas\\n\\nAalto University\\nEspoo, Finland\\n\\nilyena.hirsky-douglas@aalto.fi\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[533,170,628,233],\"text\":\"Andrés Lucero\\nAalto University\\nEspoo, Finland\\nlucero@acm.org\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,263,141,278],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,282,394,601],\"text\":\"How humans use computers has evolved from human–\\nmachine interfaces to human–human computer mediated\\ncommunication. Whilst the field of animal–computer\\ninteraction has roots in HCI, technology developed in this\\narea currently only supports animal–computer\\ncommunication. This design fiction paper presents animal–\\nanimal connected interfaces, using dogs as an instance.\\nThrough a co-design workshop, we created six proposals.\\nThe designs focused on what a dog internet could look like\\nand how interactions might be presented. Analysis of the\\nnarratives and conceived designs indicated that\\nparticipants' concerns focused around asymmetries within\\nthe interaction. This resulted in the use of objects seen as\\nfamiliar to dogs. This was conjoined with interest in how\\nto initiate and end interactions, which was often achieved\\nthrough notification systems. This paper builds upon HCI\\nmethods for unconventional users, and applies a design\\nfiction approach to uncover key questions towards the\\ncreation of animal-to-animal interfaces.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,614,173,631],\"text\":\"CCS CONCEPTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[70,634,393,664],\"text\":\"• Human-centered computing $\\\\rightarrow$ Human computer interaction\\n(HCI).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,676,150,693],\"text\":\"KEYWORDS\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,695,387,726],\"text\":\"Animal-Computer Interaction; Animal Internet; Design Fiction;\\nDog-Computer Interaction\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,269,539,281],\"text\":\"ACM Reference format:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[421,284,745,350],\"text\":\"Ilyna Hirsyki-Douglas and Andrés Lucero. 2019. On the Internet, Nobody\\nKnows You a Dog...Unless You’re Another Dog. In 2019 CHI Conference\\non Human Factors in Computing Systems Proceedings (CHI 2019) . May 4–9,\\n2019. https://doi.org/10.1145/3296605.3300347\",\"reading_order\":13,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"sec_1\",\"bbox\":[421,375,530,391],\"text\":\"INTRODUCTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,745,529],\"text\":\"In the late 1970s personal computers got introduced into\\nour homes; however, these early computers, originally only\\nallowed humans to `talk' to the computer. In the early\\n1990s with the introduction of the World Wide Web\\n(WWW) people at home could communicate with each\\nother evolving further complex usages such as virtual\\nconnected environments [32] , wearable technologies [51]\\nand advanced social media [7] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,536,746,908],\"text\":\"Along with humans, non-human animals (hereafter\\nanimals) have also been using computer technology for\\nsome time [15] . Taking a similar route to humans in\\nHuman–Computer Interaction (HCI), studies have\\nincreasingly investigated how animal(s) interact with\\ntechnology, the design of these systems and the impact of\\nthese interactions [29] . This field has been coined Animal\\nComputer Interaction (ACI) [29] . This recent growth in\\nanimal-computer research aligns with an increase in\\nconsumer products for animals [18] . This technology spans\\nfrom animals that we keep in zoos and sancturies [6] ,\\ntowards animals that we domesticate as pets in our homes\\n[14, 33, 49] and animals in the wild [23] . ACI research has\\nseen technology systems designed for animals to both assist\\nhumans [5, 52] and to entertain animals [43] aimed towards\\nincreasing the animal-human bond [6, 49] . As there is a\\nlarge number of animals living in domestic or caged\\nsituations, ACI has also investigated connecting owners to\\ntheir dogs [41] and zoo visitors to the captive animals [6,\\n48] . With the annual ACI conference entering into its fifth\\nyear and animal-computing taking further root in HCI, the\\nway in which animals use computers is evolving [15] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,913,745,948],\"text\":\"However, animal-computing unlike humans has yet to\\ntake the step of interconnectivity between users moving\",\"reading_order\":17,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[68,772,186,818],\"reading_order\":18,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[71,824,363,846],\"text\":\"This work is licensed under a Creative Commons Attribution-NonCommercial\\n\\nShareAlike International 4.0 License.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,852,252,885],\"text\":\"c 2019 Copyright is held by the owner/author(s).\\nhttps://doi.org/10.1415/3296065.3300347\",\"reading_order\":20,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[71,998,125,1010],\"text\":\"Paper 117\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[708,998,743,1010],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,236],\"text\":\"from the typical use in the 1970s of human-to-computer\\ntowards human-to-human communication via computers.\\nWhilst researchers in ACI and ethology have pondered\\nupon an interspecies internet allowing animals to talk to\\neach other [42] as we progress through the technology age,\\nthe step that HCI has made of human-to-human\\ncommunication via computers, has still yet to be\\ninvestigated with animals.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,243,394,629],\"text\":\"This paper pushes forward both HCI and ACI by\\ninvestigating what would these animal-to-animal\\ninteractions via the internet look like. In this paper we take\\ndogs as a case example. As a 2018 USDA PAW report 1 (a\\nstudy of animals in the UK) suggests, out of 8.9 million dogs\\nin the UK, 2.1 million were left alone in their owner's home\\nfor quite considerable lengths of time. This is not always\\nprogressive towards a dog's social welfare, which without\\nbeing able to socialize may be inclined towards more\\nnegative and problem behaviors [46] . The consequence of\\npoor socializing has been reported to be the second biggest\\nissue concerning a dog's behavior due to the lack of dog-to-\\ndog contact. Coupling this demographic with the increase\\nof consumer systems for dogs, it is clear that technologies\\nin the home that allow dogs to connect is a space open for\\ninvestigation. This trend has been noticed within ACI with\\ntechnologies to connect the owner to the dog via video calls\\nboth in research [13] and consumer products. However,\\nprimarily pets are left at home as the owner(s) are busy\\nelsewhere such as at work. Thus, a dog-to-dog internet\\ncould potentially allow this interconnectivity when owners\\nare not available, reducing the socializing issues and thus\\nbenefiting both the owner and more importantly the dog.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,394,904],\"text\":\"The following body of work uses the established HCI\\ntechnique of speculative design/design fiction scenarios [9] .\\nThis method has also been employed previously in animal-\\ncomputing with horses [34] and dogs [24] . As such, design\\nfiction was chosen due to its previous use and its\\nfavorability to ideate around futuristic scenarios. These\\ndesigns were developed and iterated over an open\\nworkshop on `Designing Technology for Dog-to-Dog\\nInteraction' at the Student Interaction Design Research\\n(SIDER2) conference. This workshop was informed through\\nthe first author's previous work on dog-technology for\\ndogs within the home [14, 15, 16, 17, 18] . Here six designs\\nare illustrated: Companion-Dog , Virtual Walk , DogFly ,\\nTangiball , RopePull and Laser Collar . This narration\\npresents the first venture into what an animal-to-animal\\ninternet would be shaped like. Given dogs ' socializing\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,101,745,134],\"text\":\"needs and that they have already been using technology\\nsystems for some time, three research questions are raised:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,141,745,225],\"text\":\"RQ1: What would a dog internet look like?\\nRQ2: What would these dog-to-dog interactions look like?\\nRQ3: How effective is the method of design research for\\nanimal- to-animal internet interactions?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,233,746,368],\"text\":\"These questions are considered in a design fiction study\\nfocusing on designing technologies for dog-to-dog\\ninteractions. This study is especially pertinent given the\\nrelatively new interest in animals' connectivity and\\nentertainment style interfaces for dogs (and other animals)\\n[14] . This research forefronts a change in ACI to move from\\nrequiring an animal owner for interaction into an animal-\\nled system [18] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,391,532,407],\"text\":\"RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,411,747,732],\"text\":\"ACI investigates how animals interact with technology,\\namong other things, and the design of these technologies\\n[29] . Whilst initially ACI took primary influences from HCI\\ncontexts [17, 39] centering around the usability and user\\nexperience of the technology [49] towards interactive\\ndevices, [25, 45] frameworks have since been developed\\nacross areas such as interaction design [45, 30] , game\\ndesign [12, 37, 49, 50] and ubiquitous computing [29] .\\nRecently, as the motivation of animal-computer\\ntechnologies has often been welfare based [29] , ACI also\\ndraws from animal behavior and cognition [12, 18, 20, 35,\\n44] and animal welfare [22, 42] . Part of this conversation\\nincludes investigating the role and position that the\\ntechnology plays within the interaction space towards\\nhuman–animal interactive systems [21, 30, 49] and animal-\\ncomputer systems [14] . ACI also functions to develop\\nplayful systems for animal entertainment [18, 49] and\\nwellbeing [12, 45] where consumer products\\npredominantly exist in the pet sector.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,742,586,760],\"text\":\"Dog-Computer Interaction\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,763,747,898],\"text\":\"A sub field of ACI when focusing upon dogs is Dog-\\nComputer Interaction (DCI). Dogs are unique in DCI as\\nthey can take on varying roles from both a working dog\\n[52] and as a pet [18, 49] . Whilst dogs can occur in both\\npositions, there is a difference in the human's motivation\\ntowards these technologies in regards to the requirements\\nand animal-centeredness; whose needs the technology is\\nmeeting (human or dog) and the requirement to be dog\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,925,392,950],\"text\":\"1 PDSA Animal Wellbeing Report https://www.pdsa.org.uk/media/4371/paw-2018-\\nfull-web-ready.pdf\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,925,539,939],\"text\":\"$^{2}$SIDeR, http://sider18.aalto.fi/\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 117\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,99,394,233],\"text\":\"centering [14] . Drawing from this, the main concern in ACI\\nis understanding the animal to be able to design tools and\\nmethods that aid in researching animal interactions with\\ntechnology [3, 30] . As animals cannot communicate\\neffectively using vocal language, the default means of\\ninterpretation in ACI is instead to use behavioral and\\nphysiological measurements [12, 25] often deduced\\nthrough observations [36] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,241,394,441],\"text\":\"In DCI interfaces, a dogs response can be derived from\\nfacial reactions such as eye movements [44] , nose\\nmovements [20, 52] and head movements [14, 17, 47] ;\\nbehaviors such as biting [19] , pulling [40] , pushing buttons\\n[12, 39] , touch screens [52] and posture analysis [31] ; and\\nbiological responses such as heart and respiration rates [31]\\nand hormone levels [12] . These behaviors and biological\\nresponses have been used within DCI systems to allow the\\ndog to feed-back to a system such as operating nose plate\\ninterfaces [20] , bitable pulleys and buttons [19, 40] , paw\\nactivated buttons [12, 39] , proximity [18] , and haptic vests\\n[19, 26, 5] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,454,295,472],\"text\":\"Designing for Dog-Driven Interfaces\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,475,394,726],\"text\":\"Nonetheless, so far DCI interactions have all been driven to\\nconnect the dog to a computer interface for human data\\ncollection. These include alerting the human as a call for\\nhelp [40, 52] , monitoring the dog [41] , collecting\\ninformation about a dog's physiology [26, 44] , training the\\ndog [33] or using the dogs enhanced senses such as smell\\n[20, 30] . Parallel to this, there has been games and\\ntechnologies for dogs, but these are human-initiated\\ninteractions [49] . It is only recently that researchers have\\ninvestigated dog-led interactions [18] paving the way for\\ndogs to use and control computer technologies as they\\ndesire. Nonetheless, this leaves a gap in research to\\ninvestigate dog-led technologies. Part of this conversation\\nover the dog's interaction method includes to what extent\\na dog can be involved within the design process [24, 15] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,733,394,933],\"text\":\"While Mancini & Lehtonen [30] , Hirsky-Douglas et al.\\n[16] , Westerlaken & Guleni [49] and, Lawson et al. [24] all\\nadvocate for participatory design with dogs, these are taken\\nthrough different approaches. Mancini & Lehtonen [30]\\nrecently advocated for widening what we think of\\nparticipation based on indexical semiosis (i.e., establishing\\ncontextual associations between consistently co-occurring\\nevents), volition (i.e., the cognitive process by which an\\nindividual decides on and commits to a particular course of\\naction), and choice. Hirsky-Douglas et al. [16] , whilst\\nsimilarly advocating for choice, argue that for a dog to be a\\nparticipant, the dog's interaction should be dog-centric\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,99,746,399],\"text\":\"where the dog's decisions directly impact the end-design.\\nThis view, unlike Mancini & Lehtonen [30] who see the dog\\nas inherently `taking part' in the study as an act of\\nparticipation, instead see participatory research as\\ncurrently conceptual due to it being unknown if the dog\\nunderstands, or could understand, the interaction taking\\nplace. Westerlaken & Gualeni [49] take a different\\napproach, drawing from sociology works of Bruno Latour\\nand Donna Haraway, to argue towards interpretation from\\nthe human perspective as a form of participation itself,\\nmuch like Mancini & Lehtonen [30] . Alternatively,\\ndrawing closer to Hirsky-Douglas et al.'s [16] and Mancini\\n& Lehtonen's [30] argument for participation, Lawson et al.\\n[24] believe for dogs to be considered a participant, the\\nsystem should reflect and represent the values of the\\nstakeholders. This is conducted in a shared manner between\\nhuman and dog. Still, how this is implemented in dogs has\\nnot yet been clarified.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,407,746,610],\"text\":\"All these models on participation however share the\\nsame challenge of including the dog end-user as a\\nstakeholder just varying on levels of representation,\\ninterpretation and contribution. Thus, this is a procedure of\\nmitigation as allowing the animal to decide upon the\\nproperties and affordances in the process can be ambiguous\\nand unregulated. This is due to it being unknown within\\nthese shared experiences as what constitutes a positive and\\nplayful experience beyond our acknowledgement [16, 21] .\\nAs such, there are clear challenges within DCI towards both\\nhow the dog interacts and has productive power within the\\ndesign process through participation.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,633,697,651],\"text\":\"DESIGN FICTION IN ANIMAL-COMPUTING\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,655,746,789],\"text\":\"One method that has been used in ACI for designing with\\nhorses [34] and dogs [24] is design fiction. Design fiction\\npresents “ fantasy prototypes ” of what is plausible in the\\nnear future [4] . These prototypes are often provocative:\\nscenarios narrated through designed artifacts as a way to\\nfacilitate and foster debates. Often seen as a social object\\nfor communication, these designs are hoped to provide\\nsubstance enough to enable meaningful conversations [43] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,795,746,947],\"text\":\"However, what is defined as a meaningful conversation,\\nor to whom, is uncertain especially in animals as Hirsky-\\nDouglas et al. [15] and the ACI Manifesto note [29] . Design\\nfictions can involve many practices, such as short stories,\\nobjects, prototypes, narratives and films [4] . Lindley and\\nCoulton [27] have proposed design fiction to fit into three\\n delineations: 1) creating a story world, 2) prototyping\\nwithin that story world, and 3) creating a discursive space,\\nwhere `something' may mean `anything'. Useful to ACI,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 117\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,102,394,252],\"text\":\"design fiction as a method helps us to situate a new\\ntechnology within a narrative, that is dog internet, to help\\nus grapple with the surrounding questions of ethics, values,\\nsocial perspectives, causality, politics, psychology and\\nemotions [27] . This issue of ethics and inclusion has been\\ntackled in ACI using design fiction as a way of including\\nthe animal as a participant by seeking to design with their\\ngoals in mind. This aims, if only speculatively, to provide\\nmeaningful interactions [24, 34] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,259,394,410],\"text\":\"Lawson et al. [24] used design fiction with dogs to see\\nwhat a dog internet would look like and what it would be\\nused for (Figure 1 ). Lawson et al.'s [24] design fictions\\nhighlight the need to develop devices for animals whilst\\nacknowledging the tension between measuring an animal\\nneed and not knowing what these are when the user is not\\nhuman. Lawson et al. [24] work ends on suggesting more\\nspeculative design to aid understanding whilst appreciating\\nthe lack of knowledge.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_3_figure_004.png\",\"bbox\":[83,416,389,516],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A multi-panel sketch humorously depicts a dog attempting to use smart home technology, featuring a car screen displaying \\\"HOME AWAY\\\" and \\\"DOGGY DOOR,\\\" a dog by a front door with a smart lock, and a dog interacting with a \\\"Pawsprint ID\\\" and a \\\"Sniff to Prove you are not a human\\\" biometric system involving anal gland samplers.\"},{\"label\":\"figure_cap\",\"bbox\":[69,515,393,571],\"text\":\"Figure 1: Lawson et al. [24] design fictions for a dog internet.\\nLeft image shows a dog being notified of its owner arrival\\nhome, right image shows a dog using a dog butt interface as\\na smell CAPTCHA test.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_3_figure_006.png\",\"bbox\":[69,575,391,720],\"reading_order\":6,\"tags\":[],\"alt_text\":\"This image features two hand-drawn sketches related to equestrian technology. The left sketch shows a horse trailer with a GPS unit and wireless signals, approaching a sign for \\\"AUTOMATIC MONITORING.\\\" The right sketch illustrates a fenced area for horses with a large umbrella that is \\\"GRASS QUALITY + WEATHER RESPONSIVE!\\\", indicating automatic opening/closing based on grass quality and weather, and includes a nose-touch control panel for horses to override.\"},{\"label\":\"figure_cap\",\"bbox\":[69,723,393,765],\"text\":\"Figure 2. North's [34] design fiction sketches: Left image -\\nshowing one horse controlled carriage for transport and the\\nright image demonstrating an umbrella roof.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,772,394,939],\"text\":\"In a similar stance North [34] , who investigates design\\nfictions for horses (Figure 2 ), found design fictions as a\\nuseful tool in ACI to explore the `otherness'. North's [34]\\ndesign fictions, primarily looked at how technology can\\nsupport a horse's daily life such as an umbrella to shield the\\nhorse from the sun and a form of transport in the shape of\\nan automated horse trailer to bring the horse back home\\n(Figure 2 ). Part of this required designers to familiarize\\nthemselves with etiology to provide both the initial\\ncontribution and for the evaluation. North's [34] designs\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,101,746,284],\"text\":\"were created when he co-designed with his horses,\\nalthough it is not explicit how the horse was a participant.\\nLawson et al. [24] did not co-design with animals, but\\nincluded multiple designers within the fictions' creation. As\\nsuch, design fiction has been found useful in ACI for\\nproposing systems that allow animals to connect to\\ntechnology. However, whilst Lawson et al. [24] have\\ninvestigated what a dog internet would look like, this early\\ncomputing only connects the dog to machines and not to\\nother dogs. This leaves the question of what an animal-to-\\nanimal internet would look like underexplored.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,309,568,327],\"text\":\"WORKSHOP METHOD\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,331,747,767],\"text\":\"We organized an open workshop on 'Designing\\nTechnology for Dog-to-Dog Interaction' during the Student\\nInteraction Design Research (SIDeR) conference in May\\n2018. There were twelve participants in total; nine human\\nattendees, two human facilitators and one dog. The dog was\\ninvolved in the co-design process through playful\\ninteractions, as a stakeholder [24, 34] , with the other\\nhuman participants in line with ACI research methods [49,\\n50] . As these speculations involved designing for a user\\nwith different requirements, it was imperative that the\\nparticipants have familiarity with their users (dogs) to have\\na level of understanding and weight of importance towards\\ntheir decisions. We had a mix of human participants, most\\nof who had previously lived with dogs (6/11) and other\\nanimals including pets and farm animals (9/11). Two\\nparticipants had never owned an animal, but had a growing\\ninterest in ACI. Especially for these participants but\\ngenerally for everyone, the dog was present to play with\\nusing the relevant toys to the activity. This allowed the\\ndog to help the participants begin to think about the\\nspeculations from a more concrete starting point.\\nAdditionally, each group had at least one current/past dog\\nowner, and a current/past owner of another species. The\\nparticipants' background varied from product/ interaction\\ndesign to general IT and engineering with all participants\\nbeing intermediate-expert in technology.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,773,746,940],\"text\":\"Inspired in co-design, the participants were involved in\\nideaing futuristic scenarios in the context of ACI using an\\nadaptation of the dialogue-labs and World Café methods.\\nThe dialogue-labs [27] combine the use of process , space and\\nmaterials in a structured way and provides a clear step-by-\\nstep procedure for a two-hour idea-generation session in\\nwhich participants first work in pairs and then as a whole\\ngroup [28] . The World Café consists of five main elements\\nthat can help host large group dialogue (i.e., setting ,\\nwelcome and introduction , small group rounds , questions , and\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 117\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,99,394,148],\"text\":\"harvest $^3$ ). This section describes how we applied these two\\nmethods, and what kinds of task and materials were used\\nfor sensitizing and facilitating ideation.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,160,108,176],\"text\":\"Tasks\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,181,394,350],\"text\":\"The overall task of the workshop was to think of ways to\\nencourage dog-to-dog interaction. Three subtasks were\\ndefined in order to encourage the participants to approach\\nthe topic from different angles. The tasks draw attention to\\n(1) Screen and Tracking Systems, (2) Haptic and Wearable\\nSystems, and (3) Tangible and Physical Systems. These\\nclassifications of ACI systems were chosen based upon\\nHirky-Douglas et al.'s [15] and Jukan et al.'s [22]\\ncategorization of technologies in ACI. For each task the\\nparticipants were asked to think about the following:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,358,394,492],\"text\":\"• How could dogs use the task subject to communicate\\nwith each other remotely?\\n• How would this interaction start and end?\\n• How could the dogs using the system have\\nsymmetries?\\n• What would these communications look like in terms\\nof how a dog could interact ordinarily?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,504,130,521],\"text\":\"Materials\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,524,394,692],\"text\":\"Each task was accompanied with video material $^4$ , pens,\\npencils, A3 paper, robotic dog toys $^5$ , dog toys (ropes and\\nballs), and sticky notes to support ideation. The purpose of\\nthese videos, some of which were about dogs, was to\\nprovide examples to extend participants' knowledge on\\nACI, and open new avenues for ideas. There were no rules\\nregarding how each trio should work together. The\\ninstruction was simply to ideate together . Groups however\\nwere encouraged to play with the technology and the dog\\nactively during their idea generating which each group did.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,699,394,867],\"text\":\"For Task 1, the video consisted of North et al. [35]\\nspeaking about their work on an automated horse tracker\\nfor behavioral detection. This was followed by a video\\nexplaining how dolphins use the acoustically-operated\\ntouchscreen device, Echolocation Visualization and\\nInterface System (ELVIS) [2] . The concluding video for this\\ntask presented Rossi et al. [41] explaining how to use a\\nprogram to video call a dog to do commands. These videos\\nwere chosen as they vary from traditional screen\\ninteraction (video call) to a senses-focused screen\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,99,745,132],\"text\":\"interaction (echo location) giving examples of tracking\\nmethods.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,139,746,393],\"text\":\"For Task 2, the video began with Alcaidinho et al. [1]\\nexplaining how haptic systems have been used to give dog\\ncommands for training purposes. This was followed by Paci\\net al. [36] talking on wearable biotelemetry devices for cats\\nand other animals. Lastly, Jackson et al. [19] speaks about\\nresearch being conducted in Georgia Tech with dogs using\\nhaptics and wearables. This video focuses upon wearable\\nvests that allow the dog to `talk' through pressing certain\\nbuttons. These videos aimed to demonstrate that haptics\\ncan be used for two-way communication to not only allow\\nthe dog to input into technology, but for the technology to\\nreact to this input and feedback. This included more\\ntraditional wearable technologies (such as GPS collars [36] )\\nbut also more dog-initiated technologies (bite-able buttons\\n[19] ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,398,746,533],\"text\":\"For Task 3, the video consisted of Mancini [29] speaking\\nabout physical button, and rope pull alarms systems for\\nassistant dogs at the Open University. This was followed by\\nWesterlaken et al. [49] explaining their game where a dog\\nhas to climb physical objects to unlock the level and thus a\\ntreat. These videos were chosen as they showed the roles\\nthat physical and tangible systems can take in both work\\nand play.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,544,487,561],\"text\":\"Procedure\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,566,746,700],\"text\":\"Each two-hour session started with a 15-minute sensitizing\\nphase. To aid in designing dog-to-dog technologies, we first\\nprovided a brief history of ACI. In order to build common\\nground, we presented examples of commercially-available\\ndog- and cat-computer interaction (e.g., FitBark 6 ,\\nPetChatz 7 , PetCube 8 ) products. Once familiar with current\\ndog-to-dog technologies, the hope was that participants\\nwould start thinking beyond the status quo.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,707,746,875],\"text\":\"After the sensitizing phase, the group of nine\\nparticipants was divided into three trios. Each trio chose\\none of three locations with a task to ideate dog-to-dog\\nspeculative interactive designs, and document them. After\\n15 minutes, they changed to a different task. Three ideation\\nrounds were performed. During each round, groups\\ngenerated and documented their ideas on sticky notes and\\ndrawings on the paper. Instead of clearing the table at the\\nend of each round, and in the spirit of World Café, groups\\nwere asked to summarize their ideas by leaving their sticky\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,893,391,916],\"text\":\"3 World Café. http://www.theworldcafe.com/key-concepts-resources/world-cafe-\\nmethod/\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,917,392,949],\"text\":\"• Dog-to-Dog Interfaces: Tangilie & Phycus: https://youtu.be/3r2PT5Koc\\n• Dog to Dog Interaction and Wearable Tailored Clothing for Dogs:\\nScreen & Tracking: https://youtu.be/3r2PT5GvQwV\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,894,560,906],\"text\":\"$^{5}$ Sphero. https://www.sphero.com/\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,906,561,917],\"text\":\"6 FitBark. https://www.fitbark.com/\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,917,549,926],\"text\":\"7 PetChatz, https://petchatz.com/\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,926,545,939],\"text\":\"$^{8}$ PetCube. https://petcube.com/\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1012],\"text\":\"Paper 117\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,744,1012],\"text\":\"Page 5\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_num\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,102,394,201],\"text\":\"notes and ideas behind to aid incoming groups in making\\nsense of the activity once they arrived to a new station.\\nGroups were allowed to leave or take their other papers\\n(main designs) with them to enable them to further iterate\\non their designs, or start afresh. This was done to enable the\\nfinal designs to incorporate the different tasks.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,209,394,359],\"text\":\"After a five-minute break, the pairs presented the ideas \\nthey thought as their best ones for 15 minutes. This was \\nfollowed by the groups narrating their journey around the \\ndifferent s tations. s peaking a bout h ow t heir d esigns \\nchanged and their design decisions. After t hese g roup \\nactivities, the group as a whole spoke about design \\nchallenges that they faced, key problems they highlighted \\nand discussed the general theme of the workshop topic as \\na whole.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,374,124,390],\"text\":\"Analysis\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,392,395,745],\"text\":\"The co-design workshops resulted in a wide range of ideas\\nof different l evels o f f i delity an d fo cusing on di fferent\\naspects of dog- to-dog interaction. We analyzed the data\\nbottom u p, fi rst tr ascribing th e e gr oup di scussions and\\nd identifying individual ideas. To objectively measure the\\nquality of ideas, we then filtered out the ideas which a) did\\nnot allow, or led to, two dogs communicating, and b) have\\na start and end point to the interaction. We then chose the\\nbest ones, which are illustrated below through the sketches\\nthat the participants made during the workshop. This is\\naccompanied by text describing the design fictions taken\\nfrom the participants narration, their sticky notes left on\\nthe table and keywords/writing around the drawings. The\\nbest sketches that capture the essence of the ideas created\\nfrom a congregated perspective are presented here. The two\\nfacilitators grouped the ideas according to commonalities\\nand enriched the illustrations with keywords. This led to\\nthe identification of f six d eign f ctions (i.e., Companion-\\nDog, Virtual Walk, DogFlix, T\\nangiball, RopePull and Laser\\nCollar). The rest of the analysis was an iterative process of\\ngoing between data, writing, and modeling.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,179,559,198],\"text\":\"RESULTING DESIGNS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"figure_cap\",\"bbox\":[421,213,633,231],\"text\":\"Design Fiction #1 - Companion-Dog\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_5_figure_008.png\",\"bbox\":[435,240,733,599],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A multi-panel, hand-drawn storyboard illustrates a narrative about two dogs using \\\"companion-dog\\\" toys to establish a connection. The sketches depict scenes ranging from a sad dog and toy interaction to the dogs eventually seeing a projection of each other. Handwritten text labels each panel, describing actions like \\\"The dog is sad and feels alone\\\" and \\\"The dogs can now see a projection of each other.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[421,603,677,620],\"text\":\"Figure 3. Sketch of Design #1 Companion-Dog.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,625,747,876],\"text\":\"With dogs often being left home alone, they can end up\\nfeeling sad and unaccompanied. Companion-Dog aims to\\nprovide a solution to this problem through a dog plush toy\\n(Figure 3 ). When this toy is picked up, it alerts the other\\nCompanion-Dog toy in the dogs' friend's house through a\\nseries of 'woof' sounds. If the other dog would like to play,\\nhe/she also picks up the Companion-Dog toy. A\\nconnection/interaction is then established when both dogs\\ndrop their Companion-Dog toys in the basket. These dogs\\ncan now see a projection of each other and communicate\\nthis way. If the dogs would like to play further there is a\\nbutton which can be pressed with a paw. Upon being\\npressed, a ball will then be shot towards the other dog\\nallowing the dog to play 'fetch' with each other stimulating\\nthe role a human would normally take.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,887,622,905],\"text\":\"Design Fiction #2 ­ Virtual Walk\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,908,746,941],\"text\":\"When dogs go for walks outside, they often encounter\\nother dogs to walk and play with.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,1007,127,1023],\"text\":\"Paper 117\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,997,745,1013],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_6_figure_002.png\",\"bbox\":[154,94,306,200],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A simple blue line drawing shows a dog actively running on a treadmill. To the right of the treadmill, a vertical screen or panel emits red glowing lines.\"},{\"label\":\"figure_cap\",\"bbox\":[69,211,306,228],\"text\":\"Figure 4. Sketch of Design #2 Virtual Walk.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,234,394,317],\"text\":\"Virtual Walk (Figure 4) allows the dog to 'walk' and 'run'\\nwith his/her friends whilst in the home. This device is made\\nup on a treadmill which the dog can run/walk on and a\\nscreen to see their friends also running/walking at the same\\ntime.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,330,239,347],\"text\":\"Design Fiction #3 - DogFlix\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_6_figure_006.png\",\"bbox\":[79,348,358,560],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A sketch titled \\\"content for Dogs\\\" depicts a \\\"DOGFLIX\\\" monitor with a \\\"Tail Tracking\\\" sensor above it, indicating \\\"feedback on content\\\" and \\\"content based on dog behaviour.\\\" Below the screen is a panel with buttons for content genres like \\\"comedy,\\\" \\\"food,\\\" \\\"action,\\\" \\\"cat videos,\\\" \\\"nature,\\\" and \\\"ball games.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[69,568,277,584],\"text\":\"Figure 5. Sketch of Design #3 DogFlix.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,590,395,857],\"text\":\"Recent research has invested building robots to allow dogs\\nto interact with screens [18] alongside a recent increase in\\nTV channels made for dogs. These devices however are\\neither for sole dog use or do not provide a way for dogs to\\nwatch screens together. DogFlix (Figure 4 ) provides content\\nfor dogs to allow joint viewing. DogFlix consists of a TV\\ndevice, a tracking module and a dog keyboard. When the\\ndog is present, DogFlix turns on (otherwise remaining\\nblank) and shows content to the dog. This content is based\\nupon the dog's behavior, where his/her feedback is\\ncollected through his/her tail wags (equivalent of a 'like').\\nThe dog keyboard has several buttons which allow the\\nmanual changing of the content to comedy, food, action, cat\\nvideos and nature. This keyboard also has a button to allow\\nthe dog to call a friend, who will then also be shown on the\\nTV screen and the content shared allowing joint viewing.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,99,600,116],\"text\":\"Design Fiction #4 ­ Tangiball\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_6_figure_010.png\",\"bbox\":[432,117,742,319],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This two-panel diagram illustrates a remote interaction between two mice. In \\\"House 1,\\\" a mouse throws \\\"ball 2\\\" in one direction. In \\\"House 2,\\\" another mouse watches \\\"ball 1,\\\" which moves remotely according to the movement of \\\"ball 2.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[422,326,636,342],\"text\":\"Figure 6. Sketch of Design#4 Tangiball.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,349,746,499],\"text\":\"Similar to Design1 # 1 Companion-Dog, this device allows for\\ntwo dogs in different homes to play fetch with each other.\\nWith Tangiball however, this product allows two dogs to\\nplay with balls that remotely move the same whilst seeing\\nholograms of each other. For example, this allows one dog\\nin their home to pick up Tangiball and throw it, throwing\\nthe Tangiball in the second dogs home. As a result, this\\nallows two dogs to play with each other simulating two\\ndogs playing with a ball at the park.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,513,596,528],\"text\":\"Design Fiction #5 - RopePull\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_6_figure_014.png\",\"bbox\":[451,528,736,643],\"reading_order\":14,\"tags\":[],\"alt_text\":\"Two hand-drawn scenes illustrate an animal interacting with a rectangular object, possibly a house or wall. In the first scene, labeled \\\"house 1,\\\" an animal pulls a leash to the right, away from the object. The second scene, labeled \\\"house 2,\\\" shows a similar animal pulling a leash to the left, away from another rectangular object.\"},{\"label\":\"figure_cap\",\"bbox\":[422,649,638,665],\"text\":\"Figure 7. Sketch of Design #5 RopePull.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,671,746,905],\"text\":\"Dogs are often seen playing 'tug-of-war' games with ropes.\\nThese games are described in Resner's [39] work as being\\nan ideal symmetric interface and thus used by Robinson et\\nal.'s [40] research as an interface mechanism. In RopePull,\\nlike Companion-Dog and DogFlix, when the first dog\\ninteracts with the technology a notification will be sent to\\nthe second dog to invite them to play. This notification is\\n'sent' by the dog when he/she pulls on the rope attached to\\nthe box. This will then wiggle the rope in the second dogs\\nhome alerting the dog that his/her friend wants to play.\\nOnce both dogs have 'bitten down' on the rope the tug of\\nwar game begins. The strength of the 'tug' from each dog is\\nsent through the rope to allow for long distance interaction\\nwith the tangible rope object.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,997,126,1012],\"text\":\"Paper 117\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,997,744,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300347", "source_image_path": "test_data/3290605-3300347/3290605-3300347_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300347/results/output_json/3290605-3300347_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"figure_cap\",\"bbox\":[68,101,375,131],\"text\":\"Design Fiction #6 - Two Dogs Meet at a Bar: Laser\\nCollar\",\"reading_order\":2,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300347_pdf_shortened_page_7_figure_003.png\",\"bbox\":[111,132,366,424],\"reading_order\":3,\"tags\":[],\"alt_text\":\"This hand-drawn sketch features multiple illustrations related to dogs and technology. The top section shows two dog-like figures interacting with an \\\"interactive fence\\\" that includes an \\\"audio signal, button + open gate,\\\" along with a separate detail of a \\\"dig bar.\\\" The bottom section depicts a dog wearing a collar from which a \\\"laser pointer\\\" beam projects to the ground, with \\\"2nd dog\\\" written to the side.\"},{\"label\":\"figure_cap\",\"bbox\":[68,424,299,441],\"text\":\"Figure 8. Sketch of Design #6 Laser Collar\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,447,395,748],\"text\":\"With the rise of GPS systems in phones and cars, finding\\ndirections to meet each other has become a regularly used\\nsystem. Laser Collar (Figure 6 ) aims to solve this issue with\\ndogs by providing a way for dogs to arrange to meet each\\nother, in this scenario meeting at the `dog bar'. The Laser\\nCollar system has two parts: the collar itself, and a fence\\nsystem to provide further security. The system is started by\\none dog calling the other dog so that both dogs are notified\\nof the other's intention (symmetric interaction). The laser,\\nwhich is attached at the front of the dog's collar, is then\\nactivated which points towards the `dog bar' guiding the\\ndog. As the dog gets closer to the `dog bar' they will get\\nfurther signals via audio sounds from the fence. As they\\nreach the `dog bar' premises, she/he must pass this\\n`interactive fence.' This fence detects if the dog is friendly,\\nand if so, lets the dog(s) in the premises where they can\\nfollow their collar to the `dog bar' entrance and meet their\\nfriend(s).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,772,154,790],\"text\":\"DISCUSSION\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,793,395,944],\"text\":\"Over the previous pages, we have used the method of\\ndesign fiction to describe six dog-to-dog speculative\\ninteractive systems: Companion-Dog, Virtual Walk, DogFlix,\\nTangiball and Laser Collar . However, these designs were\\nused, as Lindley and Coulton [27] noted, to stimulate a\\ndiscurative space. Certain key themes were noted when the\\ncreators of the sketches reflected upon their design\\ndecisions and explained their design fictions to each other.\\nThe findings from this study are relevant in two domains:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,102,746,168],\"text\":\"the first is in the designs themselves towards creation of\\ntechnology for dogs to interact with other dogs through the\\ninternet, the second is through the interaction mechanisms\\nthat the designs reflect out.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,179,720,198],\"text\":\"Technology Creation for Dog-to-Dog Interaction\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,201,746,434],\"text\":\"Drawing from the designs, it is evident that they all involved\\nrepurposing key elements of an interactive object which\\ndogs use in everyday life such as lasers in Laser Collar , tug\\ntoys in RapePull , balls in Tungiball and dog toys in\\nCompanion-Dog . Current work in ACI and ethology has\\nbegun to look at what these devices mean for dogs [12, 17,\\n30] stating that the interfaces used should reveal its\\nfunctionality through its affordances, where the artifacts need\\nto be self-discoverable and intuitive [39] . This requisite for\\nconstant affordances is self-evident in current dog toys where\\nthe use is implicit in the design and as such have been\\nrepurposed to be used in technology interfaces [11, 40] .\\nHowever, ACI has not yet investigated how objects should be\\nrepurposed, and the impact thereof.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,442,746,694],\"text\":\"To map device affordances systematically, we need\\nmethods to measure and infer responses from animals.\\nMethods such as eye gaze and posture [44] , biological\\nresponses [12] , and carer/owner feedback [14] have\\npreviously been used. Within our design fiction scenarios,\\nthis response mechanism was either spoken about within\\nan automated behavioral recognition such as `tail wags' for\\n'liking' in DogFlix , or through the dog choosing to partake\\nwithin the activity such as `dropping the toy' with\\nCompanion-Drug . This choice to `take part' has been spoken\\nabout within ACI as a form of `consent' [29, 30] through\\ngiving the dog more autonomy [18] . This was thought\\nabout within the design fictions through the dogs moving\\nnovel objects (dropping the toy/ not using the device to end\\nthe interaction) or walking away (from the screen).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,701,746,869],\"text\":\"Looking towards how HCI designs with unordinary\\nusers, such as children, the key here could be to investigate\\ninto new novel feedback that assists the user. For instance,\\none method investigating in children in Child-Computer\\nInteraction (CCI) is the `Fun Scale' which was used to\\nmeasure fun of interactive products rather than the\\ntraditional survey method used with adults [38] . In this\\nway, it is clear that this adaptation of traditional HCI\\nmethods also needs to be done in ACI. These design fictions\\nhighlight the need for more methods to be dog-initiated.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,880,722,899],\"text\":\"Interaction Paradigm for Dog-to-Dog Interaction\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,902,746,934],\"text\":\"Often discussed when talking over these designs, was that\\nthe connection for dog-to-dog interactions was in two\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 117\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300347/results/markdown/3290605-3300347_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[74,118,741,216],\"text\":\"\\\"My blood sugar is higher on the weekends\\\": Finding\\na Role for Context and Context-Awareness in the\\nDesign of Health Self-Management Technology\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[127,234,253,313],\"text\":\"Shriti Raj\\n\\nSchool of Information\\nUniversity of Michigan\\n\\nAnn Arbor, Michigan\\n\\nshrritt@unich.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[339,234,473,313],\"text\":\"Kelsey Toporski\\nSchool of Information\\nUniversity of Michigan\\nAnn Arbor, Michigan\\n\\nktops@umich.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[524,234,728,328],\"text\":\"Ashley Garrity\\n\\nChild Health Evaluation and Research\\nCenter\\nUniversity of Michigan\\nAnn Arbor, Michigan\\nashleyna@mmed.umich.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[211,342,385,436],\"text\":\"Joyce M. Lee\\n\\nPediatric Endocrinology\\nUniversity of Michigan Medical\\nSchool\\nAnn Arbor, Michigan\\n\\njoylee@med.umich.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[443,342,588,436],\"text\":\"Mark W. Newman\\n\\nSchool of Information and\\nDepartment of EECS\\nUniversity of Michigan\\n\\nAnn Arbor, Michigan\\n\\nmwnnewan@umich.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,447,142,464],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,468,395,755],\"text\":\"Tools for self-care of chronic conditions often do not fit the\\ncontexts in which self-care happens because the influence\\nof context on self-care practices is unclear. We conducted a\\ndiary study with 15 adolescents with Type 1 Diabetes and\\ntheir caregivers to understand how context affects self-care.\\nWe observed different contextual settings, which we call\\ncontextual frames , in which diabetes self-management var-\\nied depending on certain factors - physical activity, food,\\nemotional state, insulin, people, and attitudes. The relative\\nprevalence of these factors across contextual frames impacts\\nself-care necessitating different types of support. We show\\nthat contextual frames, as phenomenological abstractions of\\ncontext, can help designers of context-aware systems sys-\\ntematically explore and model the relation of context with\\nbehavior and with technology supporting behavior. Lastly,\\nconsidering contextual frames as sensitizing concepts, we\\nprovide design directions for using context in technology\\ndesign.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,447,525,464],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[\"paper_conclusion\"]},{\"label\":\"para\",\"bbox\":[420,468,746,516],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\nubiquitous and mobile computing: Empirical studies in\\nHCI .\",\"reading_order\":12,\"tags\":[\"paper_conclusion\"]},{\"label\":\"sec_1\",\"bbox\":[421,528,502,544],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,548,746,597],\"text\":\"Personal health informatics, diabetes management, context-\\nawareness, mobile health, chronic disease, just-in-time inter-\\nventions\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,600,554,615],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,616,746,717],\"text\":\"Shirati Raj, Kelsey Toporski, Ashley Garrity, Joyce M. Lee, and Mark\\nW. Newman. 2019. \\\"My blood sugar is higher on the weekends\\\".\\nFinding a Role for Context and Context-Awareness in the Design of\\nHealth Self-Management Technology. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland . UK: ACM, New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3290659.330349\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,728,550,745],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,749,746,894],\"text\":\"The prevalence of chronic health conditions has been on\\nthe rise [45] . By 2020, 157 million people are projected to\\nhave at least one chronic health condition [21] . Among these\\nconditions, diabetes (including type 1 and type 2) is the 7th\\nleading cause of death and can result in health complications,\\nsuch as vision loss, kidney malfunction, and cardiac issues\\n[15] . Despite the risks associated with diabetes, adherence\\nto self-care behaviors among patients is an ongoing problem\\nacross all ages [32, 46] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,893,747,942],\"text\":\"American Diabetes Association has recommended the use\\nof mobile applications as an approach to encourage healthy\\nlifestyle for the prevention of diabetes [4] . The efficacy of\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,762,395,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored in case of any infringement, creation, etc. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@emr.org.\\nCPI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[68,886,395,911],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,912,267,939],\"text\":\"ACM ISBN 978-1-4603-5970-2/1908-...$15.00\\nhttps://doi.org/10.1145/3206505.3300349\",\"reading_order\":22,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 119\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1013],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,252],\"text\":\"simple mobile health interventions in improving health out-\\ncomes [47] has triggered the development of more sophis-\\nticated approaches to support management, such as just-\\nin-time adaptive interventions (JITAIs) [25] and anticipa-\\ntory computing [31] , to guide health-related behavior. These\\napproaches use data sensed from smartphones for context-\\naware delivery of support, that is providing support at the\\nright time, at the right place, and in the right way.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,380],\"text\":\"While interventions that employ context-awareness have\\nresulted in encouraging outcomes [40] , designing such sys-\\ntems remains a challenge. For example, understanding the\\nscope and relevance of contextual factors in relation to behav-\\niors being supported or diminished is not straightforward.\\nThat is, among the multiple factors that could affect health\\nmanagement and that could be sensed, which ones are rele-\\nvant and how should they be used? [6] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,394,571],\"text\":\"To support design decisions related to the inclusion of\\ncontext in systems, researchers have suggested the need for\\nhigh-level abstractions of context to improve the intelligibil-\\nity of context-aware systems for designers and developers\\n[12] . While existing abstractions expose context in relation\\nto an application and its features, they don't help under-\\nstand the role of context in relation to user behaviors. In\\nthe domain of health self-management, context-driven in-\\nvestigations of specific behaviors can illuminate the role of\\ncontext and context-awareness in influencing the behavior\\nand hence, in designing technology to support that behavior\\n[22] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,571,395,955],\"text\":\"In this direction, we conducted a 3-week diary study with\\n15 adolescents who had Type 1 Diabetes and their caregivers.\\nUsing multiple streams of data collected through a context-\\nenhanced diary tool, end of day diary responses, and data\\nfrom interviews with patients and their caregivers, we in-\\nvestigated the lived experiences of diabetes management.\\nWe observed that diabetes self-management varied across\\ndifferent contextual settings (School, Home, Work, Travel,\\nSummer, Weekends, and Weekdays), and this variance in\\nturn resulted from the changing relevance and influence of\\nfactors (physical activity, food, emotional state, insulin, peo-\\nple, and attitudes) within each setting. To make sense of these\\nvariations, we introduce the notion of contextual frames to\\ndenote recurring high-level contexts in which particular fac-\\ntors can influence behavior and can take on different degrees\\nof relevance. We show that contextual frames help portray\\nthe relationship of a collection of contextual factors to health\\nself-management practices, making them blueprints for sys-\\ntematically exploring and representing such relationships.\\nWe show that contextual frames as sensitizing concepts con-\\ntribute design knowledge to improve the design process of\\ncontext-aware systems by prompting designers to explore\\nnew design directions. Informed by the notion of contextual\\nframes with regards to health self-management, we specify\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,156],\"text\":\"implications for the design of systems using context and\\ncontext-awareness to support self-care.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,167,550,184],\"text\":\"2 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,746,236],\"text\":\"In this section, we summarize research in two relevant areas –\\ndiabetes self-management (the use of technology and the role\\nof context), and context and context-awareness in health.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,247,683,264],\"text\":\"Technology for Diabetes Self-Management\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,266,746,587],\"text\":\"Diabetes is a metabolic disease in which the pancreas is un-\\nable to produce or use insulin effectively [27] , resulting in\\nthe need for multiple self-care activities to control blood\\nglucose (BG) variations - healthy eating, being active, moni-\\ntoring, taking medication, problem-solving, reducing risks,\\nand healthy coping [28] . This has resulted in systems de-\\nsigned to support these activities, offering features such\\nas carb counting [18] , diary keeping [44] , and reflection\\n[7, 23, 39] . In particular, the use of mobile applications is\\nassociated with improved glycemic control in different pop-\\nulations [7] . However, research in Human-Computer Inter-\\naction and health communities has identified that existing\\nsystems do not match the evolving needs and preferences of\\npatients [8, 20, 42] and are burdensome to use [43] . These\\nshortcomings indicate the lack of contextualized understand-\\ning of diabetes self-management practices, which results in\\ntechnology that provides recommendations or support with\\ninsufficient understanding of the context in which support\\nis needed. This calls for understanding the role of context in\\nimpacting self-management behavior.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,598,707,615],\"text\":\"Influence of Context on Diabetes Management\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,618,746,873],\"text\":\"Many studies have reported health self-management prac-\\ntices of patients with diabetes and their caregivers. The ma-\\njority of these studies highlight how patients need to nego-\\ntiate everyday activities in different contextual conditions,\\nsuch as planning, finding, informing, calculating, and remem-\\nbering [19] . In order to do so, they have engage in practices,\\nsuch as, capturing relevant and motivational information\\n[41, 43] , associating consequences to actions [8, 24] , discov-\\nering health information [8] , personalizing guidelines [42] ,\\nand handling the emotional burden of diabetes [8, 43] . For\\nadolescents, caregiver involvement requires remote monitor-\\ning in addition to self-monitoring, especially when parent\\nand child are not collocated [43] . While these studies high-\\nlight how practices are influenced by context, they do not\\nfocus on providing design considerations for context-aware\\nsystems.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,938],\"text\":\"A limited number of studies have focused on develop-\\ning applications that leverage context to support diabetes\\nmanagement. The use of context is primarily limited to pro-\\nmoting reflection by augmenting clinical data with context\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1013],\"text\":\"Paper 119\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,283],\"text\":\"data [7, 17, 33]. Beyond reflection, context can be used to de-\\nliver other services to the users, such as providing reminders\\nand health tips, suggesting treatment, and initiating provider\\ncontact [26]. While these have been explored for a few condi-\\ntions that include mood disorders [5] and spinal cord injuries\\n[1], the complexity of designing such applications is a chal-\\nlenge that researchers still face. This points to the need to\\nbetter understand how can we model context-behavior re-\\nlationships that can be derived from lived experiences and\\ntranslated into system features.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,294,325,311],\"text\":\"Context and Context-Awareness in Health\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,315,395,507],\"text\":\"Many categorizations and definitions of \\\"context\\\" and \\\"context-\\nawareness\\\" exist in literature but no single definition or cate-\\ngorization scheme is comprehensive enough to accommodate\\nwhat context means in different domains of application [3] .\\nA widely used definition of context is \\\"any information that\\ncan be used to characterize the situation of entities (i.e. whether\\na person, place or object) that are considered relevant to the\\ninteraction between a user and an application, including the\\nuser and the application themselves\\\" [11] . A system is said to\\nbe context-aware if \\\"its uses context to provide relevant infor-\\nmation and/or services to the user, where relevancy depends on\\nthe user's task\\\" [10] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,395,731],\"text\":\"The proliferation of sensor rich smartphones has enabled\\ncreation of context-aware mobile health technology to sup-\\nport healthy lifestyles and the management of chronic health\\nconditions. Systems explored in the literature have provided\\npersonalized reminders and health behavior recommenda-\\ntions using information sensed from smartphones [5, 34] ,\\njust-in-time adaptive interventions [25] , and predicting health\\nrelated behaviors [31] . Such interventions are well-suited to\\nmeet the evolving and situated user needs by recognizing\\nreal-life situations and responding to them. Although the use\\nof context in healthcare has received substantial research at-\\ntention, understanding the role of context for health-related\\nbehavior and needs to create context-aware applications\\nremains a challenge [6] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,875],\"text\":\"In HCI research, context-enhanced displays of biomedical\\ndata have been used to aid reflection, which helps patients\\nand researchers understand relevant lived-experiences [29,\\n39] . In one study, such displays were used by experts to\\nelicit requirements for just-in-time interventions [38] . In a\\nsimilar direction, through a context-driven investigation of\\ndiabetes management, this study aims to explore the role of\\ncontext in affecting diabetes self-management behavior and\\nin designing systems to support the same.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,884,159,901],\"text\":\"3 METHODS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,395,938],\"text\":\"The objective of this study was to understand the role of\\ncontext in impacting self-management of diabetes. That is,\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,252],\"text\":\"understanding diabetes management in different living con-\\nditions and the associated challenges. We chose to study\\nType 1 diabetics as this condition is affected by multiple,\\nwell-known factors (e.g., food, insulin, exercise, and stress)\\nand requires responding to changes in these factors by ad-\\njusting management. Since Type 1 diabetes usually begins in\\nchildhood or adolescence and only rarely in adulthood [16] ,\\nwe chose to study adolescents.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,263,637,279],\"text\":\"Patient and Caregiver Recruitment\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,283,747,508],\"text\":\"Patients and their caregivers were recruited from a pedi-\\natric endocrinology clinic at a large teaching hospital. We\\nrecruited patients who were 13-17 years of age, English\\nspeaking, and were willing to perform the study tasks. 15\\npatient-caregiver dyads completed the study, each receiving\\n$ 75 in compensation upon completion. Table 1 provides de-\\ntails for all the adolescent participants including the devices\\nthey used for management (continuous glucose monitors\\n(CGM), conventional glucometer (Meter) and insulin pump\\n(Pump)). We chose to recruit the caregivers as during adoles-\\ncence, patients are considerably dependent on their parents\\nfor guidance on disease management [37] . For all the par-\\nticipants, their mothers were the primary caregivers who\\nparticipated in the study.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,518,519,533],\"text\":\"Data Collection\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,537,747,761],\"text\":\"There were three main phases of data collection - initial in-\\nterview, 3-week diary study, and the exit interview. In an\\nhour-long interview at the beginning of the study, we gath-\\nered demographic information about the patients. We then\\ndemonstrated the use of DReflect (Figure 1 ), the mobile appli-\\ncation used by participants for data collection, and explained\\nthe tasks expected of them for the three-week diary study.\\nAs a part of configuring DReflect, participants were asked to\\nlabel and save specific locations that they were going to fre-\\nquently visit during the three-week study period (e.g. home,\\nschool, work, soccer practice, etc.) and wake up and bed\\ntimes. Lastly, patients and their caregivers were interviewed\\nto understand the patient's daily routine and engagement\\nwith diabetes self-care activities.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,761,747,954],\"text\":\"For the diary study, we developed a context-enhanced\\ndiary tool, DReflect, which was used by our adolescent par-\\nticipants to collect data for three weeks. Patients were asked\\nto log their meals (images and carbohydrates), blood glu-\\ncose (BG) number, insulin (basal and bolus [13] ), mood, and\\ncontextual factors affecting their management and routine\\nthrough hashtags and notes for 21 days. At the end of each\\nday, they were reminded by the mobile app to fill in a di-\\nary that showed a context-enhanced summary of the data\\nreported from that day (Figure 1 .c), followed by questions\\nto understand critical incidents for that day (diabetes and\\nnon-diabetes related), challenges of managing diabetes for\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 119\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[108,127,352,142],\"text\":\"Table 1: Summary of adolescent participants\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,146,395,665],\"text\":\"
IDAge (years)GenderWorkMain Physical ActivityDevices Used
P0114FNoGymnasticsCGM, Pump
P0217MYesTennisCGM, Pump
P0315FNoNoneCGM, Pump
P0417FYesNoneMeter, Pump
P0516FNoMarching BandMeter, Pump
P0616MYesCross Country, Ski, TrackCGM, Pump
P0716FYesGymnasticMeter, Shots
P0814MNoSwimmingCGM, Shots
P0917MYesRunningCGM, Pump
P1013MNoSoccer, SwimmingCGM, Pump
P1115FNoGolf, Horse RidingCGM, Pump
P1213MNoRunning, SoccerMeter, Pump
P1316MYesGym, FootballMeter, Pump
P1413FNoNoneMeter, Pump
P1513FNoDance, YogaMeter, Shots
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"The image shows a table with six columns: ID, Age (years), Gender, Work, Main Physical Activity, and Devices Used. The table contains 15 rows of data, labeled P01 through P15, with each row providing information about an individual across these categories. Data entries include ages from 13 to 17, genders (F or M), work status (Yes or No), various physical activities, and different medical devices (CGM, Pump, Meter, Shots).\",\"figure_path\":\"tables/3290605-3300349_pdf_shortened_page_3_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[69,672,394,737],\"text\":\"the day, and other things that they might wish to share or\\nforgot to report during the day (Figure 1.d). Participants' re-\\nsponses included BG numbers, carbohydrates, food images,\\nglucometer images, bolus insulin, and notes.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300349_pdf_shortened_page_3_figure_005.png\",\"bbox\":[78,750,385,885],\"reading_order\":5,\"tags\":[],\"alt_text\":\"The image displays four screenshots of a mobile application interface, featuring a profile setup, a color picker for mood selection, a daily summary with numerical data and images, and prompts for reflecting on daily events.\"},{\"label\":\"figure_cap\",\"bbox\":[68,888,394,932],\"text\":\"Figure 1: The DReflect System a) meal log screen, b) mood\\nreport screen, c) end of day data summary, and d) end of day\\nquestions\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,507],\"text\":\"We also asked caregivers to fill diary entries for 21 days.\\nThey were asked to report about their day, the routine of\\ntheir family, any unusual events in their day and their child's\\nday, and the challenges of managing diabetes for that day.\\nCaregivers were emailed a link to an online questionnaire\\nevery day at a time they chose in the initial interview. The\\nmajority of the caregivers reported diary entries for all 21\\ndays. After the study, we conducted an hour-long exit inter-\\nview with the patient and the caregiver separately. During\\nthe interview, we first asked participants to walk through\\nsummary visualizations of their data while thinking aloud.\\nNext, we asked them questions focused on days that were\\nunusual or that involved a critical incident as identified from\\nthe diary data. These questions were supplemented with\\nday-wise displays of their data to enable recall and reflec-\\ntive conversation. An exit interview document consisting\\nof visualizations and questions was sent to the participants\\nbefore the interview. Reflecting on outcome measures along\\nwith contextual data has shown to create more awareness\\nof one's own behavior [22] . Participants' responses helped\\nus to understand how they used data to get insights about dia-\\nbetes management and their actual experiences of managing\\ndiabetes. In this paper, we report on the latter to provide an\\nunderstanding of how context affects diabetes self-care.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,518,507,534],\"text\":\"Data Analysis\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,538,746,763],\"text\":\"We analyzed the data in two phases. After the diary study,\\ndiary entries and initial interviews were analyzed to un-\\nderstand breakdowns in management and difficult and/or\\natypical circumstances for each participant. These insights\\nwere used to prepare exit interview documents consisting\\nof displays of the patient's data and questions about events\\nthat took place during the study. At the end of the study, we\\nre-analyzed initial interviews and the exit interviews using\\nin vivo and descriptive coding [35] to understand different\\nsettings for self-management and factors influencing man-\\nagement. The research team met multiple times throughout\\nthe data analysis process to iteratively refine the list of fac-\\ntors and settings and to elaborate these themes further, while\\ndropping the less prominent themes.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,773,508,789],\"text\":\"4 FINDINGS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,792,746,954],\"text\":\"In understanding the influence of context on diabetes self-\\nmanagement, we observed that self-management happened\\nin recurring contextual settings (such as Home, School, etc.)\\nwherein multiple factors (such as physical activity, food, etc.)\\nconverged to influence self-management. We also observed\\nthat these factors had different impact in different contex-\\ntual settings, as described by our participants. While these\\nobservations might seem obvious as prior work also points\\nto the influence of context in the management of diabetes\\n[8, 19, 24, 42, 43] , there is limited exploration and articulation\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1012],\"text\":\"Paper 119\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"of how lived experiences of patients can be systematically\\ncaptured to model context-behavior relationships and inform\\nthe design of context-aware systems.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,394,395],\"text\":\"To better explain the influence of context on health self-\\nmanagement behaviors, we introduce the notion of contex-\\ntual frames informed by the lived experiences of our partic-\\nipants. We define contextual frames as recurring physical,\\ntemporal, and/or social contexts that significantly shape the\\nbehavior of the individuals who inhabit them by inhibiting\\ncertain behavioral choices and facilitating others. Impor-\\ntantly, within different contextual frames, particular factors\\n(i.e., observable states of people, environments, and systems)\\nthat might be drawn upon to characterize a situation, predict\\nan outcome, or influence behavior can operate differently -\\ntaking on different degrees of relevance and even different\\nrelationships to the situations, outcomes, and behaviors of\\ninterest.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,395,395,698],\"text\":\"Different contextual frames that emerged from the lived\\nexperiences of our participants include Home, School, Work,\\nTravel, Summer, Weekend and Weekday. Factors that we\\nfound to be relevant in different degrees across frames in-\\nclude location, time, physical activity, food, emotional state,\\ninsulin, people, and attitudes. Frames are collections of fac-\\ntors and can be tightly bound to factors that are more likely\\nto be stable and/or predictable for a user. In our data, the\\nmajority of the descriptions that participants used revolved\\naround physical, temporal or social settings that they reg-\\nularly inhabited. This led to us to create frames bound to\\nthese factors as reflected in their names. Other than phys-\\nical, temporal, and social contexts, frames could be bound\\nto other stable factors, such as physical activity, if the user\\nperforms fixed activities (e.g., strength training on Weekdays\\nand running on Weekends). If frames are bound to frequently\\nchanging factors, such as emotional state, the result would\\nbe multiple frames that might not be significantly different\\nfrom each other.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,698,394,778],\"text\":\"In what follows, we present vignettes showing how con-\\ntextual frames emerge from our participants' description of\\ntheir experiences. We further describe the role of specific\\nfactors and how these roles changed in different contextual\\nframes.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,789,368,805],\"text\":\"Contextual Frames and Variations Across Frames\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,954],\"text\":\"In this section, we present three scenarios derived from our\\nparticipants' description of diabetes-self-management that\\ndepict the different settings in which diabetes was man-\\naged, the factors affecting management in different settings,\\nand the variations in self-management across these settings.\\nThese vignettes bring out the similarities and differences\\nbetween the different frames, within and between patients,\\nhinting at the different types of self-management support\\nthat might be appropriate for each patient and for each frame.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"These differences can be attributed to the different ways in\\nwhich multiple factors (described in the next subsection)\\nconverge to impact diabetes management within different\\nframes. Participants' experiences further show how trans-\\nitions from one frame to another can introduce challenges.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,212,706,228],\"text\":\"Case 1: Transitions between Home, School, and Work.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,228,747,530],\"text\":\"Nick, a 16-year-old boy, attends high school and works at an\\nice cream shop. On a typical day, he wakes up at 6 am, gets\\nready, drives to school, and eats a protein bar at school. During\\nlunch, he has the same food every day from the school cafeteria\\nand has decided on a steady dose of insulin that works for him.\\nAfter school and before work, he spends time at home doing\\nvarious activities. He leaves for work at 6pm without having\\ndinner. While he works, he carries a bottle of juice to avoid low\\nblood sugar levels that might result from continuous walking\\nand standing at work. He drives home from work at 10pm and\\neats a big dinner alone without his parents. Late dinners result\\nin high BG numbers overnight and the next morning, making\\nit a struggle for Nick to manage those. He is off work for two\\ndays a week where he does not eat a late dinner and has better\\nBG numbers. He thinks his insulin needs to be adjusted on work\\ndays to account for the large dinner close to bedtime. He also\\nthinks that he is able to better manage diabetes on weekdays\\nbecause of a fixed schedule than at home during weekends\\nbecause of an unstructured schedule.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,530,747,834],\"text\":\"In the above vignette, the settings of Home, School and\\nWork, which we call contextual frames, are characterized\\nby certain factors, such as food, activity, insulin, location,\\ntime, and attitude towards diabetes management. Figure 2\\nis a visual representation of the contextual frames and the\\nconstituent factors affecting diabetes as described in the\\nabove vignette. Text highlighted in red shows factors that\\ncause or could cause problems for diabetes self-management.\\nFor example, when Nick is at work, he tries to mitigate risk,\\nsuch as low BG numbers because of higher activity levels, by\\ncarrying a bottle of fruit juice. There are differences in these\\nfactors across settings, resulting in differences in diabetes\\nself-management. For example, Nick eats dinner closer to\\nbedtime on work days whereas an early dinner on non-work\\ndays. This results in a need for different insulin dose settings\\nfor these two types of days, which Nick has been wondering\\nabout. Similarly, the first half of Nick's day, spent primarily\\nin school, is more structured as compared to the second half\\nof the day, resulting in better diabetes control in school.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,841,745,873],\"text\":\"Case 2: Transitions between Summer and School, and Week-\\ndays and Weekends\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,874,747,953],\"text\":\"Viola, a 14-year-old middle schooler, was diagnosed with Type\\n1 diabetes two years ago. A new school year recently started\\nafter the summer vacation. During the vacation, she was home\\nmost of the time or traveled with her parents and she noted\\nbetter BG numbers. From the time that school started, while\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1013],\"text\":\"Paper 119\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300349_pdf_shortened_page_5_figure_002.png\",\"bbox\":[74,129,394,307],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a matrix diagram illustrating factors influencing self-management behavior across different frames. The rows list factors like Food, Physical Activity, Insulin, Attitude, People, Emotional State, and Self-management behavior, while columns represent frames: School, Work, and Home after Work. Each cell contains text describing specific conditions or actions, with some text highlighted in red.\"},{\"label\":\"figure_cap\",\"bbox\":[104,316,355,332],\"text\":\"Figure 2: Nick's contextual frames and factors\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,342,395,565],\"text\":\"she remembers performing self-care activities better because\\nof a fixed schedule, she has been recording out of range BG\\nnumbers and has been finding it difficult to control her BG\\nnumbers during school hours. She tends to miscount carbohy-\\ndrates or not finish the entire meal that she took insulin for. She\\nis increasingly getting nervous about not being able to manage\\nwell in school. During the current school year, she has yoga and\\ndancing classes on different days, both of which also affect her\\nBG numbers differently. Over the weekends, she has parental\\nassistance for diabetes management, eats out at times, does less\\nactivity, and has better BG numbers. During the summer, she\\nnoted that weekends and weekdays were similar resulting in\\ngood BG number control on both types of days but not during\\nthe school session.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,565,395,757],\"text\":\"Figure 3 shows the contextual frames and factors relevant\\nfor Viola. In Viola's case, the transition from summer to\\nschool has introduced challenges as managing at home with\\nparents during the summer was different from managing at\\nschool alone. In school, the challenges was not to remember\\nto perform self-care activities but to control BG numbers\\nbecause of not being able to finish lunch and work around\\nthe effect of different activities on her BG numbers. During\\nthe summer vacation, weekends and weekdays were very\\nsimilar for her with good control on BG numbers. During\\nthe school year, weekends were better than the weekdays\\nbecause of parental support.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,764,394,795],\"text\":\"Case 3: Transitions between Summer camp, Work days, Week-\\nends, and Weekdays.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,795,395,941],\"text\":\"Kevin, a 17-year-old high schooler, attended a diabetes sum-\\nmer camp as a peer coach to help other camp attendees with\\ndiabetes. During the camp, he had very little time to manage\\ndiabetes with the peer coach responsibilities and had a lot of\\nlow BG numbers because of the hectic work. The food choices\\nfurther disrupted his diabetes management because of the in-\\nability to guess carbohydrates in the camp food. As a result, he\\nsuspected his insulin pump often in the hope to avoid low BG\\nnumbers. After the camp, he started working at a pizza shop\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,342,747,469],\"text\":\"for the remaining duration of the summer. He realized his BG\\nnumbers were more stable and less extreme when he started\\nworking. He thought it was because of continuous walking or\\nstanding and because he wasn\\n’t continuously snacking at work,\\nwhich he did at home. On weekends, he usually has friends over\\nand plays video games all day. He feels awkward managing\\ndiabetes with his friends around and postpones most of his\\nself-care activities, resulting in unstable BG numbers.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300349_pdf_shortened_page_5_figure_009.png\",\"bbox\":[426,129,747,307],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image is a matrix chart comparing various factors and self-management behaviors across three different frames: Summer, School, and Weekends. The rows list factors such as Food, Physical Activity, Insulin, Attitude, People, and Emotional State, along with Self-management behavior. Each cell contains descriptive text, some of which is highlighted in red, detailing specific actions or states within that intersecting factor and time frame.\"},{\"label\":\"figure_cap\",\"bbox\":[456,316,711,332],\"text\":\"Figure 3: Viola's contextual frames and factors\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,470,747,724],\"text\":\"For Kevin, increased activity during summer camp and\\nwork, the food at summer camp, snacking at home, and pres-\\nence of peers on weekends affected diabetes self-management\\nFigure 4 shows how these factors affected diabetes self-man-\\nagement in different frames that include Summer camp, Sum-\\nmer work, and Summer weekends. Kevin's schedule at the\\nsummer camp led to more activity and less time to manage\\ndiabetes. Kevin was also not sure about the carbohydrate\\ncounts in the camp food. All of this caused low BG numbers.\\nThe work days, that is the weekdays, after the camp con-\\ncluded involved optimal activity and better eating schedule\\n(less snacking) that resulted in stable BG numbers. On the\\nweekends, he got very little physical activity and paid less\\nattention to diabetes. Around friends, his adherence to self-\\ncare activities was lower than usual causing out of range BG\\nnumbers.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,736,701,753],\"text\":\"Role of Factors in Different Contextual Fames\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,756,747,948],\"text\":\"The factors affecting diabetes management that emerged\\nfrom our interviews include contextual factors (location,\\ntime, presence of people, and attitudes related to diabetes\\nmanagement) and clinical factors (food, insulin, physical ac-\\ntivity, emotional state). These can be measured using phone\\nor wearable sensors and self-reports, and hence, can be in-\\ncluded in designing the logic of rule-based interventions,\\nsuch as the Just-In-Time-Adaptive-Interventions [25] . Figure\\n5 shows different hashtags reported by participants during\\nthe diary study, representative of the factors we found in\\nthe interview data. By analyzing incidents from the frames\\ndescribed above, we found that certain factors were more\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,125,1012],\"text\":\"Paper 119\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300349_pdf_shortened_page_6_figure_002.png\",\"bbox\":[77,129,389,309],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image is a matrix diagram illustrating various \\\"Factors\\\" (such as Food, Physical Activity, Insulin, Attitude, People, Emotional State) across three different \\\"Frames\\\" (SUMMER CAMP, SUMMER WORK, SUMMER WEEKEND). Each cell within the matrix contains descriptive text, with some phrases highlighted in red, detailing the interaction of each factor within each frame. A separate row at the bottom describes \\\"Self-management behavior\\\" for each frame.\"},{\"label\":\"figure_cap\",\"bbox\":[101,316,360,332],\"text\":\"Figure 4: Kevin's contextual frames and factors\",\"reading_order\":3,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[68,357,393,387],\"text\":\"Table 2: Examples of hashtags and notes reported by P15 and\\nP07 in different contextual frames.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,392,394,587],\"text\":\"
PatientContextual FrameHashtags and Notes
P15Grandma's Cottageate late due to traveling, #eat-ingate
P15Home#morninghighs, haven't tested for a while, only protein for breakfast
P07Gym/Work#lotsOfArms, #didConditioning, #gymnastics, #fellow, #juice, #recheck
P07Home#high, #correction, #breakfast-beforegym, #teat10
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"This is a table with three columns: \\\"Patient\\\", \\\"Contextual Frame\\\", and \\\"Hashtags and Notes\\\". The table contains rows detailing observations for patients P15 and P07, noting their activity context and associated hashtags and notes.\",\"figure_path\":\"tables/3290605-3300349_pdf_shortened_page_6_tab_5.png\"},{\"label\":\"half_para\",\"bbox\":[69,593,395,784],\"text\":\"problematic or influential in some contextual frames than\\nthe others. That is, these factors had different impacts un-\\nder different settings and the contextual frames described\\nabove help model these differences. Table 2 shows examples\\nof hashtags and notes reported by two participants in dif-\\nferent frames, further demonstrating the relative prevalence\\nof factors. Next, we elaborate the role of individual factors\\nto show how their influence changed across different con-\\ntextual frames. We do not describe location and time in this\\nsection as they tend to be more tightly bound to the char-\\nacterization of the contextual frames themselves, as noted\\npreviously.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,791,395,952],\"text\":\"Food. It was difficult to count carbohydrates when eating out\\n(e.g., restaurant, friend's home, social event). For example,\\nP01 spent weekends at church with a youth group where\\nshe ate from a buffet. This challenged her ability to estimate\\ncarbohydrates, leading to inaccurate amount of insulin, as\\ndescribed by her mother, `if you have a buffet type-thing\\nwhere you can keep going back up and getting more food she\\nwill but doesn't remember to shoot [take insulin] for it every\\ntime that she goes up there.' Similarly, in certain settings,\\nparticipants made their own food choices in the absence\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,747,252],\"text\":\"of parental supervision resulting in unhealthy eating, as\\nP02's mother described, \\\"He [P02] is much more likely to eat\\nwhat we're having, if we're sitting at the table but when he\\ncomes home late he is looking into the fridge and maybe gets\\na little bit of that but doesn't choose the vegetables.\\\" Thus,\\nfood as a factor was more likely to cause issues for diabetes\\nmanagement when away from home or when making choices\\nindependently.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300349_pdf_shortened_page_6_figure_009.png\",\"bbox\":[429,264,738,476],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A word cloud displays various terms related to daily activities, food, and emotional states, with word size and color intensity indicating relative frequency or importance. Prominent terms include \\\"breakfast,\\\" \\\"dinner,\\\" \\\"junkfood,\\\" \\\"lunch,\\\" \\\"sleep,\\\" \\\"stress,\\\" \\\"exercise,\\\" \\\"tired,\\\" and \\\"hungry,\\\" among many others. Some terms also have small numbers next to them, likely indicating their frequency.\"},{\"label\":\"figure_cap\",\"bbox\":[421,483,746,528],\"text\":\"Figure 5: A word cloud of the hashtags reported by partici-\\npants representing a few contextual frames and several fac-\\ntors affecting diabetes self-management.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,558,747,781],\"text\":\"Physical activity . The role of physical activity as a factor af-\\nfecting diabetes management varied between weekends and\\nweekdays and also between seasons or days for participants\\nwho performed different activities during different seasons\\nand/or on different days. For P12, who played soccer every\\nday, physical activity influenced diabetes management more\\non the days when he had soccer tournaments (mostly week-\\nends) than on a typical day of practice because on tourna-\\nment days he played multiple games in a row, \\\"the difference\\nisn't when he has soccer and when he doesn't, the difference\\nis when he has a soccer tournament and when he doesn't. If\\nhe's playing two or three games in one day, we're in a whole\\ndifferent situation with him because of the intensity and the\\nadrenaline and the hours of play at that point.\\\" (P12's mother).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,782,747,941],\"text\":\"On the other hand, for P09, physical activity due to work-\\ning in a restaurant was influential on weekdays but not on\\nweekends as he was off work on weekends spending seden-\\ntary time at home. Similarly, P11 and P15 engaged in different\\nactivities (horseback riding, golf, dance, yoga) on different\\ndays of the week, which required adapting management\\nbased on how these activities affected them. P06 performed\\ndifferent types of physical activities in different seasons,\\nwhich affected his diabetes management. Thus, the influ-\\nence of physical activity (including exercise, sports, work,\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 119\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,746,1012],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300349", "source_image_path": "test_data/3290605-3300349/3290605-3300349_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300349/results/output_json/3290605-3300349_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,173],\"text\":\"household chores, and other forms of activity) differed de-\\npending on the contextual frame (weekend versus weekday,\\ndifferent seasons).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,179,394,339],\"text\":\"Insulin . Different contextual frames required different in-\\nsulin doses and these differences were less apparent at the\\ntime when they were decided on. For example, on work\\ndays, P02 ate a big dinner but this did not happen on non-\\nwork days. His insulin dose settings worked for days that he\\nworked and ate more, but often did not work for non-work\\ndays because food and activity levels were different on such\\ndays. \\\"There might be a day where he doesn't work so he doesn't\\neat at night but then his basal and carb ratio is as if he did\\\"\\n(P02's mother).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,340,395,499],\"text\":\"Similarly, P06 performed different activities in different\\nseasons, which required him to use different insulin dose\\nsettings and administration. For example, while running in\\nthe summer, he did not use his pump for continuous admin-\\nistration of insulin but took a correction bolus after running\\nwhile this was different for skiing during the winter season,\\n\\\"Track is pretty much the same because he doesn't wear it when\\nhe runs. But for ski, he wears it. And I think in ski season he\\nruns lower, like we've usually got to decrease his basal because\\nhe tends to run low when he skis\\\" (P06's mother).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,500,395,675],\"text\":\"Lack of activity for long durations, such as traveling in a\\ncar, required taking extra insulin. While the majority of the\\nparticipants reported taking insulin reactively after being out\\nof range because of a car ride, P12 did so pro-actively. \\\"on the\\npump, thirty minutes before the car ride I lactivate a temporary\\nbasal upwards of 30 percent so I'm getting my regular bolus\\n- or basal, excuse me, plus a third of it. So that kinda keeps\\nmy sugar a little bit lower.\\\" In summary, different contextual\\nframes required different insulin intake or administration\\nstrategy depending on the other factors, such as food and\\nphysical activity, affecting diabetes.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,681,395,825],\"text\":\"Emotional state. Emotional state affected diabetes self-man-\\nagement mostly in relation to contextual frames other than\\nhome. For some participants, the transition from summer to\\nschool created stress, which affected their BCI numbers. For\\nexample, P14 described stress as an important factor affecting\\nher diabetes. She was stressed about school starting. \\\"Within\\nthe last week, I've been stressed mostly because thinking about\\nschool coming up, when I'm stressed, I either get very shaky\\nand end up, my numbers being lower.\\\"\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,826,395,954],\"text\":\"Emotional state also affected self-care activities, such as\\nhealthy eating. P05's mother mentioned that P05 experienced\\nextreme stress before going to see her father but did fine after\\ncoming back home. \\\"When she got diagnosed with diabetes,\\nthere was issues going on with her father. It was a big stressor.\\nShe would be super high just before she'd go visit him and\\nthen she'd come home and do better.\\\" In response to stress,\\nP05 engaged in stress eating, \\\"I usually stress eat.\\\" The above\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,173],\"text\":\"examples show that changes in contextual frames at times\\nresulted in participants being less comfortable, increasing\\ntheir stress and affecting management.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,179,746,339],\"text\":\"People. For most of the participants, weekends were associ-\\nated with the presence of parents because of which diabetes\\nmanagement was better (e.g., getting reminders, making bet-\\nter food choices). However, for some participants (P01, P09),\\npresence of friends resulted in poor management, which\\nusually happened over weekends. For example, P09 did not\\nwant to pull out his pump or CGM when friends were around\\nso he postponed the self-care activities, \\\"when I'm around a\\nbunch of people I'm more cautious to pull out my pump to take\\ninsulin.\\\"\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,340,746,419],\"text\":\"In summary, presence of parents resulted in better man-\\nagement for some participants, which usually was the case\\nfor patients with stay at home mothers and on weekends for\\npatients with working parents. Presence of friends resulted\\nin poor management for a few participants.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,426,747,603],\"text\":\"Attitudes : Lastly, we also found that participants held dif-\\nferent attitudes and personal preferences for diabetes man-\\nagement in different contextual frames, which determined\\ntheir engagement with diabetes self-management. There was\\nmore risk mitigation involved on work days than when at\\nhome. For example, P04, like a few other participants (P02,\\nP07), tested her BG numbers and ate before going to work\\nso that she does not experience a low BG number, P04: “ I've\\nstarted, like, checking before I go to work\\\"\\nP04's mother: \\\"We'll make sure she eats a meal or something\\nbefore she goes. \\\"\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,731],\"text\":\"P09 and P06 took less insulin and more carbs before or\\nduring work, even though it would get their numbers out of\\nrange afterwards, but this was intentional and did not seem\\nconcerning, as described by P06's mother, \\\"sometimes if he's\\na work and he's low, he might think, 'Oh, I'm just going to eat\\na little extra because I don't want to deal with it taking too\\nlong to come up'.\\\"\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,731,747,842],\"text\":\"Traveling and vacation involved surrendering to misman-\\nagement. For example, P08 mentioned accepting high BG\\nnumbers throughout the vacation and not paying much at-\\ntention, \\\"It [travel and vacation] was a lot more insulin, a lot\\nmore carb, and some higher numbers. Pretty much throughout\\nthe entire trip I was high. I wasn't really paying attention to\\nhow I was feeling for being high.\\\"\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,842,746,890],\"text\":\"Thus, participants took control of diabetes to varying ex-\\ntents or let go entirely depending on the contextual frame in\\nwhich they were managing diabetes.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,901,525,917],\"text\":\"5 DISCUSSION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,954],\"text\":\"In understanding the role of context on diabetes-self man-\\nagement, we observed that self-management varied across\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 119\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300349/results/markdown/3290605-3300349_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[91,119,721,151],\"text\":\"Sampling Strategy for Ultrasonic Mid-Air Haptics $^⋆$\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[115,168,263,234],\"text\":\"William Frier$^{1}$\\nUniversity of Sussex\\nBrighton, United Kingdom\\nw.frier@sussex.ac.uk\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[332,169,482,218],\"text\":\"Dario Pittera\\n\\nUniversity of Sussex\\n\\nBrighton, United Kingdom\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[552,169,700,219],\"text\":\"Damien Ablart\\nUniversity of Sussex\\nBrighton, United Kingdom\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[223,246,372,293],\"text\":\"Marianna Obrist\\nUniversity of Sussex\\nBrighton, United Kingdom\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[443,247,590,293],\"text\":\"Sriram Subramanian\\n\\nUniversity of Sussex\\n\\nBrighton, United Kingdom\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300351_pdf_shortened_page_0_figure_009.png\",\"bbox\":[107,308,715,515],\"reading_order\":9,\"tags\":[],\"alt_text\":\"The image displays a conceptual illustration of two circular sampling patterns on a hand, one with 10 points and 20ms duration per point, and another with 20 points and 10ms duration per point. A line graph titled \\\"5 Hz\\\" shows \\\"Standardised Strength\\\" on the y-axis against \\\"Sampling Rate\\\" (log scale) on the x-axis, with multiple lines indicating a peak in strength around a sampling rate of 10, and vertical lines marking sampling rates corresponding to 10 and 20 points.\"},{\"label\":\"figure_cap\",\"bbox\":[68,515,746,575],\"text\":\"Figure 1: (a) A mid-air tactile pattern such as a circle is sampled into a set of successive positions, here 10. (b) Each sample\\npoint is presented during a given interval of time proportional to the total number of sample points. (c) Increasing the number\\nof sample points will increase the rendering fidelity, but will also decrease the stimulation duration of each sample point. (d)\\nOur study shows that changing the number of sample points affects the perceived strength of the pattern.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,585,142,602],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,607,394,769],\"text\":\"Mid-air tactile stimulation using ultrasonics has been used\\nin a variety of human computer interfaces in the form of\\nprototypes as well as products. When generating these tactile\\npatterns with mid-air tactile ultrasonic displays, the common\\napproach has been to sample the patterns using the hardware\\nupdate rate capabilities to their full extent. In the current\\nstudy we show that the hardware update rate can impact\\nperception, but unexpectedly we find that higher update rates\\ndo not improve pattern perception. In a first user study, we\\nhighlight the effect of update rate on the perceived strength\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,586,747,715],\"text\":\"of a pattern, especially for patterns rendered at slow rate\\nof less than 10 Hz. In a second user study, we identify the\\nevolution of the optimal update rate according to variations\\nin pattern size. Our main results show that update rate should\\nbe designated as additional parameter for tactile patterns.\\nWe also discuss how the relationships we defined in the\\ncurrent study can be implemented into designer tools so that\\ndesigners remain oblivious to this additional complexity.\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,733,524,750],\"text\":\"CCS CONCEPTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"list\",\"bbox\":[422,754,704,771],\"text\":\"• Human-centered computing → Haptic devices.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,790,502,806],\"text\":\"KEYWORDS\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,811,512,828],\"text\":\"Mid-air, Haptics\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,849,554,864],\"text\":\"ACM Reference Format:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[421,867,747,952],\"text\":\"William Frier, Dario Pittera, Damien Ablart, Marianna Obrist, and Srin-\\nram Subramanian. 2019. Sampling Strategy for Ultrasonic Mid-Air\\nHaptics. In CHI Conference on Human Factors in Computing Sys-\\ntems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK .\\nACM, New York, NY, USA, 11 pages. https://doi.org/10.1145/3290605.\\n3300351\",\"reading_order\":19,\"tags\":[\"author\",\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,778,329,791],\"text\":\"*Produces the permission block, and copyright information\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,791,196,803],\"text\":\"†Also with Ultrahaptics Ltd.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,816,394,896],\"text\":\"Permission to make digital or hard copies of part or all of this work for\\npersonal or classroom use is granted without fee provided that copies are\\nnot made or distributed for profit or commercial advantage and that copies\\nbear this notice and the full citation on the first page. Copyrights for third-\\nparty components of this work must be honored. For all other uses, contact\\nthe owner/author(s).\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,273,952],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Copyright held by the owner/author(s)\\nACM ISBN 978-1-4305-5970-2/19/05\\nhttps://doi.org/10.1145/3290695.3300351\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 121\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,124,197,139],\"text\":\"1 INTRODUCTION\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,383],\"text\":\"Mid-air haptics is a growing field which aims to move the in-\\nteraction from touch surfaces to touchless interactive spaces\\nin 3D. Hence technologies such as air-jet [28] , air-vortexes\\n[24] , laser [12, 22] , electric arc [25] , and ultrasonic-phased ar-\\nray [3, 7] were developed to provide mid-air tactile feedback\\nto the user, without requiring augmentation with extra wear-\\nables. Among those technologies, ultrasonic phased arrays\\nare particularly proficient at rendering a range of complex\\ntactile patterns on the user's palm or fingertips. Indeed, the\\nrelatively small size of the tactile point produced (approxi-\\nmately the same as the carrier wavelength [9] ) and the capa-\\nbility to render several points at once [3] has lead researchers\\nto use ultrasonic phased arrays to generate tactile pattern\\nsuch as volumetric shapes [16] , tactile experiences [19] and\\neven emotions [20] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,384,394,669],\"text\":\"Ultrasonic phased arrays focus sound waves coming from\\nan array of ultrasonic transducers into a single location in\\nspace. In this focal region, the acoustic pressure almost in-\\nstantly builds up and eventually becomes great enough to\\nindent slightly the human skin and therefore stimulate the\\nsense of touch. This focal region is thus equivalent to a tactile\\npoint. To convey a range of vibrotactile haptic perception\\nthrough this tactile point, one needs to modulate the tactile\\npoint either in wave amplitude [7] also referred to Amplitude\\nModulation (AM) or in its lateral position [27] also referred\\nto Lateral Modulation (LM). Obrist et al. has shown that vary-\\ning the modulation frequency varied the perception of tactile\\npoint strength among other aspects of its perception [19] .\\nAnother approach that constitutes an even more advanced\\nmodulation technique is to move the tactile point rapidly and\\nrepeatedly around a given path across the user's palm, hence\\nproducing a tactile pattern [13] (referred to SpatioTemporal\\nModulation (STM) ).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,669,394,893],\"text\":\"AM, LM, and STM are different ways of rendering tactile\\npatterns and are the haptic analogues of graphical rendering\\nmethods on digital display screens. Like with most displays,\\nultrasonic phased arrays are controlled through a digital sig-\\nnal and therefore, each variation in pressure amplitude or\\nspatial position is sampled across time. The rate at which the\\noutput is updated depends on the mid-air tactile display up-\\ndate rate capabilities and can range from 1 kHz [27] to 20 kHz\\n[13] . As far as spatially distributed patterns are concerned,\\nthe device update rate can further be divided between, the\\nnumber of sample to produce a single pattern iteration, and\\nthe rate at which the pattern shape is repeated. We referred\\nto the former as pattern sampling rate and to the later as\\ndraw frequency .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,894,394,942],\"text\":\"However, little attention has been paid to update rates in\\nmid-air haptics and, to the best of the authors knowledge,\\nall published studies have used the maximal update rate the\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"device has to offer to sample their output. Recall that in visual\\nand auditory modalities a higher update rate improves the\\noutput quality by avoiding artefacts such as motion blur and\\nflickering in vision and alasing in audio. Drawing analogy\\nwith those modalities one has good reason to expect that a\\nhigher update rate will improve the quality of the mid-air\\ntactile feedback.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,237,746,426],\"text\":\"However, by definition higher update rate leads to a shorter\\ntactile stimulation duration per sample. Currently, the update\\nrates of the ultrasonic phased array are above 1 kHz [13, 27]\\nwhich is much greater than the maximum modulation fre-\\nquency perceptible by our skin mechanoreceptors which is\\nclose to 500 Hz [10] . Such high update rates lead to sample\\ntimes that are shorter than a millisecond. Contrast that to the\\ntemporal resolution of our sense of touch which is estimated\\nto be between 2 ms and 40 ms [17] . In the same way that\\nour hearing cannot listen to ultrasound frequencies above\\n20 kHz or see subliminal images, it becomes unclear to what\\nextent an user can perceive such rapid tactile stimulation.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,427,746,507],\"text\":\"In the current study, we answer this question by finding\\nout if the update rate has an effect on the user perception of\\nmid-air tactile patterns. To that end, we ran two user studies\\nwhere mid-air tactile patterns are created with STM but using\\ndifferent draw frequencies and different sampling rates.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,507,747,730],\"text\":\"In the first user study, we show that the perceived strength\\nof mid-air tactile pattern is related to the sampling rate of\\na pattern, especially for low draw frequencies (i.e. between\\n2 Hz and 10 Hz). The results particularly show that for a\\nhigh sampling rate (i.e. above 200 points), which is the com-\\nmon approach, patterns with low draw frequency (i.e. under\\n20 Hz) could not be perceived by the user. However, using\\nour approach, which is to lower the sampling rate, user could\\nperceived pattern with draw frequency as low as 2 Hz. Fit-\\nting our results to a quadratic mixed model, we were able\\nto determine the relation between perceived strength and\\nsampling rate, and further determine the the optimal sample\\nrate that generates the strongest subjective perception of\\ntactile feedback.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,731,746,889],\"text\":\"In the second user study, we repeated the same method\\nbut instead varied the pattern sizes, e.g. the diameter of a\\ncircular pattern displayed on a user's palm as seen in Figure 1 .\\nCombining these results with our first user study, we were\\ntherefore able to determine the optimal sample rate for each\\ncombination pattern size and pattern draw frequency. Our\\nresults show that this optimal sample rate is proportional to\\nthe pattern size. In other word, for a given draw frequency,\\none should optimise the sample rate according to the distance\\nbetween two consecutive samples.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,746,938],\"text\":\"Finally we discuss the impact of our results on the design\\nof tactile patterns and propose how our guidelines could be\\nintegrated within tactile feedback designer tools.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 121\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300351_pdf_shortened_page_2_figure_002.png\",\"bbox\":[99,118,364,323],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Three panels depict a human hand with different blue circular patterns and corresponding line graphs. Panel (a) shows eight large blue dots forming a circle on the palm with an oscillating intensity graph below. Panels (b) and (c) show variations of smaller blue dots and arrows forming circular or curved patterns on the palm, both with flat, constant intensity graphs below.\"},{\"label\":\"figure_cap\",\"bbox\":[68,323,395,411],\"text\":\"Figure 2: Mid-air tactile display can use 3 kinds of modu-\\nlation techniques to produce a tactile pattern: (Left) Ampli-\\ntude Modulation, (Middle) Lateral Modulation, (Right) Spa-\\ntiotemporal Modulation. Each modulation technique varies\\nthe position and intensity of one or more mid-air tactile\\npoints differently over time.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,438,197,454],\"text\":\"2 RELATED WORK\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,458,395,651],\"text\":\"Literature on mid-air tactile patterns is generally divided\\ninto two parts. Initially, most of the research focus was on\\nadvancing the hardware challenge and developed a func-\\ntional system that can be electronically driven to produce\\nmid-air tactile feedback. Once this important milestone was\\novercome, various application use cases were investigated\\nincluding AR/VR, automotive interfaces and public displays.\\nRecently, research focus has returned to investigate and fur-\\nther optimise the algorithms and methods that generate the\\ntactile pattern in mid-air and the study effect of different\\nrendering parameters on the overall perception. This paper\\nis concerned with the latter.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,661,216,679],\"text\":\"Mid-air Tactile Displays\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,395,793],\"text\":\"Researchers adopt different technologies and methods to\\ndevelop mid-air tactile displays. One approach is to use pres-\\nsurised air to convey tactile stimuli either in the form of\\nair jets [28] or air-ventories [24] . This approach does not al-\\nlow for multi-points stimulus. Furthermore air-jet stimulus\\nsize varies with the distance to the device, while air-ventories\\nproduce relatively big stimulus (few centimetres diameter).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,794,394,856],\"text\":\"Other approaches to produce mid-air tactile stimuli in-\\nclude the use of lasers [12, 22] or the use of electric arcs [25] .\\nEven though the stimulus size is very fine in such approaches,\\nthe interaction zone remains limited.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,858,395,954],\"text\":\"Another approach is to use an array of ultrasound trans-\\nducer to convey tactile feedback in mid-air [7] . Indeed, by\\nelectronically shifting the transducer phases one could focus\\nthe acoustic pressure to a point in space and use it to produce\\ntactile stimuli on the user hand. The force applied to the skin\\ncan reach 16 mN, for a contact area of 20 mm diameter [7] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,266],\"text\":\"More recently, with the use of 70 kHz (instead of 40 kHz)\\nultrasound transducers one could produce even smaller fo-\\ncused points [9] . It was also shown how similar devices could\\nbe used to create multiple focus points with different tactile\\nproperties [3] , or mixed with other mid-air tactile display\\n[21] , thus increasing the range of applications for HCI. Ul-\\ntrasound phased arrays have therefore rapidly became a\\nreliable and attractive technology for both researchers and\\ndevelopers interested in mid-air tactile applications.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,267,747,650],\"text\":\"As previously mentioned in the introduction, there are\\ncurrently three different modulation techniques to generate\\na tactile perception in mid-air using an ultrasound phased\\narray. These three modulation techniques are illustrated in\\nFigure 2 . Amplitude Modulation (AM) is the most commonly\\nused modulation technique for mid-air tactile display and\\nalso the easiest to understand. AM involves modulating the\\npressure amplitude at the tactile point between 0 and 1 (its\\nmaximum output value) at a given periodic frequency. AM\\nstimuli are therefore similar to vibrotactile stimuli that is\\ncommonly used in mechanical devices. Lateral Modulation\\n(LM) is a more recent modulation technique where a tactile\\npoint oscillates back and forth along a short line that is\\nparallel to the skin, while the focus acoustic pressure is fixed\\nto 1 [27] . The authors of LM claim that this modulation\\ntechnique generates a lateral force on the skin, which are\\nusually perceived as being stronger than normal forces, and\\ntherefore is very different to AM. Spatiotemporal Modulation\\n(STM) involves moving a tactile point rapidly and repeatedly\\nalong a path on the user's palm with the aim to induce the\\nperception of a 2D shape [13] . This technique is similar to\\npersistent of vision display, where spatial portions of the\\nimage are displayed successively and within the persistence\\ntime of the human eye, as to represent the whole graphic.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,651,746,810],\"text\":\"As AM and LM techniques only produce localized tac-\\ntile effects and requires multi-points stimulus to produce\\nspatially distributed patterns. On the other hand the STM\\ntechnique is non-localized and requires only one point to\\nproduce spatially distributed patterns. Using a single tac-\\ntile point generally allows for a stronger pressure output\\ncompared to many-points since the total hardware output\\npower does not have to be shared by the different points as\\nshown in Kappus and Long [13] . This paper focuses on STM\\nmethods to generate spatially distributed tactile patterns.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,837,512,853],\"text\":\"Tactile Pattern\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,921],\"text\":\"Tactile patterns can be made to evoke different sensations.\\nIn the current study, we define a tactile pattern as the com-\\nbination of two components: its shape (i.e. form, path) and\\nits sensation (i.e. feeling, perception).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,922,746,954],\"text\":\"Initial investigations on mid-air tactile patterns were con-\\ncerned with how to produce a spatially distributed tactile\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,126,1012],\"text\":\"Paper 121\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,426],\"text\":\"sensation. For instance Wilson et al. [30] looked at the percep-\\ntion of mid-air tactile stimulus moving in a linear direction\\nand across different distances. The importance of temporal\\nparameters according to the desired travel distances was\\nhighlighted. The ability to produce multi-points to render\\n3D volumetric shapes was first leveraged and demonstrated\\nin Long et al. [16] . Here, the desired shapes were sampled\\nusing several tactile points and modulating the amplitude of\\neach point. Using a similar approach Kores et al. [15] inves-\\ntigate the effect of varying rendering parameters for circular\\ntactile patterns. Therefore, most previous works concerned\\nwith tactile patterns mainly focused on the stimulation du-\\nration and the stimulus onset asynchrony. Moreover, most\\nprevious research has been using AM techniques since LM\\nand STM are very recent findings. Nonetheless Frier et al.\\n[5] show a strong effect of pattern draw frequency on the\\npattern perceived strength, with STM, and therefore recom-\\nmend to optimise the pattern draw frequency according to\\npattern size.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,427,395,634],\"text\":\"An interesting property of mid-air tactile patterns is the\\nability to completely change the users perception of the hap-\\ntic feedback by simply changing the modulation parameters.\\nFor instance Obrist et al. [19] conveyed different qualita-\\ntive perception such as pulsing, prickly or dispersed, solely\\nby changing AM stimulus modulation frequency. Monnai\\net al. [18] varied the whole modulation signal according to\\nthe application scenario, to provide use case specific tactile\\neffect. In general, these tactile perceptions can either be dis-\\ncriminative and convey information such as the texture of\\na pattern [4] , or be affective and convey emotion [20] . It is\\nworth mentioning that to the best of our knowledge, none\\nof those studies use modulation frequency lower than 16 Hz.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,395,762],\"text\":\"The challenge of choosing the rendering parameters for a\\ngiven tactile pattern is therefore to achieve this differences in\\nboth discriminative and affective perceptions. The combined\\nrequirements however can make this process complex and\\nthus confusing. For application level HCI research such as\\nfor media studies [1] or art studies [2] , it is easier if mid-air\\ntactile patterns were implemented from a template library\\nor available in the API implementation.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,789,233,805],\"text\":\"3 SAMPLING STRATEGY\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,395,954],\"text\":\"With STM, a tactile pattern is produced using a single mid-\\nair tactile point. Therefore, producing the pattern shape as\\nwell as its associated sensation requires rapid and repeated\\nupdates of the point properties. In this part, we discuss the\\nupdate rate requirements and its relation to what we call the\\npattern sampling rate. Then, we present the current sampling\\nstrategy applied in the literature. Finally, we evaluate the\\ncurrent strategies in an effort to find a new, more optimal\\nsampling strategy.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,124,560,140],\"text\":\"Pattern Sampling Rate\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,319],\"text\":\"We saw in the previous section that a tactile pattern was com-\\nposed of a shape and a sensation. However, tracing a pattern\\nshape requires sampling the shape into a set of intermedi-\\nate discrete positions, referred to as sample points (see Fig-\\nure 1 a). When rendering the pattern shape, the tactile point\\nposition will thus be updated successively to each of those\\nsample points position. The number of sample points, re-\\nferred to as sampling rate , can vary. However, the greater the\\nsampling rate, the smoother the pattern representation. For\\ninstance a circle traced with 20 points will appear smoother\\nthan a circle traced with 10 points (see Figure 1 -b & c).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,320,747,479],\"text\":\"Adjusting the tactile sensation is equivalent to tuning\\nits modulation frequency [19] . The modulation frequency\\nbeing the rate at which a specific skin patch is repeatedly\\nstimulated, in the case of STM the modulation frequency is\\nsimilar to the rate at which the pattern is drawn, referred to\\nas draw frequency Indeed, drawing a circle at 5 Hz, means\\ntracing out the circle path 5 times per second and therefore\\nstimulated each position along the circle 5 times per second.\\nTherefore, adjusting the tactile sensation is equivalent to\\ntuning its draw frequency.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,479,747,591],\"text\":\"Furthermore, if the circle sampling rate is of 10 points per\\ncircle, it means that the point will move through each 10\\npositions 5 times a second. In other words, the point position\\nwill be updated 50 times per second (5 Hz × 10 points). Thus,\\na mid-air tactile display, updating a given pattern, needs an\\nupdate rate equivalent to the product of the pattern sampling\\nrate times the pattern modulation frequency (see equation 1 ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[460,596,744,613],\"text\":\"$$update rate = sampling rate \\\\times draw frequency (1)$$\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,747],\"text\":\"We would like to highlight that the update rate thus defined\\nis not necessarily the maximum update rate that a mid-air\\ntactile display can achieve. Therefore, for update rates lower\\nthan that achievable by the hardware, it is possible to in-\\ncrease either the pattern sampling rate or draw frequency\\nwithout decreasing the other. However, at update rates close\\nto hardware maximum capabilities, a trade-off between sam-\\npling rate and draw frequency is required.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,757,596,775],\"text\":\"Current Sampling Strategies\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,747,954],\"text\":\"We define as sampling strategy the tuning of pattern sam-\\npling rates according to specific criteria. We found that all\\nprevious work use the same strategy that is to determine\\nthe pattern sampling rate as the maximum update rate the\\nhardware can achieve, divided by the draw frequency. For\\ninstance, Kappus and Long [13] are producing a circle at\\n200 Hz using the full 20 kHz update rate achievable by the\\nhardware used in their experiments. We believe the reason is\\nthat the researchers assume that the greater the update rate\\nthe better. This assumption seems pertinent as it is a strategy\\nalready being used for different modalities. For instance, in\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 121\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,189],\"text\":\"vision and audio a higher sampling rate will reduce artefacts\\nsuch as motion blur and flickering, for vision, and aliasing,\\nfor audio. We referred to this strategy as the high sampling\\nrate strategy .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,200,358,218],\"text\":\"Pros and Cons for High Sampling Rate Strategy\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,394,363],\"text\":\"A high sampling rate strategy can support high draw fre-\\nquencies without distorting the tactile pattern shape. For\\nexample, a simple pattern shape such as a 150 mm circum-\\nference circle can be rendered at 500 Hz (the upper limit of\\nvibrotactile frequency relevant to touch) using 40 sample\\npoints spaced out every 3.75 mm. The spacing between two\\nconsecutive points being less than the tactile point radius\\n(≈ 4.3 mm), one would expect that the pattern will still be\\nperceived as smooth and continuous.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,394,554],\"text\":\"However, the problem is that a high sampling rate strategy\\nresults in shorter stimulation durations. Indeed, increasing\\nthe pattern resolution decreases the relative stimulation dura-\\ntion of each point. For example, a device running at an update\\nrate of 20 kHz, this means that the stimulation duration of\\none sample is 50 $\\\\mu$s. This duration is 2 to 3 order of magnitude\\nlower than the perceptible sense of touch temporal resolu-\\ntion found by Loomis [17] that was estimated to be between\\n2 ms and 40 ms. Moreover, this draw frequency is 2 orders\\nof magnitude higher than the vibrotactile frequency range\\nrelevant to our mechanoreceptors. It is therefore unlikely\\nthat our skin can perceived such rapid tactile stimuli.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,555,394,603],\"text\":\"Another challenge of using a higher sampling rate strategy\\nis the possible inconsistency in sampling rate between tactile\\npatterns being traced with different draw frequency.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,394,698],\"text\":\"The discussion thus far has therefore revealed that pat-\\ntern variability demands customised pattern sampling rates,\\notherwise inherent variations will manifest themselves in an\\nuncontrolled and misunderstood tactile perception. This pa-\\nper will address the above mentioned challenges and propose\\nmitigation strategies.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,709,183,726],\"text\":\"4 USER STUDY 1\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,394,890],\"text\":\"There are various modulation methods and sampling strate-\\ngies that can produce a mid-air tactile pattern using focused\\nultrasound. These methods and strategies predominantly\\ndepend on the available hardware being used. There has not\\nbeen however any discussion on how sampling strategy af-\\nfects the overall pattern perception. This section describes\\nhow we undertook to investigate the relation between sam-\\npling strategy and pattern perception. In particular, we focus\\non the pattern perceived strength relative to the pattern\\nsampling rate.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,901,120,917],\"text\":\"Method\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,395,954],\"text\":\"Our hypothesis was that the pattern sampling rate will have\\nan effect on the perceived strength. To test this, we run a\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,427,746,476],\"text\":\"magnitude estimation task [11] . In this task, participants had\\nto estimate the perceived strength for patterns rendered with\\ndifferent sampling rates.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300351_pdf_shortened_page_4_figure_013.png\",\"bbox\":[469,117,697,348],\"reading_order\":13,\"tags\":[],\"alt_text\":\"A person wearing headphones sits at a desk, looking at a laptop screen that displays a grid of numbers. Their right hand rests on a blue surface atop a clear acrylic box containing electronic components.\"},{\"label\":\"figure_cap\",\"bbox\":[421,351,746,397],\"text\":\"Figure 3: The set-up for the user studies. Participants were\\nperceiving the mid-air tactile pattern on their left palm\\nwhile rating each pattern on a designated laptop.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,747,762],\"text\":\"In total 26 participants took part in the user study (6 fe-\\nmales, average age±SD: 29.3 ±5.2). Participants were sitting\\ncomfortably on an office chair, which they were free to adjust\\nto their liking. On the left of the participant, there was an\\nacrylic box, roughly at their hip level. The box was 200 mm\\nhigh and a mid-air tactile display UHEV1 from Ultrahaptics\\nLtd. was lying at the bottom of the box. An aperture was cut\\non the top box, so participant can rest their left hand over\\nit while experiencing the different mid-air tactile patterns.\\nBefore starting the study, an initial focal point was presented\\nto the user hand, so they can align their palm with the array\\noutput. To avoid participants responses to be biased by sur-\\nrounding noises, participants were wearing noise cancelling\\nheadphones which were playing pink noise. On the desk, in\\nfront of the participants, a laptop was running the experi-\\nmental protocol. Participants could read instructions from\\nthe laptop screen and input their strength estimates via a\\ncomputer mouse. Figure 3 shows the overall set-up.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,762,747,954],\"text\":\"To test our hypothesis we used a set of patterns with var-\\nious sampling rates. To avoid shape related effects, all of\\nthese were variations on a circular pattern. All patterns were\\na 150 mm circumference circle (i.e. ≈ 24 mm centimetre ra-\\ndius), as it covers most of the palm of the participant (human\\npalm width mostly varies between 75 mm and 95 mm [14]).\\nCircles have also a clear periodic property and its intermedi-\\nately positioned points can be easily made equally spaced, all\\nof those limiting possible artefacts due to shape geometry. In\\nthis study, we also wanted to test whether the sampling rate\\nof the pattern will affect the sensations of different patterns\\nequally. Therefore we picked 6 different draw frequencies for\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 121\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300351_pdf_shortened_page_5_figure_002.png\",\"bbox\":[150,143,646,435],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image presents a 2x3 grid of line graphs, each plotting \\\"Standardised Strength\\\" against \\\"Sampling Rate\\\" on a logarithmic x-axis. Each subplot is labeled with a specific frequency (2 Hz, 5 Hz, 10 Hz, 20 Hz, 40 Hz, 80 Hz), showing multiple faint blue lines representing individual data series and a single bolder blue line depicting the average trend.\"},{\"label\":\"figure_cap\",\"bbox\":[68,448,745,480],\"text\":\"Figure 4: The standardise perceived strength as a function of the number of sampling points, for a 150 mm circumference circle\\nrendered at different frequencies. Light and bold curves represent participants responses and responses average, respectively.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,505,395,664],\"text\":\"the presentation of the pattern, as to cover different octaves\\nand the sensitivity ranges of different mechanoreceptors\\n[10] . An illustration of such circular pattern is depicted in\\nFigure 1 -a, while Figure 1 -b & c show how the sampling rate\\naffect the pattern spatiotemporal properties. The range of\\npossible samples rates varied with the draw frequency. Due\\nto this, we picked a total of 6 to 11 pattern sampling rates,\\ndepending on the draw frequency, which accounted for a\\ntotal of 51 distinct patterns. Each pattern was repeated 3\\ntimes, making for a total of 153 stimuli in the study.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,664,395,952],\"text\":\"Each mid-air tactile pattern was presented to the partic-\\nipants left palm for 3 seconds. At the end of the stimulus,\\na numeric pad was displayed on the screen as well as an\\ninstruction inviting participants to enter their perceived\\nstrength estimates. Prior to the user study, participants were\\ninstructed to estimate the pattern perceived strength using\\ntheir own scale. Additionally, participant were asked to rate\\nthe perceived strength from 0 as the minimum (i.e. did not\\nfeel the pattern), to infinite, using whole numbers (i.e. no dec-\\nimal) and to be as consistent as possible in their estimation\\nthroughout the study. Finally, participants were reminded to\\nfocus only on the pattern perceived strength and to omit any\\nother qualitative evaluation from their rating (e.g., smooth-\\nness or simultaneousness). After participants validated their\\nresponse, the next pattern was presented after a two seconds\\nbreak until participants rated all stimuli. The patterns or-\\nder were presented in a randomised order. The whole study\\nlasted about 20 minutes.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300351_pdf_shortened_page_5_figure_006.png\",\"bbox\":[450,503,713,731],\"reading_order\":6,\"tags\":[],\"alt_text\":\"The image displays four line graphs, labeled a, b, c, and d, plotting \\\"Standardised Strength\\\" against \\\"Sampling Rate\\\" on a logarithmic x-axis. Each graph shows multiple thin light blue lines representing individual data series, with panels b, c, and d showing y-axis values from 0.0 to 1.0, while panel a's y-axis goes up to 160. Panel d additionally features a prominent thick red curve overlaid on the blue lines.\"},{\"label\":\"figure_cap\",\"bbox\":[421,739,745,771],\"text\":\"Figure 5: Data post-processing steps. (a) Raw data, (b) Stan-\\ndardised data, (c) Significant data, and (d) Fitted model.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[535,785,669,799],\"text\":\"Quadratic Mixed Model\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[489,803,677,880],\"text\":\"
Rate$R^{2}$N. opt.N. lim.
2 Hz0.6822.4236.6
5 Hz0.7217.5119.2
10 Hz0.6215.8149.4
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"A table presents data across three rows, each corresponding to a different \\\"Rate\\\" (2 Hz, 5 Hz, 10 Hz). The columns display values for \\\"R²\\\", \\\"N. opt.\\\", and \\\"N. lim.\\\" for each given rate.\",\"figure_path\":\"tables/3290605-3300351_pdf_shortened_page_5_tab_9.png\"},{\"label\":\"table_cap\",\"bbox\":[421,884,746,928],\"text\":\"Table 1: Quadratic mixed model results for frequency $2$ Hz,\\n$5$ Hz and $10$ Hz. Results include $R^2$ , optimal sampling rate and\\nsampling rate limit.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,126,1012],\"text\":\"Paper 121\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[69,125,116,139],\"text\":\"Results\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,320],\"text\":\"As participants were using different scale to estimate the\\npattern perceived strength, we first standardised the partici-\\npants responses. That is, we divided each participant estimate\\nby their highest response [11, 26] . As we were interested in\\nstudying each pattern sensation separately, we further sep-\\narated the data into 6 subsets, one for each pattern draw\\nfrequency. Post-processed participants perceived strength\\nestimates are shown in Figure 4 as a function of pattern sam-\\npling rate. We invite the reader to note that the x-axis of the\\nfigure is logarithmically scaled as the pattern sampling rates\\nspread across 4 orders of magnitude.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,320,394,479],\"text\":\"Each data subset was found to be unlikely to follow a\\nnormal distribution (Shapiro-Wilk, $p < .05$ ). Therefore we\\nrun a Friedman test on each data subset to test whether the\\nperceived strength ratings were significantly different across\\nsampling rate values. The Friedman test indicated significant\\ndifferences between sampling rates groups for each draw\\nfrequency: 2 Hz $\\\\chi^2(10) = 199.1, p < .001$ , 5 Hz $\\\\chi^2(9) =\\n179.4, p < .001$ , 10 Hz $\\\\chi^2(8) = 109.9, p < .001$ , 20 Hz $\\\\chi^2(7) =\\n43.4, p < .001$ , 40 Hz $\\\\chi^2(6) = 45.6, p < .001$ and 80 Hz $\\\\chi^2(5)\\n= 15.26, p = .009$ .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,479,394,655],\"text\":\"To further determine whether the differences were sig-\\nnificant across the whole range of sampling patterns, we\\nrun a pairwise Wilcoxon signed-rank test, with Bonferroni\\ncorrection to avoid type 1 error. For draw frequencies 20 Hz,\\n40 Hz and 80 Hz, the Wilcoxon test indicated significant dif-\\nferences only between 1 or 2 pairs of sampling rates. We\\ntherefore discarded those draw frequencies for the end of the\\ndata analysis. However, for draw frequencies of 2 Hz, 5 Hz\\nand 10 Hz, the Wilcoxon test indicated significant differences\\nfor all sampling rate pairs, as long as the sampling rate was\\nlower than 200, 96 and 48 points, respectively.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,655,394,781],\"text\":\"The fact that the upper sampling rate interval leads to no\\nsignificant differences, suggest that no specific behaviour\\ncould be extracted from that part of the data. Furthermore,\\nthe fact the corresponding perceived strength plateau around\\n0, suggest that the participants did not perceive those pat-\\nterns. Those two points, motivated us to discard the data for\\nthe next step of the analysis and focus on the lower sampling\\nrate interval.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,782,394,878],\"text\":\"On the remaining data, which correspond to the left part\\nof the curve on Figure 4 , the reader can see that, the pattern\\nperceived strength seems to follow a quadratic behaviour.\\nThis apparent quadratic behaviour motivated us to use a\\nquadratic linear model, to fit our data. The model we used\\nfor regression can be seen in equation 2\",\"reading_order\":7,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[79,882,395,903],\"text\":\"$$ s t r e n g t h = a \\\\log _ { 1 0 } ( s a m p l i n g ) + b \\\\log _ { 1 0 } ( s a m p l i n g ) + c \\\\quad( 2 )$$\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,394,954],\"text\":\"We remind the reader, that the model uses logarithmic values\\nas the plots on Figure 4 , where the quadratic behaviour can\\nbe observed, are using logarithmic x-axes. The model gave $R^2$\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,355,745,387],\"text\":\"values of 0.68, 0.72 and 0.63 for the pattern draw frequency\\n2 Hz, 5 Hz and 10 Hz respectively.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[563,124,696,138],\"text\":\"Quadratic Mixed Model\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[469,144,703,265],\"text\":\"
RateCircum.$R^{2}$N. opt.N. lim.
2 Hz0.10m0.6918.72240.55
2 Hz0.15m0.6020.95241.76
2 Hz0.20m0.6127.95260.29
10 Hz0.10m0.6710.7792.09
10 Hz0.15m0.6015.0190.54
10 Hz0.20m0.6020.3084.52
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"A table presents experimental results across six rows and five columns: Rate, Circum., R^2, N. opt., and N. lim. The 'Rate' column shows values of 2 Hz and 10 Hz, while 'Circum.' ranges from 0.10m to 0.20m, with associated numerical data for the other three metrics.\",\"figure_path\":\"tables/3290605-3300351_pdf_shortened_page_6_tab_12.png\"},{\"label\":\"table_cap\",\"bbox\":[420,268,745,315],\"text\":\"Table 2: Quadratic mixed model results for frequency $2\\\\pi$ Hz\\nand $10$ Hz across the different pattern sizes. Results include\\n$R^2$ , optimal sampling rate and sampling rate limit\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,387,746,595],\"text\":\"An $R^2$ value greater than 0.6 is considered high. We can\\ntherefore conclude that the quadratic model is a good fit\\nto model our data. Hence we used the coefficient from the\\nmodel to estimate the pattern sampling rate that was giving\\nthe highest perceived strength. We found that the optimal\\npattern sampling rate was 22.4, 17.5 and 15.8 points for draw\\nfrequency 2 Hz, 5 Hz and 10 Hz, respectively. Finally we esti-\\nmated the sampling rate threshold that was leading to the\\npattern to be perceived or not. We found a threshold of 236.6,\\n119.2 and 149.4 points for pattern draw frequency 2 Hz, 5 Hz\\nand 10 Hz, respectively. The post-processing step can be vi-\\nsualised in Figure 5 and the results of the data fitting are\\nsummarized in Table 1 .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,610,536,627],\"text\":\"5 USER STUDY 2\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,630,746,727],\"text\":\"In the first user study, we were able to determine a relation\\nbetween pattern perceived strength and sampling rate. How-\\never this relation parameters are varying with the pattern\\ndraw frequency. In this second user study, we aim to deter-\\nmine whether these relation parameters vary as well when\\nthe pattern size changes.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,742,472,758],\"text\":\"Method\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,761,746,954],\"text\":\"We use the same protocol and set-up as in the first study.\\nThe new stimuli set was composed of 2 draw frequencies.\\nWe chose 2 Hz and 10 Hz, as they are the two boundary\\nfrequencies for which the effect of sampling strategy was\\nobserved in the first user study. There were 11 and 9 pattern\\nsampling rates for the two draw frequencies, 2 Hz and 10 Hz,\\nrespectively. We used 3 different pattern sizes, which were\\n100, 150 and 200 mm circumference. There was a total of 60\\ndistinct patterns. Each pattern was repeated 3 times, making\\na total of 180 stimuli. The user study lasted about 25 minutes.\\nIn total 26 participants (4 females, average age±SD: 30±5.9)\\ntake part in the study.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1012],\"text\":\"Paper 121\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300351", "source_image_path": "test_data/3290605-3300351/3290605-3300351_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300351/results/output_json/3290605-3300351_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300351_pdf_shortened_page_7_figure_002.png\",\"bbox\":[154,146,643,434],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays a 2x3 grid of line plots, each showing \\\"Standardised Strength\\\" on the y-axis against \\\"Sampling Rate\\\" (on a logarithmic scale) on the x-axis. Each plot contains multiple light orange lines representing individual runs and a single thicker dark orange line indicating the mean trend. The panel titles specify conditions like \\\"2 Hz - 100 mm\\\" and \\\"10 Hz - 200 mm\\\" for different rows and columns.\"},{\"label\":\"figure_cap\",\"bbox\":[68,447,745,479],\"text\":\"Figure 6: The standardised perceived strength as a function of the number of sampling points, for different frequencies and\\ncircle circumferences. Light curves represent participant responses and bold curves represent responses average.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,505,117,522],\"text\":\"Results\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,526,395,605],\"text\":\"The data collected were standardised as in the first user\\nstudy. We also separated the standardised responses into 6\\nsubsets according to pattern draw frequency and pattern size.\\nFigure 6 shows the resulting rating after standardisation for\\neach data subset.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,605,394,637],\"text\":\"Each data subset was likely not normally distributed (Shapiro-\\nWilk, p < .05).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,637,395,940],\"text\":\"Therefore, we run a Friedman test on each data set to\\ntest if the perceived strength rating were significantly differ-\\nent across the corresponding number of sampling rate. For\\npatterns at 2 Hz, Friedman test indicates significant differ-\\nences as $\\\\chi^2(10) = 200.5, p < .001$ , $\\\\chi^2(10) = 212.3, p < .001$\\nand $\\\\chi^2(10) = 208.9, p < .001$ , for circumferences 100 mm,\\n150 mm and 200 mm, respectively. For pattern at 10 Hz, Fried-\\nman test indicated significant differences as $\\\\chi^2(8) = 138.1, p < .001$ ,\\n$\\\\chi^2(8) = 111.0, p < .001$ and $\\\\chi^2(10) = 84.0, p < .001$ , for\\ncircumferences 100 mm, 150 mm and 200 mm, respectively.\\nTo further determine whether the differences were signif-\\nicant across the whole range of sampling pattern, we run\\na pairwise Wilcoxon signed-rank test, with Bonferroni cor-\\nrection to avoid type 1 error, on each data subset, and thus\\ndetermine which pair of pattern sampling rate were signifi-\\ncantly different. As in the first study, we found that the pairs\\nof sampling rates were significantly different only for sam-\\npling rate below 200 and 96 points, for modulation 2 Hz and\\n10 Hz, respectively. Hence, as for the same motivations as the\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,505,747,663],\"text\":\"first user study, we discarded the non-significant part of the\\ndata and run a quadratic mixed model on the significant part\\nof the data. The model indicate $R^2$ values of 0.70, 0.60 and\\n0.61 for the pattern draw frequency 2 Hz and circumference\\n100 mm, 150 mm and 200 mm, respectively. For pattern draw\\nfrequency of 10 Hz the model gave $R^2$ of 0.67, 0.60 and 0.60\\nfor the patterns with circumference The model indicates $R^2$\\nvalues of 0.70, 0.60 and 0.61 for the pattern draw frequency\\n2 Hz and circumference 100 mm, 150 mm and 200 mm, re-\\nspectively.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,663,747,935],\"text\":\"An $R^2$ value greater than 0.6 is considered high. We can\\ntherefore conclude that the quadratic model is a good fit\\nto model our data. Then we use the coefficients from the\\nmodel to estimate the pattern sampling rate that was giving\\nthe highest perceived strength. We found that for 2 Hz draw\\nfrequency, the optimal sampling rate was 18.72, 20.95 and\\n27.95 points for circumference 100 mm, 150 mm and 200 mm\\nrespectively. We also found a sampling rate threshold of\\n240.55, 241.76 and 260.29 points for circumference 100, 150\\nand 200 mm respectively. For a draw frequency of 10 Hz, we\\nfound an optimal sampling rate of 10.77, 15.01 and 20.30\\npoints for circumference 100 mm, 150 mm and 200 mm re-\\nspectively. As for 2 Hz modulation, the perceived strength of\\npattern at 10 Hz plateau when the sampling rate is greater\\nthan a given number. Using the model parameters and the\\nplateau values, we found that the sampling rate threshold\\nwas 92.09, 90.54 and 84.52 for circumference 100 mm, 150 mm\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 121\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300351/results/markdown/3290605-3300351_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,94,36,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[85,119,730,182],\"text\":\"Discovering Alternative Treatments for Opioid Use\\nRecovery Using Social Media\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[116,199,259,264],\"text\":\"Stevie Chancellor\\n\\nGeorgia Tech\\n\\nAtlanta, GA, US\\n\\nstanchellor3@gatech.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[328,195,481,278],\"text\":\"George Nitzburg\\n\\nTeachers College\\nColumbia University\\nNew York, NY, US\\n\\nnitzburg@columbia.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[570,197,679,265],\"text\":\"Andrea Hu\\n\\nGeorgia Tech\\nAtlanta, GA, US\\n\\nahu35@gatech.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[231,289,364,355],\"text\":\"Francisco Zampieri\\nGeorgia Tech\\nAtlanta, GA, US\\n\\nzampieri3@gatech.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[440,289,594,356],\"text\":\"Munnun De Choudhury\\nGeorgia Tech\\nAtlanta, GA, US\\nmunnund@gatech.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,364,141,380],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,384,395,663],\"text\":\"Opioid use disorder (AUD) poses substantial risks to per-\\nsonal well-being and public health. In online communities,\\nusers support those seeking recovery, in part by promoting\\nclinically grounded treatments. However, some communi-\\nties also promote clinically unverified OUD treatments, such\\nas unregulated and untested drugs. Little research exists on\\nwhich alternative treatments people use, whether these treat-\\nments are effective for recovery, or if they cause negative\\nside effects. We provide the first large-scale social media\\nstudy of clinically unverified, alternative treatments in OUD\\nrecovery on Reddit, partnering with an addiction research\\nscientist. We adopt transfer learning across 63 subreddits to\\nprecisely identify posts related to opioid recovery. Then, we\\nquantitatively discover potential alternative treatments and\\ncontextualize their effectiveness. Our work benefits health\\nresearch and practice by identifying undiscovered recovery\\nstrategies. We also discuss the impacts to online communities\\ndealing with stigmatized behavior and research ethics.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,681,173,699],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,703,394,736],\"text\":\"• Human-centered computing $\\\\rightarrow$ Collaborative and so-\\ncial computing: Social media;\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,364,502,380],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,384,746,415],\"text\":\"opioid use disorder; recovery; Reddit; alternative treatment;\\naddiction; online communities\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,424,555,439],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,439,747,525],\"text\":\"Stevie Chancellor, George Nitzburg, Andrea Hu, Francisco Zampani,\\nand Munmun De Choudhury. 2019. Discovering Alternative Treat-\\nments for Opioid Use Recovery Using Social Media. In CHI Con-\\nference on Human Factors in Computing Systems Proceedings (CHI\\n2019) . May 4–9, 2019, Glasgow, Scotland UK. ACM, New York, NY,\\nUSA, 15 pages. https://doi.org/10.1145/3290605.3300354\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,542,550,560],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,564,746,657],\"text\":\"Opioid use disorder (AUD)® is one of the most pressing public\\nhealth concerns today. In the United States alone, OUD has\\nbeen deemed an epidemic with substantial resources fund-\\ning its treatment [25]. Over 11 million Americans misuse\\nopioids daily. In 2017, deaths from opioid overdoses (42,000)\\noutnumbered car accident fatalities [25].\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,657,746,813],\"text\":\"Opioids are a class of drugs that act on the central nervous\\nsystem to relieve pain [28] : this includes illicit drugs such\\nas heroin and prescribed painkillers such as oxycodone and\\ncodeine. Although opioids have numerous pharmaceutical\\nuses, regular use of opioids holds high risk for OUD with\\nsevere social and medical consequences and potential for\\nlethal overdose [28, 6] . Clinical OUD recovery combines psy-\\nchotherapy with prescription maintenance medication, such\\nas methadone or suboxone [6] . Despite favorable outcomes,\\nOUD recovery is lengthy and physically taxing [28] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,813,746,907],\"text\":\"Social media has emerged as places for support around\\nrecovery experiences [92, 15] . For substance abuse disorders,\\nlike OUD, research shows individuals turn online to promote\\nrecovery efforts by posting to addiction recovery spaces [10,\\n56] – examples include Forum77 [56] and communities for\\ntwelve-step programs like Narcotics Anonymous [83, 81] .\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,789,395,894],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,894,273,906],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,908,274,948],\"text\":\"© 2019 Association for Computing Machinery\\nhttps://doi.org/10.1145/3296093.3303534\\nhttps://doi.org/10.1145/3296093.3303534\",\"reading_order\":23,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[422,924,746,952],\"text\":\"We use the more clinically validated, non-stigmatizing OUD instead of\\n\\\"opioid addiction\\\" to refer to this disease.\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 124\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,125,395,233],\"text\":\"However, other online communities promote clinically un-\\nverified, alternative methods to ameliorate withdrawal symp-\\ntoms, manage detoxification, and recover from OUD. This\\nincludes off-label use of prescription medication as well as\\nsubstances like kratom and iboga. In this paper, we call these\\nclinically unverified and medically unsupervised alternative\\ntreatments “ATS”. $^2$\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,233,395,373],\"text\":\"The use of ATs for recovery is both controversial and\\npoorly understood from a clinical perspective [8, 80] . Some\\nreport successful amelioration of withdrawal symptoms [9] ,\\nwhile others report physical dependence and dangerous side\\neffects [65, 95, 64] . While some ATs may have potential to\\nameliorate withdrawal symptoms, there have been no clin-\\nical trials or rigorous medical research establishing these\\nas effective OUD recovery treatments. Further, there is no\\ngrounded list of ATs for use in studying or treating OUD.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,373,395,528],\"text\":\"Compounding these concerns are issues of stigma affect-\\ning disclosure of OUD and AT use. OUD and addiction are\\nhighly stigmatized, for those labeled an “ addict, ” this stigma\\ncauses many negative outcomes, including embarrassment\\nand unwillingness to enter treatment [53] . Especially when\\nOUD behaviors are criminalized, sufferers may feel reticent\\nto share with clinicians, researchers, and caregivers like fam-\\nily and friends [65] . This makes it difficult to gather data\\nto understand practices around ATs from sufferers through\\ninterviews or patient disclosures.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,528,395,762],\"text\":\"Our Contributions. We use social media data to under-\\nstand the use of ATs for OUD recovery. Behaviors such as\\ndrug use, self-reported symptoms, and dependence potential\\ncan be gathered from online communities thriving on social\\nmedia that can be studied with computational techniques.\\nPseudonymous social media platforms also encourage dis-\\nclosure of stigmatizing social experiences without worry of\\nnegative consequences of disclosure [2] . Accordingly, we use\\nsocial media data on first-hand self-reports to study AT use\\nto overcome the difficulties of soliciting information from\\nthose struggling with stigmatizing experiences such as OUD.\\nUnderstanding these behaviors can ultimately provide bet-\\nter information on ATs, support better health research that\\npromotes harm reduction, and improve online communities\\nthat support OUD recovery.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,762,394,792],\"text\":\"This paper examines Reddit to study ATS in OUD recovery.\\nOur study considers two research questions:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,792,394,825],\"text\":\"RQ1: How can we identify conversations in online commu-\\nnities where OUD recovery is discussed?\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,825,395,855],\"text\":\"RQ2: How can we discover specific drugs used as AIs and\\nunderstand their effectiveness and the risks/benefits of use?\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,327],\"text\":\"To address these research questions, we present the first\\nlarge-scale social media study of ATs in OUD recovery, draw-\\ning on advances in machine learning and computational\\nlinguistics. We partner with an addiction research scientist\\nwho is also a clinical psychologist throughout the research\\nprocess. First, we develop a transfer learning approach to\\nautomatically infer Reddit content related to OUD recov-\\nery with 79 % accuracy on expert labeled data. This classifier\\nsuccessfully discovers over 93,000 posts on OUD recovery,\\ndrawn from 63 expert-curated communities of substance use.\\nFor RQ2, we combine word embedding models and manual\\nannotation to identify specific ATs. Finally, we present a\\nqualitative analysis contextualizing practices of AT use.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,327,747,558],\"text\":\"Our work provides a preliminary list of ATs and an anal-\\nysis of practices of use, such as the creation of “ kits ” or\\n“ stacks ” of drugs used in concert to combat OUD and amelio-\\nrate withdrawal symptoms. Our research demonstrates the\\ncomplexities of ATs, as many carry medical risks and addic-\\ntion potential. This improves our understanding of ATs for\\nbetter clinical research and treatment of OUD. In addition to\\nproviding insights for health efforts, this work provides new\\nmethodologies for HCI to study traces of online behavior\\naround stigmatizing experiences, complementing ongoing\\nresearch in the field [3, 2, 81] . Finally, we discuss the chal-\\nlenges of designing intervention systems on social media in\\nOUD recovery that must be tempered by concerns for stigma,\\nand the ethics of researching OUD and stigmatizing topics\\non social media.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,559,747,750],\"text\":\"Ethics and Privacy. In many countries, non-prescribed opi-\\noid use is illegal and can cause reputation damage and crimi-\\nnal investigation. All data was publicly available when gath-\\nered, and the researchers had no interactions with users –\\ntherefore, our research did not qualify for ethics board review\\nat our institutions. However, we are obligated to protect the\\nprivacy and anonymity of the users in our dataset because of\\nthese risks. We adopted several data protections, elaborated\\nin the paper's Discussion section, drawing on prior work in\\nHCI on sensitive populations [56, 3, 14] . Our findings should\\nnot be interpreted to suggest which ATs are better, more\\neffective, or clinically valid.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,768,550,785],\"text\":\"2 RELATED WORK\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,788,683,804],\"text\":\"Traditional and Alternative OUD Recovery\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,807,746,887],\"text\":\"Opioids can be highly addictive with prolonged use, and\\ntheir euphoria effects attract both recreational use as well as\\ndependence after medical use [6] . Overdosing on opioids can\\ncause unconsciousness, respiratory failure, and death, espe-\\ncially when combined with alcohol or benzodiazepines [28] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,887,746,949],\"text\":\"Modern OUD recovery involves opioid replacement ther-\\napy with less dangerous opioids like methadone or buprenor-\\nphine/Suboxone, combined with psychotherapy, sober living\\ncommunities, and/or attendance at twelve step programs [93] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,885,394,950],\"text\":\"2We considered using “alternative recovery strategies” to refer to clini-\\ncally unverified and medically unsupervised chemicals to aid recovery ef-\\nforts. Instead, we use “alternative treatments” since “strategy” encompasses\\nchemicals used in a specific drug’s changes, and our focus was on alternative chemical sub-\\nstances for recovery.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1012],\"text\":\"Paper 124\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":18,\"tags\":[]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,125,394,155],\"text\":\"These techniques are clinically verified to facilitate sobriety\\nand are more successful than complete abstinence [1, 37] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,155,395,342],\"text\":\"While inpatient programs can successfully promote so-\\nrvice [37] , OUD recovery is difficult. While not necessarily\\nlethal, withdrawal can produce severe flu-like symptoms that\\ncan last for weeks or months, and can cause significant men-\\ntal distress that increases risk of dangerous symptoms like\\nparanoia and suicidality [28] . There are also financial and\\nsocial factors complicating access to and success in recovery.\\nCoverage and cost of recovery treatments strongly depend\\non location, insurance status, and type of treatment [11] .\\nShame surrounding addiction causes many to hide their dis-\\nease, and the stigma of being labeled an “addict” prevents\\nindividuals from seeking treatment [67] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,341,395,513],\"text\":\"Although ATs in OUD have existed for decades [80] , inter-\\nnet access has increased awareness of these drugs and\\nprovided more convenient access [8, 45] . Kratom and iboga\\nare the most popular and well-studied of ATs [43] , with\\nkratom's popularity dramatically increasing recently [9, 34] .\\nKratom is commonly adopted for alleviating opioid with-\\ndrawal symptoms or as a substitute for other substances [9,\\n94, 80] . In exploratory studies, kratom has been reported to\\nproduce pain-relieving and mood-stabilizing effects [80, 75] .\\nAnother popular AT is iboga/ibogaine [79] , shown to reduce\\nself-administration of cocaine and morphine in rats [35] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,513,395,684],\"text\":\"While baseline pharmacological properties of kratom and\\nboga have been explored in case studies [39] , human clin-\\nical trials do not exist, and thus the safety and therapeutic\\neffectiveness of these ATs is unknown. Notable negative\\nside effects have been reported, including risks for depen-\\ndence and addiction [95, 91] , and seizures and coma from\\ndrug interactions [64] . Importantly, there is no empirically\\ngrounded resource of ATs (verified or unverified) for OUD\\nrecovery. This is detrimental to recovery, as professionals\\noverseeing detoxification and behavioral interventions have\\nlimited insights of how ATs impacts patients and their safety.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,684,395,746],\"text\":\"Aside from poison control center data and case studies,\\nsocial media constitutes one of few data sources for AT use.\\nWe gather data from Reddit and use computational analyses\\nof self-reported substance use to discover these ATs.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,760,233,778],\"text\":\"Digital Pharmacovigilance\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,780,395,952],\"text\":\"A growing body of research has used digital traces to un-\\nderstand public health concerns about physical, mental, and\\nbehavioral health [72, 24, 22] . The area of “ digital pharma-\\ncoviglance ” combines these digital traces and insights from\\nsocial computing, digital health studies, natural language\\nprocessing, and information retrieval to study self-reported\\nuse of drugs and related events [97, 85, 47] . In a pioneer-\\ning work in this space, Frost et al examine how data from\\nPatientsLikeMe can identify off-label use of certain medi-\\ncations [32] . Other work in digital pharmacovigilance has\\nfocused on detecting adverse drug reactions [102, 66, 85, 98] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,186],\"text\":\"health misinformation [33] , illicit online pharmacies [45] ,\\ntrends of non-medical prescription drug use [4, 71] , identi-\\nfying new drug slang [90] , and anonymous social media in\\npromoting substance use [49] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,186,747,404],\"text\":\"Studies of opioids have used Internet data to explore their\\nuse and abuse. In a partnership with Erowid (a major drug\\nencyclopedia), real-time trends of searches of opioids like\\noxycodone were tracked [99] . Internet searches for different\\ntypes of heroin have been correlated with emergency depart-\\nment visits for heroin overdose [103] . On Twitter, researchers\\nhave examined regional differences in opioid discussion [38]\\nand tracking drugs by name [86] . Fan et al build a classifier\\non Twitter to identify those suffering from OUD [31] . Park\\nand Conway have explored opioid mentions [70] and link-\\nsharing behaviors [69] on Reddit. Qualitative work has also\\nexplored prescription drug abuse [89] , abuse of codeine on\\nInstagram [19] , and how one Reddit community supports\\nclinically grounded recovery behaviors [23] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,404,746,452],\"text\":\"We draw on data collection techniques and methods from\\ndigital pharmacovigilance to unobtrusively study ATs in\\nOUD recovery.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,465,641,482],\"text\":\"Substance Use and Recovery in HCI\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,484,747,641],\"text\":\"In HCI, there is interest in mental and behavioral health\\nchallenges, including substance use and recovery efforts.\\nEarly work in this space focused on identifying social media\\ndisplays of alcohol abuse by young adults [26, 62, 59, 96, 48] ,\\ninterventions for binge drinking [63, 52] , and motivations\\nfor illicit substance use like cannabis [12, 60] . Relevant to\\nour research topic, Shattler et al provided an early qualitative\\nanalysis of prescription drug abuse on Twitter [89] , while\\nScott et al provided opportunities to reduce prescription drug\\nabuse by leveraging social media platforms [77] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,641,747,843],\"text\":\"Several studies have examined technology-mediated peer\\nsupport for substance use disorder recovery. Campbell and\\nKelly studied the use of early mobile phone support groups\\nfor those in Alcoholics Anonymous [10] . Recently, in work\\nled by Rubya and Yarosh, they examined peer support for\\nsubstance use disorder recovery meetings through video\\nchat [83, 81] , finding that video chat support groups balance\\nneeds of immediacy and convenience while also providing\\nuseful support. New work by these researchers also exam-\\nines patterns of anonymity in recovery communities [82] .\\nFinally, Schmitt and Yarosh conducted participatory design\\nworkshops to understand how to build technological inter-\\nventions in substance use disorder recovery [87] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,843,747,952],\"text\":\"However, computational studies of substance use or recov-\\nery behaviors in HCI are limited. Research by Tamersoy et\\nal demonstrated how linguistic cues on Reddit can indicate\\na user's cessation of alcohol and tobacco use, as well as their\\nrisk for relapse [92] , and Kornfield et al examine language use\\ncorrelating to relapse in alcohol use disorder [51, 50] . Chan-\\ncellor et al demonstrate how discourse patterns can align\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 124\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,186],\"text\":\"with known measures of anorexia recovery on Tumblr [15] .\\nClosest to our work is Maclane et al. who examine recov-\\nery trajectories from substance use disorder, demonstrating\\npositive correlations between forum use and recovery [56] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,186,394,234],\"text\":\"We build on this prior work by exploring ATs, both in\\nidentifying recovery behaviors at-scale and contextualizing\\nthe use of ATs for OUD recovery.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,248,128,264],\"text\":\"3 DATA\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,395,487],\"text\":\"We use data from Reddit, a social media and content curation\\nsite with discussion on many topics (including health, re-\\ncovery, and drug use), organized into coherent communities\\ncalled “subreddits.” Drug behaviors about OUD recovery oc-\\ncur across many subreddits, not just those related to recovery.\\nIf we limited our study to only one community, we would\\nexclude discussions of less common ATs popular in other\\ncommunities. However, not all discussions across all drug\\nsubreddits relate to OUD recovery. The subreddit r/opates,\\nfor example, discusses both opioid abuse as well as recov-\\nery journeys. To identify ATs across Reddit, we combine\\nsnowball sampling of drug-related communities for cover-\\nage and human annotations for precision. An overview of\\nthis process is in Figure 1 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,500,166,516],\"text\":\"Data Collection\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,520,395,645],\"text\":\"We started at the largest OUD recovery community on Reddit,\\nr/OpiateRecovery, described as,\\n\\\"\\na group of people dedicated\\nto helping each other kick the habit.\\n\\\"[78] As of September\\n2018, this subreddit had more than 14,000 subscribers. The\\nfollowing is a paraphrased post on this subreddit:\\n\\\"I posted\\na few times in the past but always relapsed shortly thereafter.\\nFor the first time in such a long time, I have managed to put\\ntogether 10 days clean from [heroin]\\\"\\n.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,645,395,847],\"text\":\"We capitalize on the Reddit design affordance of a side-\\nbar , a customized area with rules, links to resource pages,\\nand importantly, links to related subreddits. We conducted a\\nbreadth-first search across sidebars for related subreddits to a\\ndepth of two in November 2017, starting at r/OpiatesRecovery.\\nWe experimented with deeper search depths, but they iden-\\ntified many subreddits unrelated to drug use. Then, we sup-\\nplemented additional subreddits suggested by our addiction\\nresearch scientist, including those about opioids (fentanyl,\\ncarlentanil, heroin), non-opioid pain relievers (regabalin),\\nand OUD recovery drugs (methadone, oxibone, naltrexone).\\nAfter deduplication, we had 225 candidate subreddits. For\\nthis, we used Reddit's native subreddit search engine 3 .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,849,395,911],\"text\":\"Rating Task. To filter these 225 subreddits to those related\\nto drug use, we adopt a manual rating approach, designed\\nwith input from our addiction research scientist. To be in-\\ncluded, the subreddit must meet one of two criteria: 1) the\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,186],\"text\":\"subreddit's topic must be about substances considered psy-\\nchoactive by Erowid [29] or Psychonaut Wiki [76], excluding\\ntobacco and alcohol; or, 2) the subreddit discussed behaviors\\nrelated to Rule 1, such as recovery or sourcing/marketplaces.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,186,746,358],\"text\":\"Three raters explored each subreddit and decided if it met\\neither criteria. All raters are social computing researchers.\\nTwo have extensive experience in researching social me-\\ndia and mental health. The third is an emergency medical\\ntechnician and has experience in out-of-hospital emergency\\nmedical care. After independent rating, there were six dis-\\nagreements, resolved through discussion. This rating task\\nfound 63 subreddits, called the General Drug Dataset .\\nThe top three subreddits by subscriber count were r/trees\\n(1.2M subscribers as of September 2018), r/Drugs (446K), and\\nr/Psychonaut (169K).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,360,746,470],\"text\":\"Gathering Subreddit Post Data. For the 63 subreddits, we\\ngathered all text posts from Google's BigQuery, a data ware-\\nhouse with publicly accessible, complete Reddit datasets [20] .\\nDescriptive statistics of the General Drug Dataset are in\\nTable 1 . The number of posts per subreddit ranged from\\n5 to 793761, with a mean and median of 25381 and 984\\nposts/subreddit.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,487,740,558],\"text\":\"
Unique subreddits63
Total posts1,446,948Post authors429,447
Avg post len (words)124.792Mean post/user2.12
Median post length70.0Median posts/user1.0
Std. dev. post length193.712Std. Dev. post/user5.17
\",\"reading_order\":13,\"tags\":[],\"alt_text\":\"A table displays statistical data across two main sections. The left section details post statistics, including total posts, average, median, and standard deviation of post length. The right section presents user-related statistics, such as post authors, mean, median, and standard deviation of posts per user.\",\"figure_path\":\"tables/3290605-3300354_pdf_shortened_page_3_tab_13.png\"},{\"label\":\"table_cap\",\"bbox\":[442,559,723,576],\"text\":\"Table 1: Statistics of the General Drug Dataset\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,605,511,621],\"text\":\"4 METHODS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,625,746,657],\"text\":\"Figure 1 presents a summary of our methods to address our\\ntwo research questions, elaborated in the subsections below.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,667,683,684],\"text\":\"RQ1: Identifying OUD Recovery Behaviors\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,688,746,796],\"text\":\"In RQ1, our goal is to identify posts in the General Drug\\nDataset that discuss OUD recovery. Manual annotation\\nwould provide high quality labels; however, because of time\\nand data size (1.45M posts), manually annotating posts would\\nalso not scale to train a stable, robust classifier. In the ab-\\nsence of gold standard labels, we therefore adopted a binary\\nsupervised transfer learning approach for this problem.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,796,746,953],\"text\":\"Transfer learning is an approach in machine learning that\\ntrains a reliable supervised model on a different but related\\ndataset. This technique can better learn holistic meanings\\nand contexts than keyword dictionaries or regular expres-\\nsion matching alone, as shown in prior work to infer men-\\ntal health states in social media [88, 84] . In our case, we\\ntrained on data broadly labeled on recovery status (called the\\n\\\"source\\\"). We then used this model to \\\"transfer,\\\" or label posts\\nfor recovery/non-recovery in the General Drug Dataset\\n(the \\\"target\\\").\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,935,264,950],\"text\":\"3 https://www.reddit.com/subreddits/search/\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 124\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300354_pdf_shortened_page_4_figure_002.png\",\"bbox\":[68,126,747,223],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This flowchart outlines a two-stage research process. Initially, a General Drug Dataset of 1.44 million posts from 63 subreddits is created through subreddit search and manual annotations. Next, a binary transfer learning classifier is trained with hand-selected subreddits and expert annotations to identify and create a Recovery Dataset of 93,104 posts, which is then used to extract alternative treatments using word embeddings and manual annotations.\"},{\"label\":\"figure_cap\",\"bbox\":[285,232,529,248],\"text\":\"Figure 1: Flowchart of our research pipeline.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,264,420,374],\"text\":\"Transfer Learning Source Data . We used three precisely-\\nidentified subreddits as the source for recovery-labeled posts\\n(positive examples): they included r/OpiatesRecovery, r/suboxone,\\nand r/methadone. The subreddits were validated by the ad-\\ndiction research scientist as the strongest signal of OUD\\nrecovery from the General Drug Dataset. This dataset\\ncontains 16317 posts.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,374,409,592],\"text\":\"As negative examples, we used two types of posts: drug\\ndiscussions and general Reddit discussions, offering diverse\\nas well as complex examples. Specifically, drug discussions\\ncame from sampling posts from five subreddits: r/trees , r/Drugs,\\nr/heroin, r/fentanyl , and r/Carfentanil . We sampled from\\nr/trees and r/Drugs for drug discussion, and we pick three\\nsubreddits about opioid abuse to provide challenging exam-\\nples of active use not connected to recovery. To represent\\ngeneral discussion on Reddit, we sampled from 100,000 posts\\nfrom popular text subreddits on Reddit's homepage, includ-\\ning r/gaming , r/lAmA , and r/AskReddit , provided to us by the\\nauthors of [84] . We empirically found that optimal transfer\\nperformance peaked at 20000 negative posts and a 68 % /32 %\\ndrug discussion popular split for the composition of class 0.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,592,395,749],\"text\":\"Classification Task. Our response variable is binary, in-\\ndicating whether a post is about OUD recovery (1) or not\\n(0). We preprocessed the data by lowercasing all words, and\\nremoved punctuation, stop words, URLs, and regular expres-\\nsion matches to \\\"recover*\\\" to prevent overfitting to explicit\\ndeclarations of recovery. As features/predictor variables, we\\nincluded term frequency-inverse document frequency (TF-\\nIDF) uni-grams from the posts. We experimented with the\\ninclusion of bi- and tri-grams and the number of features\\n(between 100-20,000).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,749,395,858],\"text\":\"We built several classifiers interpretable for human explo-\\nration, including Logistic Regression, Support Vector Ma-\\nchine, and Random Forests, tested using both k-fold cross-\\nvalidation (k=5) and on a held-out dataset (80/20 training/test\\nsplit). Results are reported on the best classifier on the held-\\nout dataset - a binary logistic regression (l2, C=0.1) with the\\ntop 10,000 uni-grams as features.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,858,395,921],\"text\":\"We applied our transfer learning classifier to machine\\nlabel all 1.44M posts in the General Drug Dataset. Since\\nthe posts labeled recovery are of interest in RQ2, we call this\\nthe Recovery Dataset.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,264,744,281],\"text\":\"RQ2: Identifying Alternative Treatments in Recovery\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,745,315],\"text\":\"Next, we examined the posts in the Recovery Dataset to\\nidentify ATs in OUD recovery and contextualize their use.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,317,748,490],\"text\":\"Word Embeddings. To identify potential ATs, we draw on\\nthe success of advances in deep learning and natural lan-\\nguage processing with word embeddings [61] . Word embed-\\ndings learn complex, non-linear relationships in input text\\ndata by projecting words into a continuous vector space. In\\nhealth informatics research, word embeddings have success-\\nfully identified drug slang [90] and contextually relevant\\nhealth words [13, 101] . We used word2vec [61] to build cus-\\ntom word embeddings for our Recovery Dataset , adopting\\nthe continuous bag of words architecture and a minimum\\ncount of 50 to remove misspellings.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,490,748,614],\"text\":\"Disambiguating ATS. There are challenges in identifying\\nATS for OUD recovery from other uses of drugs. First, there\\nis no resource of drugs, comprehensive or partial, to identify\\nATS for OUD recovery. Moreover, many drugs identified with\\na purely automated approach may identify drugs co-morbid\\nwith OUD recovery (prescribing an anti-nausea to counteract\\nwithdrawal symptoms) or polydrug use not connected to\\nrecovery (using cocaine and opioids, but not for recovery).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,614,748,755],\"text\":\"We devised a three step approach to validate our discov-\\nery of ATs. Using the results of the word embeddings, we\\ncondensed drug names and their equivalents/slang terms to\\na list of regular expressions referring to the same substance.\\nAfter obtaining aggregated word frequencies of these drugs\\nand their slang from the Recovery dataset, we took the\\ntop 40 potential ATs, randomly selected 10 posts for each\\nsubstance, and inspected to see if any posts indicate their\\nuse for OUD recovery.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,770,502,787],\"text\":\"5 RESULTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,789,614,805],\"text\":\"RQ1: Transfer Learning Results\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,810,747,952],\"text\":\"Evaluating Classifier Performance. We begin by present-\\ning outcomes of the transfer learning classifier in Table 2 . For\\nthe goodness of fit, compared to the Null model, our trans-\\nfer learning model has a significant decrease in deviance,\\ndemonstrating that our model provides substantial explana-\\ntory power. The difference between the Null and the de-\\nvice of our transfer model approximately follows a $X^2$ dis-\\ntribution: $X^2(9999, N=35634) = 55104+22172+32392, p < 10^{-13}$ .\\nOn the 20 % holdout data, our model achieved impressiv-\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,125,1012],\"text\":\"Paper 124\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"tab\",\"bbox\":[89,124,371,284],\"text\":\"
ModelDeviancedf$\\\\chi^{2}$
Null551040
MODEL22712999932392
Actual/PredictedClass 0Class 1Total
Class 048671304997
Class 155726743231
Accuracy97.3%82.7%91.7% (mean)
Precision0.900.950.92
Recall0.970.830.92
F-10.930.890.92
AUC0.901
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A table displays machine learning model evaluation metrics. It presents a deviance comparison between a null and a fitted model, a confusion matrix for Class 0 and Class 1, and performance metrics including accuracy, precision, recall, F-1 score, and AUC.\",\"figure_path\":\"tables/3290605-3300354_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,289,393,323],\"text\":\"Table 2: Summary of model fit and performance of the\\ntransfer learning classifier on the 20 % heldout dataset.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,359,394,435],\"text\":\"performance, at 91.7 % accuracy and precision/recall/F1 of\\n0.92/0.92/0.92. In Figure 2 , we report the receiver operating\\ncharacteristic (ROC) curve, illustrating the false positive and\\ntrue positive rate at various settings: the area under the curve\\n(AUC) is 0.901.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,436,200,624],\"text\":\"We then ran this\\ntransfer learning clas-\\nsifier on the General\\nDrug Dataset and took\\nthe posts marked class\\n1 (recovery) to generate\\nthe Recovery Dataset.\\nThe classifier identified\\n93,401 posts related to\\nOUD recovery from 63\\nsubreddits. We use these\\nposts in RQ2.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300354_pdf_shortened_page_5_figure_006.png\",\"bbox\":[208,450,391,620],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A line plot displays a Receiver Operating Characteristic (ROC) curve. The x-axis is labeled \\\"False Positive Rate\\\" and the y-axis is labeled \\\"True Positive Rate\\\", both ranging from 0.0 to 1.0. A blue line starts near the origin, rises sharply, and then curves to flatten near the top right corner of the plot.\"},{\"label\":\"figure_cap\",\"bbox\":[208,632,393,663],\"text\":\"Figure 2: ROC curve for the trans-\\nfer learning model.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,625,201,670],\"text\":\"Analysis of Top Pre-\\ndictors. In Table 3 , we\\npresent 20 of the top 30\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,671,394,749],\"text\":\"predictive independent variables/features with their $\\\\beta$ values\\nand significance values from the logistic regression. Positive\\n$\\\\beta$ values indicate that presence of the feature ( $n$ -gram token)\\nin a post increases its likelihood of belonging to recovery\\n(class 1), and negative $\\\\beta$ values from not recovery (class 0).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,749,394,952],\"text\":\"The variables most associated with recovery (class 1) are\\nself-explanatory. This include words around opioids (“opi-\\nates,” “heroin”), stopping use and symptoms (“clean,” “sober,”\\n“withdrawal,” “quit,” cravings,” “relapse”), external resources\\nto help with recovery (“rehab,” “clinic,” “na” (Narcotics Anony-\\nmous), “meetings”), as well as verified OUD recovery drugs\\n(“methadone,” “suboxone”/”sub”). In contrast, the words most\\nassociated with non-recovery and drug use include many\\nkinds of drugs (“mdma”/”molly,” “weed,” “isid,” “adderall”),\\nand continued use and research into the effects of drugs\\n(“trip,” “smoke,” “took,” “effects,” “tolerance,” “safe”). These re-\\nsults suggest that our transfer learning classifier is sensitive\\nto behavioral signals of OUD recovery.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[451,123,714,422],\"text\":\"
Feature$\\\\beta$Feature$\\\\beta$
clean-5.79 ***mdma-2.46 ***
suboxone4.26 ***wed-2.43 ***
methadone3.74 ***trip-2.26 ***
days3.61 ***lsd-2.12 ***
addiction3.23 **smoke-1.84 ***
opiates3.22 **drugs-1.70 ***
heroin2.79 **adderall-1.57 ***
rehab2.48 ***acid-1.55 ***
addict2.37 ***shrooms-1.48 ***
sober2.36 ***tolerance-1.31 ***
sub2.36 ***effects-1.26 ***
clinic2.19 **dxm-1.12 ***
withdrawal2.12 **coke-1.05 ***
relapse2.07 ***friend-1.03 ***
na2.07 ***cocaine-1.02 ***
detox1.98 **dmt-0.98 ***
meeting1.98 ***took-0.96 ***
quit1.97 **xanax-0.96 ***
meetings1.94 ***molly-0.94 ***
cravings1.84 **safe-0.90 ***
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"The image displays two tables, each presenting a list of features and their beta coefficients. Positive coefficients are indicated by blue bars and negative by pink bars, with many entries also marked with asterisks.\",\"figure_path\":\"tables/3290605-3300354_pdf_shortened_page_5_tab_11.png\"},{\"label\":\"table_cap\",\"bbox\":[419,423,747,488],\"text\":\"Table 3: Selected features with the largest posi-\\ntive/negative coefficients ( $\\\\beta$ ) given by the transfer\\nlearning classifier. $p<0.001^{***}$ , adjusted using Bon-\\nferroni correction ( $\\\\alpha$ /10,000)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,515,746,686],\"text\":\"Verification on Expert Labeled Data. Finally, we verify\\nthe performance of the transfer learning classifier on human-\\nlabeled data drawn from the General Drug Dataset . Two\\nexperts, the addiction research scientist and an expert on\\nmental health and social media, annotated posts to assess\\nwhether the user was in recovery or advocated behaviors\\nstrongly correlated to recovery, like harm reduction or tem-\\nporary cessation. The annotators used the Transtheoretical\\nModel of Behavior Change [74, 75] as a clinically grounded\\nmethod to analyze recovery, and correlated recovery signals\\nrecommended by the addiction research scientist [93] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,686,746,858],\"text\":\"First, the annotators labeled a sample of 200 posts from\\nthe General Drug Dataset and then adjusted their rating\\nschema. Next, they independently and blindly rated another\\n200 labeled by the classifier, 100 from each class. On the final\\nset of 200 posts, the interrater reliability (Cohen's $\\\\kappa$ ) between\\nthe two raters was 0.83; the raters then mutually resolved\\ndisagreements. Compared to the ratings of the experts, the\\nclassifier performed at strong accuracy for transfer learning\\nof 79 % , with precision/recall/F1 of 0.81/0.79/0.79. Class-wise\\nperformance on the recovery class (class 1) was strong, with\\nprecision/recall/F1 of 0.70/0.85/0.77.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,859,745,922],\"text\":\"Error Analysis. We finish with an error analysis of the\\noutcomes of the transfer learning classifier, focusing on its\\nperformance on the 100 expert-labeled recovery (Class 1)\\nposts and the errors the classifier made.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,922,745,955],\"text\":\"We start with an example of a true positive , a post where\\nthe classifier $(P(Class)=0.664)$ and human ratings agreed.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 124\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,125,363,183],\"text\":\"It's day 4 of being clean...sleeping is so-so, sweating\\nlike crazy. I had bad restless legs until midnight, mela-\\ntonin is really helping me. Today is way better than\\nyesterday. (r/OpiateRecovery)\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,185,394,233],\"text\":\"The author of this post is looking for support through\\nthe initial stages of withdrawal from heroin misuse, and the\\nclassifier was able to correctly identify this.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,233,394,279],\"text\":\"We move to false positives , or posts incorrectly marked\\nas recovery by the classifier but annotated not recovery by\\nhuman raters.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,279,394,310],\"text\":\"One category of false positives was semantic ambiguity of\\n“clean” ( $P(\\\\text{Class}_1)=0.601$ ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,314,361,356],\"text\":\"I have a glass bong, and I'm out of my normal cleaning\\nmix. If I ran some windex first in it, is it a good or bad\\nidea to clean it? (r/trees)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,359,394,437],\"text\":\"\\\"Clean\\\" for OUD recovery refers to sobriety, but the classi-\\nfier often identified when clean referred to the act of cleaning\\npipes, bongs, and drug paraphernalia. Because the classifier\\nuses uni-grams as input, it cannot disambiguate between\\nthese two meanings.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,436,394,485],\"text\":\"Another example of false positives include expressions of\\nsadness or suicidal thoughts, but no intention to recover\\nfrom OUD ( $P(\\\\text{Class}_1) = 0.805$ ):\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,487,362,544],\"text\":\"I've used everyday for the past 4 years, besides jail\\nand moving. I'd be better off in jail, or even better,\\ndead. I don't have anything left in the world... I don't\\nthink I could ever quit. (re)opates\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,546,394,643],\"text\":\"Although this post suggests discontent about OUD, the\\nauthor makes no indication that they are moving towards re-\\ncovery or changing their substance use patterns. This means\\nthat they are not moving into the pre-contemplative phase\\nof the Transtheoretical Model [74]–the rationale for why\\nthe experts labeled the post as non-recovery.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,653,344,669],\"text\":\"RQ2: Identifying ATs with Word Embeddings\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,672,394,796],\"text\":\"Next, we discuss our word embedding analysis of 93,104\\nrecovery posts to identify ATs for OUD recovery. Table 4\\npresents the outcomes of this word embedding analysis, con-\\ntaining 1,019,459 unique tokens. For each, we show the 20\\nmost similar tokens in the embedding, based on cosine simi-\\nlarity. Cosine similarity measures the similarity of the angle\\nbetween two vectors and ranges from -1 (semantically abso-\\nlute opposites) to 1 (identical)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,796,394,906],\"text\":\"To begin identifying ATs, the addiction research scientist\\nidentified four kinds of substances related to OUD recovery:\\nthose grounded in clinical recovery (methadone, suboxone)\\nor known ATs (kratom, iboga); medications commonly en-\\ncouraged for opioid recovery (phenbut, Imodium); opioids of\\nabuse (fentanyl, heroin); and finally, drugs with interactions\\nwith opioids (gabapentin, pregabalin), presented in Table 4 .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,394,954],\"text\":\"In the tokens identified by word embeddings, we identify\\nadditional opioids and drugs of abuse, such as oxycodone,\\nacetyl, and opium. The word embeddings also include slang\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,747,202],\"text\":\"for OUD recovery drugs (\\\"mmt,\\\" \\\"sub\\\"), and mentions of\\nbenadryl, often used during withdrawal to reduce nausea.\\nHowever, we also identify categories of drugs not directly\\nassociated with OUD recovery, such as benzodiazepines, and\\nother drugs of abuse such as cocaine and methamphetamine.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,203,747,389],\"text\":\"To disambiguate what drugs are related to AT use rather\\nthan polydrug or other co-morbid drug use (ref. Methods),\\nrecall we identified the most frequently discussed drugs ex-\\ntracted from the word embeddings in the Recovery Dataset .\\nTo verify these drugs are ATs, we randomly sampled 10 posts\\nfrom the dataset that contain the drug names and then man-\\nually inspected the content. If at least one post suggests the\\nuser is using the substance as an AT, we consider that sub-\\nstance a potential AT. One rater, a social computing expert\\nwith expertise in mental health and recovery, completed\\nthis annotation task, with consultation from the addiction\\nresearch scientist.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,389,747,482],\"text\":\"We present the top 20 potential ATs identified by the rater\\nin Table 5— this preliminary list is the first list of potential ATs\\nfor OUD recovery. We contextualize AT use and effectiveness\\nfor OUD recovery by exploring representative quotes (post\\nexcerpts) from our Recovery Dataset that contain these\\ndrug names.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,482,749,514],\"text\":\"First, we notice the use of benzodiazepines (xanax, klonopin,\\nvalium, clonazepam, diazepam, clonazolam):\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,516,715,559],\"text\":\"I went to a doctor and have xanax, subs, immodium,\\netc to ride out the withdrawal. After three days of\\ndetox...no withdrawals. (R/Opiate Recovery)\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,561,747,671],\"text\":\"Benzodiazepines can be useful drugs to manage anxiety\\nand insomnia [42] ; however, these drugs bear risks when\\nused in OUD recovery. First, benzodiazepines are a depres-\\nsant and when mixed with opioids, can increase the risk for\\noverdose [44, 18] . Second, benzodiazepines have high risk\\nfor misuse, and withdrawals can be life-threatening [42] . We\\nsee this concern echoed in the dataset:\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,673,739,747],\"text\":\"But over the last week or two I've had to use temaz- \\npam to sleep at all.I wish that I hadn't underesti-\\nmated how bad withdrawals get after the first few \\ndays: I wouldn't have taken so many benzos, I'm \\nafraid I'll swap one addiction for another.(r quittingkratom)\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,749,746,796],\"text\":\"Users report being afraid of the risks of benzodiazepines,\\neither replacing their OUD with another substance or be-\\ncoming dependent on both opioids and benzodiazepines.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,796,747,843],\"text\":\"Next, we move to a known AT: kratom. On one hand,\\nmany users report success tapering off opioids like heroin\\nand fentanyl, and how it assists with withdrawal symptoms:\",\"reading_order\":23,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,845,714,904],\"text\":\"I took an unconventional approach to getting clean,\\nusing kratom and LSD...I used the kratom to taper off\\nheroin and the LSD to relax me...It's been two months\\nand I'm still clean. (vignates)\",\"reading_order\":24,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,954],\"text\":\"On the other hand, there are many users who report that\\nthey start misusing kratom as a replacement for opioids\\nduring self-managed OUD recovery:\",\"reading_order\":25,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,125,1013],\"text\":\"Paper 124\",\"reading_order\":26,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 7\",\"reading_order\":27,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300354", "source_image_path": "test_data/3290605-3300354/3290605-3300354_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300354/results/output_json/3290605-3300354_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[78,123,737,655],\"text\":\"
WordDrug-Related Words from Embedding
fentanylfont (0.83), morphine (0.77), codeine (0.75), hydromorphone (0.74), oxymorphone (0.72), 50mcg (0.71), heroin (0.7), dilaudid (0.7), hydromorh (0.7), oxycodone (0.7), acetyl (0.69), ketamine (0.69), oxycotin (0.69), h (0.68), dihydrocodeine (0.68), dilaudid (0.67), methamphetamine (0.67), heroin (0.67), intranasal (0.67), heroin (0.66)
heroinmeth (0.87), h (0.82), heroine (0.81), heroin (0.79), cocaine (0.75), fentanyl (0.7), opiates (0.68), methamphetamine (0.66), coke (0.66), dope (0.64), bith (0.64), pot (0.64), marijuana (0.62), polydrug (0.62), fent (0.61), opium (0.61), k (0.61), weed (0.61), crack (0.61), opiate (0.6)
suboxonesuboxus (0.92), methadone (0.91), subs (0.84), bupe (0.81), buprenorphine (0.78), zubsol (0.76), suboxen (0.74), naltrexone (0.72), mm (0.7), suboxonesuboxes (0.68), bu (0.68), kratom (0.68), klonop (0.67), clonazepam (0.66), diclazepam (0.65), tramadol (0.64), zoloft (0.63), etizolam (0.63), wivitrol (0.63), trans (0.62)
methadonesuboxone (0.91), subutex (0.85), bupe (0.79), buprenorphine (0.77), subs (0.73), mm (0.73), zubsol (0.71), bup (0.69), suboxen (0.69), naltrexone (0.68), suboxonesuboxes (0.65), maintenance (0.63), diclazepam (0.63), wivitrol (0.61), tramadol (0.61), mdone (0.61), zoloft (0.61), konopin (0.61), diazepam (0.6), clonazepam (0.6)
phenibutthianepine (0.85), etizolam (0.85), loperamide (0.85), lope (0.84), clonazolam (0.82), dcm (0.8), etiz (0.79), lyrica (0.79), pst (0.79), gabapentin (0.79), pregabalin (0.78), immodium (0.78), immodium (0.77), diclazepam (0.76), xanax (0.76), mxE (0.76), modafinil (0.76), baclofen (0.75), vialum (0.75), clam (0.75)
bupbuprenorphine (0.78), zubsol (0.72), bupe (0.71), methadone (0.69), suboxone/subutex (0.69), suboxone (0.68), subutex (0.67), methadose (0.67), suboxone/methadone (0.66), naltrexone (0.66), nucytina (0.66), naloxone (0.66), memantine (0.65), flunitrazepam (0.64), methadone (0.64), sublingual (0.64), Imeg (0.63), suboxone (0.63), uld (0.62), suboxen (0.62)
loperamidelope (0.87), imodium (0.87), immodium (0.87), phenibut (0.85), agmatine (0.82), pregabalin (0.81), gabapentin (0.81), thianepine (0.8), lyrica (0.79), diclazepam (0.77), shtp (0.77), clonidine (0.77), niacin (0.77), modafinil (0.76), bso (0.76), etizolam (0.75), baclofen (0.75), neurotin (0.74), dpa (0.74), clonazolam (0.74)
lopeloperamide (0.87), phenibut (0.84), immodium (0.83), immodium (0.82), gabapentin (0.8), diclazepam (0.77), etizolam (0.77), clonidine (0.76), shtp (0.76), etiz (0.75), trams (0.75), clam (0.74), agmatine (0.74), lyrica (0.74), clonazolam (0.73), niacin (0.73), sampy (0.72), melatonin (0.72), thianepine (0.71), benzaryl (0.71)
pregabalinlyrica (0.87), baclofen (0.87), clonidine (0.85), promethazine (0.85), gabapentin (0.84), hydroxyzine (0.84), neurotin (0.83), mirtazapine (0.81), immodium (0.81), clonidine (0.81), loperamide (0.81), diphenhydamine (0.81), lorazepam (0.8), seroquel (0.8), dcm (0.8), tizanidine (0.8), remeron (0.78), modafinil (0.78)
gabapentinclonidine (0.92), lyrica (0.91), neurotin (0.89), clonidine (0.87), seroquel (0.87), valium (0.85), pregabalin (0.84), hydroxyzine (0.84), immodium (0.83), immodium (0.83), baclofen (0.82), lorazepam (0.81), clonopin (0.81), temazepam (0.81), loperamide (0.81), clonazepam (0.8), lope (0.8), ativan (0.79), trazodone (0.79), xanax (0.79)
ibogaayahuasca (0.72), boguaine (0.72), experimental (0.63), assessment (0.63), np (0.62), evolution (0.62), unconventional (0.61), comprehensive (0.61), aftercare (0.6), detoxification (0.59), fundamental (0.59), accelerated (0.59), psychiatry (0.59), author (0.58), ancient (0.58), article (0.58), unbiased (0.58), incarceration (0.58), agent (0.58)
kratomcannabis (0.75), k (0.75), opiates (0.72), phenibut (0.77), tramadol (0.7), pst (0.68), suboxone (0.68), marijuana (0.67), loperamide (0.67), mj (0.67), etizolam (0.66), trees (0.66), weed (0.66), thianepine (0.65), h (0.65), lope (0.64), opis (0.64), bupe (0.63), subutex (0.63), subs (0.63)
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A two-column table displays a list of drug names in the \\\"Word\\\" column and corresponding lists of drug-related words with numerical scores in the \\\"Drug-Related Words from Embedding\\\" column. Each row presents a primary drug term and its most similar terms identified through embedding, along with their similarity scores.\",\"figure_path\":\"tables/3290605-3300354_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,658,747,689],\"text\":\"Table 4: Top 20 word embedding tokens most similar to tokens identified by the addiction research scientist.\\nNumbers in parentheses represent the cosine similarity value between the tokens.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[74,725,388,841],\"text\":\"
DrugCountDrugCountDrugCount
krotam8526clonidine643seroquel137
loperamide3399ativan404tianeptine136
xanax2082clonazepam364agmatine123
valium875magnesium359dxm118
klonopin847lyrica199iboga114
gabapentin803theanine151niacin91
etizolam714clonazolem147
\",\"reading_order\":4,\"tags\":[],\"alt_text\":\"A multi-column table displays a list of drugs and their corresponding counts. The table is structured into three main sections, each with \\\"Drug\\\" and \\\"Count\\\" headers, showing entries like \\\"kratom 8526\\\", \\\"clonidine 643\\\", and \\\"seroquel 137\\\".\",\"figure_path\":\"tables/3290605-3300354_pdf_shortened_page_7_tab_4.png\"},{\"label\":\"table_cap\",\"bbox\":[68,842,395,888],\"text\":\"Table 5: Top 20 potential ATs derived from our word\\nembeddings analysis. Count represents the occur-\\nrences in the Recovery Dataset.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[99,909,362,954],\"text\":\"I am finally ready to get rid of a burden that once\\nwas a blessing...Kratom. I take kratom everyday so\\nI don't go through withdrawals. (r/quittingkratom)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,728,747,758],\"text\":\"We note that there was even a subreddit created to facili-\\ntate recovery from kratom in our dataset, r/quttingkratom.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,758,747,789],\"text\":\"Others describe their difficulties in reducing use of kratom\\nand comparisons to other kinds of opioid withdrawal:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,799,746,845],\"text\":\"I went thru every kind of opioid withdrawal imaginable - for me, kratom withdrawal was by far worse than any H [heroin] withdrawal I ever did. (r/OptionsRecovery)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,856,746,902],\"text\":\"This replicates findings in the clinical literature around\\nOUD recovery facilitated by kratom [9]; kratom's use as an\\nAT has unclear and controversial effectiveness.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,902,747,950],\"text\":\"Next, we turn to Imodium, an over-the-counter medicine\\ncommonly prescribed to manage diarrhea, a symptom of\\nopioid withdrawal. We were surprised to see it being referred\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,125,1012],\"text\":\"Paper 124\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300354/results/markdown/3290605-3300354_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,45,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[102,102,710,163],\"text\":\"Shape Changing Surfaces and Structures: Design\\nTools and Methods for Electroactive Polymers\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[154,179,316,241],\"text\":\"Karmen Franović\\n\\nZurich University of the Arts\\nZurich, Switzerland\\n\\nkarmen.franovic@zhdk.ch\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[500,179,662,241],\"text\":\"Luke Franzke\\n\\nZurich University of the Arts\\nZurich, Switzerland\\nluke.franzke@hdhck.ch\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,268,142,284],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,290,394,590],\"text\":\"Electroactive polymers (EAP) are a promising technology\\nfor shape-changing interfaces, soft robotics and other\\nnovel design explorations. However, the uptake of EAP\\nprototyping in design, art and architecture has been slow\\ndue to limited commercial availability, challenging high\\nvoltage electronics and lack of simple fabrication\\ntechniques. This paper introduces DIY tools for building\\nand activating EAP prototypes, together with design\\nmethods for making novel shape-changing surfaces and\\nstructures outside of material science labs. We present\\niterations of our methods and tools, as well as use and\\nevaluation in participatory workshops and public\\ninstallations. We discuss unique aesthetic and interactive\\nexperiences enabled by the organic and subtle movement\\nof semi-transparent EAP membranes. Finally, we\\nsummarise the potential of design tools and methods to\\nfacilitate increased exploration of interactive EAP\\nprototypes and outline future steps.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,603,151,619],\"text\":\"KEYWORDS\",\"reading_order\":8,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,623,373,669],\"text\":\"Embodied Interaction; Programmable Materials; Electroactive\\n\\nPolymers; Active Materials; Smart Material Interfaces; Shape-\\n\\nChanging Interfaces\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,281,551,299],\"text\":\"1 BACKGROUND\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,310,523,327],\"text\":\"1.1 Motivation\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,331,746,498],\"text\":\"Electroactive polymers (EAP) offer exciting possibilities\\nfor a range of interests of the HCI community, from\\nrobotics [25] , energy harvesting [14] and responsive\\nfacades [3] to accessible interfaces [29] and sensing\\ntechnologies [4] . These and many more possibilities have\\nbeen demonstrated through hundreds of publications\\ndating from the early 90s, in fields ranging from material\\nscience, to chemistry, electrical and mechanical\\nengineering. However, within design, prototypical\\napplications of EAP are still rare.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,506,746,724],\"text\":\"In Shapeshift [15] architects and designers worked\\ndirectly with material scientists in labs to produce an EAP\\nfacade prototype for the first time. This project stirred\\nimmense interest, but it was followed by only a few\\ndesign projects. In A Degree Of Freedom [11] , EAPs were\\nused for a responsive kinetic structure and a novel\\nfabrication process was developed using a robotic arm. In\\nKaleidoscope , a 3D printer was used to extrude transparent\\nelectrodes on a pre-stretched elastomer to create a\\ntransparent display with unique optical effect [45] . A\\nnumber of other projects explore EAP for design\\napplications with scenarios or simulations, but with no\\nfunctional prototypes [6][16][35] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,731,746,948],\"text\":\"One reason for the lack of exploration of EAP by\\ndesigners for novel applications is the limited availability\\nof commercially produced actuators suitable for\\nprototyping. Furthermore, those on the market are\\nintended for niche industrial applications, with little scope\\nfor design experimentation. For most design projects, this\\nmeans EAPs must be built from scratch. There has been\\nsome progress in rapid prototyping methods [26][34] and\\nbasic tutorials such as those made by the Soft Robotics\\nToolkit [46] . The issue of activating these DIY EAPs has\\nreceived less exploration. To date, there has been no\\npublication demonstrating DIY design tools with methods\\nfor both fabricating and activating EAPs. Furthermore,\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,684,189,695],\"text\":\"ACM Reference format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[71,696,390,770],\"text\":\"Karmen Franovic & Luke Franzke. 2019. Shape Changing Surfaces and\\nStructures: Design Tools and Methods for Electropolymer Formers. In 2019\\nCHI Conference on Human Factors in Computing Systems Proceedings (CHI\\n2019), May 4–9, 2019, Glasgow, Scotland, UK. ACM, New York, NY, USA.\\n12 pages.\\nhttps://doi.org/10.1145/3290605.3300355\",\"reading_order\":16,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"fnote\",\"bbox\":[69,788,389,875],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full citation as\\ncitation on the first page. Copyrights for components of this work owned by others\\nthan ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from Permissions@acm.org.\\nCCH 2019, May 4-9, 2019, Glasgow, Scotland, UK.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,875,389,896],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed to ACM.\\nACM ISBN 978-1-5053-5970-2/19/05...$15.00\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,898,238,908],\"text\":\"DOI: https://doi.org/10.1145/3290605.3300355\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 125\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,101,394,168],\"text\":\"designers need tools both for fast prototyping, ideation\\nand for creating compelling demonstrative prototypes\\nwith precision, detail, structural finesse and designerly\\nqualities.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,179,307,197],\"text\":\"1.2 Tangible Interaction Frameworks\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,201,395,604],\"text\":\"The ultimate goal of the research presented in this paper is\\nto foster the design exploration of novel shape-changing\\ninterfaces. The ability to employ mechanisms of actuation\\nbroadens the possibility of tangible user interfaces (TUIs)\\nto give additional layers of feedback and meaning [19] .\\nThe term Actuated Interfaces has been coined to describe\\nsuch devices, where physical movement can be sensed by\\nthe user [27] , similarly, Shape-Changing Interfaces aim to\\nuse this quality to enhance the user's experience [28] .\\nSmart Material Interfaces has been coined to describe TUIs,\\nwhere the properties of the smart materials blur\\nboundaries between input, computation and output\\n[37][22] . Most recently, the Active Matter approach\\ndescribed active materials as composites in which a non-\\nactive part changes its properties under the influence of\\nan active part [36] . Our Active Material framework\\nhighlighted the need for an embodied understanding of\\nthe emerging material technologies, that can be difficult to\\ngrasp through purely analytical or conceptual tools [7] .\\nThis is especially the case in novel materials where the\\nscientific literature is often streamlined towards achieving\\nparticular performance goals, rather than opening up\\nmaterial's potential through design exploration and\\nprototyping.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,610,395,863],\"text\":\"EAPs present a feasible technology to realise interfaces\\nacross these frameworks while introducing unique\\npossibilities for organic movements impossible with\\ntraditional mechanical actuators. EAPs are soft, malleable\\nand stretchable, offering exciting design possibilities\\noutside of traditional \\\"hardware\\\" interfaces. They can be\\nemployed as a stretch or pressure sensor, suitable for\\nwearable applications [38] or as a self-sensing actuator\\n[12] . EAPs have been demonstrated for refreshable braille\\ndisplays [29] and for vibrotactile feedback [18] . In both\\ncases, EAPs offer the possibility of fabricating highly\\ndense arrays of actuators with a low profile and low\\npower consumption, making them suitable for wearable or\\nslim, sheet-like devices [1] . EAP has been demonstrated in\\nfunctional shape-changing interfaces prototypes in\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,101,746,185],\"text\":\"Morphies [33] . Such shape-changing interfaces powered\\nby EAP can offer new affordances by adjusting their\\nphysical form to suit the context and application. This\\nrange of potential for future devices highlights the need\\nfor new prototyping tools.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,197,576,215],\"text\":\"1.3 EAP basic principles\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,218,747,502],\"text\":\"EAPs can be divided into Ionic Elastomers and the more\\ncommon Dielectric Elastomers. For the purpose of this\\npaper, we are referring to Dielectric Elastomer Actuators\\nwhen we use the term EAP. Dielectric Elastomer are\\ncomposed of a stretchable dielectric membrane, such as\\nacrylic rubber or silicone, sandwiched between two\\ncompliant electrodes. When a high voltage DC potential is\\napplied across the two electrodes, electrostatic attraction\\nbetween the electrodes compresses the elastomer. This\\ncompression results in the elastomer being forced\\noutward, creating a radial expansion (see Figure 1 ) [24] .\\nWhen the electrical potential is removed, the elastomer\\nreturns to its original form. This simple planar expansion\\ncan be employed for a variety of movements, such as\\nlinear, rotary, oscillatory. Unlike mechanical actuators,\\nEAPs are transparent, stretchable and exhibit organic,\\nmuscle-like movements.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_1_figure_009.png\",\"bbox\":[447,504,729,628],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A two-panel diagram illustrates the operation of a dielectric elastomer actuator. The first panel shows a square multilayered device, labeled with compliant electrodes sandwiching an elastomer, connected to a battery and switch. The second panel depicts the device in an actuated state, with arrows indicating horizontal expansion of the electrodes and vertical compression of the elastomer when voltage is applied.\"},{\"label\":\"figure_cap\",\"bbox\":[420,629,746,659],\"text\":\"Figure 1: Planar expansion in EAPs with electrical\\nactivation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,664,747,851],\"text\":\"Multi-layered, stacked or rolled dielectric elastomers have\\nbeen the subject of intense interest in material science\\nresearch, due to greater power, scalability and\\nredundancy. For these reasons, future commercial and\\nindustrial applications will likely use this construction.\\nHowever, the advantages come with greater fabrication\\nchallenges. Furthermore, stacked or rolled actuators do\\nnot allow for the same range of forms factors and\\ntopologies. Single membrane EAPs offer unique aesthetic\\nqualities due to their semi-transparency, lightness and\\norganic movements.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,125,1012],\"text\":\"Paper 125\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_2_figure_002.png\",\"bbox\":[68,87,747,220],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays four categories of actuators: Circular, DEMEG, HAP, and Linear. Each category illustrates an actuator in its static state and then its activated state, with black arrows indicating the direction of movement or expansion. The actuators demonstrate radial expansion, complex planar deformation, downward extension, and vertical elongation, respectively.\"},{\"label\":\"figure_cap\",\"bbox\":[161,220,644,235],\"text\":\"Figure 2. Four basic typologies for EAP actuators, arrows indicating direction of motion.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[70,247,358,264],\"text\":\"1.4 Design approach to material development\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,266,394,368],\"text\":\"The EAP fabrication methods deployed in material science\\nlabs often make use of expensive lab equipment, or\\ncomplex custom-built parts. In addition to this, many\\nsteps are made to guarantee conformity and\\nreproducibility. This extends the production time and\\nmakes quick and exploratory prototyping difficult.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,374,394,509],\"text\":\"In the particular case of delicate EAP membranes, it is\\nalso beneficial to be able to quickly produce replacements\\n(for example in an exhibiting or testing situation).\\nFurthermore, our prototyping tools should be mobile and\\nusable in a variety of contexts and be accessible for non-\\nexperts. In that sense, we follow a number of projects for\\nDIY tools aimed at bringing new technological potential to\\ndesigners and wider creative audiences [10] [20] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,516,394,683],\"text\":\"Our EAP tools and methods for prototyping outside of\\nthe material science lab have been developed iteratively\\nand tested in participatory workshops and through our\\nown design practice over several years. As a result,\\nvarious iterations of these tools have already been\\ndeployed in completed projects under our guidance, such\\nas in Phototropia [43] . These outcomes, together with\\nprojects described in this paper demonstrate that\\ndesigners can fabricate EAPs with relatively simple\\nmeans.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,709,361,725],\"text\":\"2 DESIGN TOOLS AND METHODS FOR EAP\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,730,394,947],\"text\":\"The current version of our design tools and methods can\\nbe applied to four basic typologies of shell-like dielectric\\nEAP actuators using both Silicone and Acrylic elastomers\\n(see Figure 2 ). All of these actuators exert relatively weak\\nforces, which limits individual actuators to moving\\nlightweight structures and small loads. However, by\\ncombining multiple actuators, it is possible to increase the\\ntotal force. These basic typologies can be used as building\\nblocks for new forms of actuators. Figure shows how a\\nCircular Actuator principle can be used to create linear\\nmotion. In Fluid Morphologies [9] , multiple axes of\\nmovement were achieved with a single actuator with\\nmultiple electrodes (see Figure 4 ). Further examples of\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,242,745,274],\"text\":\"EAP actuators have been summarized by Anderson et al.\\n[2] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,282,746,432],\"text\":\"Circular Actuators consist of the biaxially pre-stretched\\nelastomer held in a rigid frame, with the inner region of\\nthe surface coated with a compliant electrode on both\\nsides [40] . The tension in the elastomer allows for planar\\nexpansion of the electrode region when activated. Such\\nactuator constructions have been demonstrated in tunable\\nlenses [5] and artificial chromatophores [32] . The simple\\nnature of this construction makes it ideal for quick\\ndemonstrations or material tests.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,441,746,642],\"text\":\"Dielectric Elastomer Minimum Energy Structures\\n(DEMES) allow movement ranging from simple axial\\nmovement to complex, biaxial articulation. The nature of\\nthis movement is defined by the geometry of a compliant\\nframe, together with tension provided by the pre-\\nstretched elastomer to which the frame is attached. The\\ntension in the elastomer pulls the frame inward, buckling\\nit into a three-dimensional structure based on the frames\\nthickness, profile and the level of tension. The membrane\\nbetween the frame forms a hyperbolic, minimum surface.\\nWhen activated, the tension is released from the structure,\\nwhich will relax and flatten towards its original state.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_2_figure_013.png\",\"bbox\":[423,649,745,761],\"reading_order\":13,\"tags\":[],\"alt_text\":\"The image displays a diagram alongside a photograph. The diagram illustrates three conceptual circular membranes with varying internal divisions (solid, bisected, trisected), each shown from a top-down view and a side-view profile indicating different deformation patterns. The photograph shows a physical model of a dark, trisected circular membrane suspended by strings within a transparent hexagonal frame, exhibiting a three-lobed deformation.\"},{\"label\":\"figure_cap\",\"bbox\":[421,765,745,809],\"text\":\"Figure 3. A HAP actuator with additional movement axis,\\ndemonstrated in Fluid Morphologies [9] . Seen in motion in\\nhttps://vimeo.com/163376887\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,816,746,916],\"text\":\"Hydroactive Polymers (HAPs), follow a similar\\nconstruction to Circular Actuators, but with water taking\\nthe place of one electrode. The HAP must be held in a\\nhorizontal position to contain the water. Such actuators\\nare suitable for tunable lenses, deformable surfaces and for\\ncontrolling light in architectural situations [9] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 125\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,102,394,202],\"text\":\"Linear Actuators can be constructed by tensioning the\\nelastomer in a single axis. When the EAP is activated, the\\ngreatest surface expansion occurs in the direction of\\nstrain, allowing a linear motion to be achieved. These\\ntypes of actuators are approximate to the range of motion\\nof skeletal muscles [39] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,215,207,231],\"text\":\"2.1 Fabrication Tools\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,235,394,335],\"text\":\"Our fabrication process deploys self-made tools for\\nstretching dielectric elastomer and applying a carbon\\nelectrode. In addition, we use various cutting tools such as\\nscissors, scalpel or laser cutter to produce DEMES\\nactuators (PET or polycarbonate sheets) and rigid frame\\nactuators (MDF, wood or plexiglass).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,343,394,559],\"text\":\"Our manual biaxial stretching mechanism (Figure 4 )\\nwith scissor hinges is made of stainless steel in order to\\nprevent the mechanism from bending. These steel parts\\nare water jet cut and connected with 4mm screws. On the\\ntop side of the mechanism, rounded nuts are fixed onto\\nthe screws, to reduce tearing when in contact with the\\nelastomer. The underside of the screws are used as\\nanchors in holes positioned on the maf guide, on which\\ndifferent stretch percentages are marked. The scissor\\nstretch mechanism can also be produced from cheaper\\nmaterials such as laser cut wood or even 3D printed\\nplastic [23] , but this does reduce the durability, maximum\\nsize and level of strain possible.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_3_figure_006.png\",\"bbox\":[91,566,392,666],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A two-part image shows a square light-colored board bordered by numerous small, metallic, zig-zag components on the left. The right side depicts a blurred workbench with a dark-surfaced object framed in wood, topped by a curved dark item, and surrounded by various out-of-focus tools and materials.\"},{\"label\":\"figure_cap\",\"bbox\":[68,674,393,705],\"text\":\"Figure 4. Stretch mechanism with scale guide, foam\\napplicator with DEMES EAP\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,711,394,911],\"text\":\"With this stretching mechanism, we were able to produce\\nEAP actuators up to 420*420mm from 110*110mm 1mm\\nacrylic elastomer, which is sold commercially as a double-\\nsided adhesive tape (VHB 4910 from 3M). The scissor\\nmechanism is a precise and convenient way to stretch the\\ndielectric membrane, but it requires access to specialty\\ntools for cutting steel sheets. We thus developed a simple\\nradial stretch device for VHB using a shower hose and\\nshared it through our tutorials (for example,\\nyoutu.be/uw8F1qtXsmk ). However, this simpler DIY tool\\nproduces more VHB waste so we did not use it extensively\\nourselves.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,102,746,185],\"text\":\"For the creation of electrodes, we use a foam applicator\\nto apply carbon black and a foam board to lay down the\\nVHB foil during the impregnation. Both are made of\\nplywood, with a layer of closed cell rubber (Maagtechnic\\nPRENA CR/EPDM L7335) attached to the topside.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,197,729,214],\"text\":\"2.2 Acrylic Elastomer (VHB) Fabrication Methods\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,219,746,402],\"text\":\"The basic fabrication approach involves pre-stretching 3M\\nVHB 4910, which is commonly sold as a double-sided\\nadhesive tape. At 250 % to 350 % stretch, carbon black\\n(Ketjenblack EC 300 from AkzoNobel) is applied by hand\\nto both sides of the elastomer. The resulting membrane\\ncan be incorporated into various configurations to achieve\\ndifferent types of actuation. Our DIY production methods\\ndraw from the approach developed at the Swiss Federal\\nLaboratories for Materials Science and Technology\\n(EMPA), where one of the first EAP design projects was\\nprototyped [15] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,408,746,611],\"text\":\"The fabrication starts by cutting the VHB into squares\\nand reinforcing their edges with narrow VHB strips. The\\nVHB square is then fixed onto the scissor stretcher and\\nstretched to the desired size. A rigid frame (for example, a\\nwood or plexiglass frame) is stuck onto the VHB and its\\nedges are reinforced with masking tape. The frame is cut\\nout of the stretcher and the pre-stretched elastomer is\\nready for different types of EAP actuators. For flexible\\nframe EAPs, we cut PET or Polycarbonate sheets by laser,\\nscissors or scalpel. For rigid frames we cut wood, MDF or\\nplexiglass by laser. As the VHB is self-adhesive, these\\nframes can be easily attached with light pressure.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,618,747,870],\"text\":\"We hand impregnate the areas allocated for the\\nelectrodes with carbon black on both sides. This is a\\ndelicate operation, as carbon black must be gently rubbed\\ninto the membrane with a foam applicator. Non-uniform\\ncoating or folds in the VHB created by rubbing may result\\nin a rupture due to electrical and mechanical forces. An\\noptional stencil can be used for the electrode if greater\\nprecision is required. Areas that are not covered with\\ncarbon black can be puffed with glass powder. This\\nreduces the adhesiveness of the VHB and the danger of\\nthe EAP sticking to undesired objects. Aluminum\\nadhesive tape is applied in a suitable location on the frame\\nto form contacts for both electrodes. Finally, excess\\nelastomer is removed from the finished actuator with a\\nscalpel.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,881,630,898],\"text\":\"2.3 Silicone Fabrication Methods\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,903,746,934],\"text\":\"Fabrication with silicone allows familiar design processes\\nsuch as mold making to explore unique forms for EAP\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 125\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,99,394,298],\"text\":\"and future design potentials. This method requires some\\nadditional steps compared to working with VHB, but it\\nallows for greater control in the fabrication and for small\\nproductions a considerable cost reduction. Our initial\\nexperimentation with silicone, based on [30] , has\\ndemonstrated a movement range similar to VHB\\nactuators. The actuators we built appeared to have slightly\\nless force (strain) and faster response times compared to\\nVHB, which is in line with findings from material science\\nresearchers [17] [21] [41] . Silicone can be found in any\\ndesign school workshop and is readily and cheaply\\navailable online.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,307,394,458],\"text\":\"The elastomer is prepared with two component silicone\\n(ecoflex brand 00-30) which is mixed and degassed with a\\nvacuum pump. The mixture is then poured onto a simple,\\n0.8mm deep mould which is levelled with a steel rod. After\\nthe mould has cured for 2-3 hours, or 1 hour in a 100°\\noven, the cast is extracted from the mould. The cast is\\ntrimmed to a 100°100mm square and inspected for\\nuniformity. The cast is then placed onto the scissor stretch\\nmechanism and stretched 150% to 300%.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,466,394,734],\"text\":\"VHB can be easily impregnated with carbon black\\npowder, as the particles stick to the adhesive surface.\\nSilicone, however, repels most of the powder coating, so\\nan adhesive electrode must be applied via a stamp or\\nbrush to silicone surface [30] . We were able to produce\\nquick EAP prototypes using various cheap and readily\\navailable materials, such as conductive grease, electrode\\ngel (such as those used for ECG) and even hair gel. While\\nconductive grease offers the longest lifetime for the EAP,\\nconductive gels are non-toxic and easy to apply. Further\\nmethods of creating compliant electrodes have been\\nsummarized by Rosset and Shea [31] . As silicone will not\\nself-adhere to a frame, it must be either glued with a\\nsilicone adhesive or clamped in place. For HAP and\\nCircular actuators, we prepared two sided plexiglass\\nframes with magnets for clamping the elastomer in place.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_4_figure_005.png\",\"bbox\":[68,738,392,840],\"reading_order\":5,\"tags\":[],\"alt_text\":\"The left side displays various laboratory equipment and supplies, including beakers, bottles, gloves, and an electronic device, arranged on a white surface. The right side features a close-up of a dark, concave structure with a hexagonal grid pattern, appearing wet.\"},{\"label\":\"figure_cap\",\"bbox\":[69,842,393,884],\"text\":\"Figure 5. Materials and tools for silicone EAP fabrication\\nand a silicone HAP actuator with a supporting structure\\nmolded into the membrane.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,895,231,912],\"text\":\"2.4 The Open EAP Driver\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,917,394,950],\"text\":\"The aforementioned tools and methods are relatively\\nsimple to reproduce, however, the high voltage involved\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,99,746,350],\"text\":\"(typically from 1000 to 5000 volts) is one of the largest\\nbarrier to the uptake of EAP in TUI's [33] . For this reason,\\nwe developed the Open EAP Driver, which is pocketable,\\nprogrammable and can output up to 5000v while running\\nof an internal battery. The device has push button\\nactivation and an onboard sequencer for cyclic testing and\\ncreative purposes. The high voltage output is provided\\nwith the compact EMCO A50 converter. The hardware is\\nopen source and the schematics and gerber files can be\\naccessed from github for easy reproduction [47] . The\\ninterface has four main controls: power level, sequencer\\ninterval and duration and actuation. For interactive work\\nor for working in combination with other devices such as\\nArduino, the driver can be activated by supplying a 5 volt\\nsignal to the control pins on the rear side of the interface.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_4_figure_010.png\",\"bbox\":[489,355,675,481],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A white rectangular electronic control board with various black knobs, buttons, and connectors is presented against a dark background. The board features two small rotary knobs labeled \\\"FREQ\\\" and \\\"D. CYCLE\\\", a large \\\"ACTUATE\\\" button, and text indicating it is a \\\"CAP-DRIVER\\\" capacitive sensor driver interface with an input voltage range of 5-24V.\"},{\"label\":\"figure_cap\",\"bbox\":[421,490,568,506],\"text\":\"Figure 6. Open EAP Driver\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,512,746,697],\"text\":\"To simplify the construction and reduce material costs,\\nthe PCB (printed circuit board) acts as both the substrate\\nfor the electronics, a structural element in the electronic\\nenclosure and as the user interface itself. We refer to this\\nproduction approach as PCB-only, which has been\\npopularized with a number of commercial products\\n(e.g. [48] ), but until now has not been described in the\\ncontext of design research. This approach, while having a\\ndesign appeal in its reductionism, also offers excellent\\nmanufacturing scalability, reduced material waste and\\nsimplified recycling.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,704,747,872],\"text\":\"The high voltages involved with EAP pose a risk of\\nelectric shock if used incorrectly. However, the EMCO\\nA50 high voltage converter used here has a maximum\\noutput current limit of 0.20 mA according to the\\nmanufacturer. A number of sources place this at a safe\\nlevel [44][42] , should accidental shock occur. The inbuilt\\nresistors in parallel to the load in our device also reduces\\nthe risk of an EAP holding a charge that could result in\\naccidental shock. Needless to say, care must be taken\\nwhen handling EAPs and the driver.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,884,655,901],\"text\":\"2.5 Explorative Fabrication Methods\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,746,938],\"text\":\"Explorative fabrication methods have been a focus of our\\nresearch for three reasons. First, the novelty of EAPs in\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 125\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,253],\"text\":\"design creates the need for exploration of its aesthetic and\\nmovement potential. Secondly, our approach is grounded\\non the premise that ideas should not be imposed onto\\nmaterials, but emerge in a collaboration with materials,\\nthus not forcing performance qualities. Last but not least,\\nit can be frustrating to have repeatedly non-functioning\\nEAPs after hours invested in their production. We thus\\ncreated methods that enable fater material explorations\\nby reducing prototyping time and complexity.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_5_figure_003.png\",\"bbox\":[83,258,391,364],\"reading_order\":3,\"tags\":[],\"alt_text\":\"The image displays a series of geometric outlines on the left, corresponding to various 3D-formed white shapes on a grid background in the center. To the right, a clear, flexible sheet of material is shown bent into a curved channel, with some dark granular material visible inside, held by a teal-colored clamp.\"},{\"label\":\"figure_cap\",\"bbox\":[68,370,392,412],\"text\":\"Figure 7. Explorative fabrication: Lyra mockups using\\nand testing of an EAP frame cut by hand\\n(vimeo.com/291931951).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,418,394,587],\"text\":\"When working with DEMES, one of the biggest challenges\\nis finding a 2D frame design that will result in a desirable\\n3D geometry. A lycra mock-up method allows different\\nshape deformations to be quickly tested. The mockups are\\nmade by pre-stretching lycra on the scissor stretch\\nmechanism. The flexible frame is glued onto the pre-\\nstretched fabric and cut out of the stretcher with a scalpel.\\nAlthough this is not a precise simulation of the VHB, it is\\na quick way to test the frame deformation. This method\\nalso prevents wastage of the rather expensive VHB foil.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,594,394,763],\"text\":\"A second way to quickly prototype and test DEMES is\\nby shaping them by hand using scissors or a scalpel,\\nrather than laser cutting. This allows for very quick\\niterations: a wider frame than expected is cut and\\nactivated. If the 3D deformation is small, the frame is\\nfurther cut. The designer also sees directly the impact of\\nthe frame geometry on the resulting deformation and\\nmovement. This method enables hands-on learning and is\\nthe most suitable for workshops and initial stages of\\nprototyping.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,786,331,802],\"text\":\"3 WORKSHOPS AND INSTALLATIONS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,807,394,942],\"text\":\"The methods and tools presented in Section 2 are a result\\nof an iterative process, in which they were refined over\\nthe course of seven years. The testing contexts include a\\nnumber of workshops and installations. In this section, we\\npresent these events including their topics and goals,\\nduration, locations, participants, workshop structure with\\ntasks or installation goals, data collection, design\\noutcomes and findings.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,101,747,353],\"text\":\"Overall, two types of data were collected during the\\nworkshops: the participant feedback and the design\\noutcomes. The former was collected through personal\\ninterviews, group discussions and email questionnaires.\\nThus, the final data were texts on which we conducted\\ncontent analysis. The goal was to identify information\\nabout how to improve our methods and tools, but also\\nidentify how the material potential is best explored.\\nParticipants were asked about the efficacy of tools and\\nthe hands-on process, the suitability of the workshop\\nstructure and facilities, their perception of the EAP and its\\npotential for new ideas. The design outcomes were\\ndocumented in photographs, videos and vector files. This\\ndata is presented here to show how our tools and methods\\naffected the design exploration of EAPs.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,365,694,381],\"text\":\"3.1 Actuated Matter: First Fabrication Tools\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,385,747,669],\"text\":\"In the Actuated Matter workshop [13] , we used our VHB\\nfabrication tools for the first time. The goal of the\\nworkshop was to explore how electrically activated\\nmaterials could create responsive environment. The\\nlearning outcome for participants was intended to be an\\nunderstanding of materials behavior through making. The\\ncreative goal was to connect EAP modules with other\\nmaterials and explore their motion within a spatial\\nstructure. The workshop was developed with our\\ncolleagues from the Chair of CAAD in ETHZ and the\\nInstitute for Computer Music and Sound Technology,\\ntogether with guests from Loop.ph laboratory, who had\\nexperience in DIY electroluminescent (EL) materials and\\nlightweight spatial structures. The participants working\\nwith EAP used a product design workshop space. The\\nworkshop took place at the ZHdK over the course of five\\ndays in 2011.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,676,747,928],\"text\":\"In advance of the workshop, we prepared the first\\nversion of our fabrication tools that would enable us to\\ncreate EAPs without the facilities of a material science lab.\\nAlso, we predefined the EAP morphology as a wooden\\nCircular Actuator which could fit into a modular loop\\nstructure. The choice of using predefined EAP frame was\\nbased on our experience that developing new topologies is\\ntime intensive and potentially quite frustrating due to the\\nlarge failure rate. Twenty participants included fourteen\\nchosen from an online call for participation, two research\\npartners, two guests organizers and two local organizers.\\nThey came from different fields including interaction\\ndesign, architecture, sculpture, performance, film, and\\nsound art and various geographical areas including USA,\\nMexico, Australia, Austria, UK and Germany.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 125\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,99,394,265],\"text\":\"The first day started with lectures on different materials\\nand responsive environments. These were followed by\\nexercises aimed at identifying common values related to\\nactive materials. In the Frankenstein Stories exercise,\\nparticipants were asked to describe a space made of active\\nmaterials and related activities. Leaving only the last line\\nvisible, the paper was passed over to another participant\\nwho continued the story. The collectively written stories\\nwere then read by participants providing for shared\\nimaginations and scenarios.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_6_figure_003.png\",\"bbox\":[70,272,391,382],\"reading_order\":3,\"tags\":[],\"alt_text\":\"A split image features hands working with several translucent circular devices on a flat surface in the left panel, while the right panel shows a red number 3 billiard ball suspended over a reflective bowl surrounded by cylindrical containers. Electrical wires are visible connecting to the suspended ball.\"},{\"label\":\"figure_cap\",\"bbox\":[69,385,392,414],\"text\":\"Figure 8. Placing acrylic frames and testing weight-based\\nstretch.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,420,394,588],\"text\":\"The remainder of the workshop followed a hands-on\\napproach, starting with the collaborative building of loop\\nstructures. The participants were showed how to bow\\nfiberglass rods into rings and weave them into a spatial\\nstructure. Based on the lectures, exercises and material\\ninterests, the participants were asked to form groups: EAP\\ngroup, EI group, sound group and the Flow and Connect\\ngroup. The following three days of the workshop were\\ndedicated to getting familiar with the material and\\ndeveloping modules to populate the spatial structure.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,595,394,796],\"text\":\"The EAP group was shown how to produce a\\npredesigned module following the VHB method. A pre-\\nlasered stencil was used for carbon black to create precise\\nelectrodes. The aluminum foil connectors were placed\\nbefore fixing the circular wooden and acrylic frames on\\neach side of VHB membrane. Glass powder was spread on\\nthe top of the polymer to reduce sticking (Figure 8 ).\\nParticipants were asked to repeat this process themselves\\nin a learning by doing fashion. To reduce EAP failure,\\nthey were individually supported in critical steps of the\\nprocess, such as rubbing in the carbon black\\nhomogeneously or attaching aluminium connectors.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,803,394,922],\"text\":\"On the last two days, the EAP, sonic and EL modules\\nwere integrated into the lightweight structure.\\nParticipants explored different ways of moving the light\\nstructural elements with Circular Actuators. For the\\nactivation of the EAPs, we used a driver provided by\\nEMPA. The workshop ended by opening the exhibit to the\\npublic and documenting the results.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,99,746,350],\"text\":\"The design explorations were limited to the arrangement\\nof the predefined Circular Actuator within the spatial\\nstructure and the resulting movements. Each module was\\nattached to one loop in the structure. Their central\\nplexiglass component was then connected to the structure\\nwith nylon cord, to other modules or to weights. The\\nshape actuation resulted in a linear back and forth motion\\nof the central piece. The EAPs subtly but noticeably\\nmoved the structure, especially where the structure was\\nhanging open. At the locations with least degree of\\nfreedom, smaller loop areas were moved using two\\nmodule couples (Figure 9 ). In addition, we connected two\\nparallel loop surfaces with differently sized EAP modules.\\nThis resulted in a blob-like wall which expanded and\\ncontracted its different areas.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,358,746,510],\"text\":\"The organic motion of the whole structure was\\nperceived by several participants as breathing. Two EAP\\nmodule couples moving a part of the structure back and\\nforth were described as the heart of the structure. The\\nparticipants reported different reasons for this, including\\nthe timing of the activation, the look of the EAP\\nmembranes which exhibited wrinkle-like deformations\\nand the location of the moving element within a protected\\nstructure resembling a lung.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_6_figure_010.png\",\"bbox\":[419,515,748,623],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A diagram on the left illustrates two circular shapes connected at a narrow waist, shown first touching and then stretched apart by opposing arrows. On the right, a photograph shows several physical devices, each comprising two circular, slightly conical components joined by a stretched, hourglass-shaped membrane, with electrical wires attached.\"},{\"label\":\"figure_cap\",\"bbox\":[421,627,745,682],\"text\":\"Figure 9. Two Circular Actuators connected by a\\nplexiglass circle placed on the center of the VHB. Four\\nactuators moving a small loop structure back and forth.\\nSeen in motion at vimeo.org/310132880\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,690,747,907],\"text\":\"All participants appreciated a hands-on approach and\\nfound tools to be easy to use. However, the EAP\\nproduction was perceived as too meticulous and too slow.\\nParticipants appreciated that the basics geometry of the\\nEAP was predefined. However, most of them wished they\\ncould have experimented with frame shapes, despite the\\ngreater challenges involved. Several participants wished to\\nprogram the movement of multiple EAPs. We realized that\\nthe production process must be simplified and that\\nlearning how to produce a stable EAP material should not\\nbe done at the expense of design exploration. Our findings\\nmotivated us to research faster prototyping methods that\\ncould support exploratory experimentation.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 125\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 7\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300355", "source_image_path": "test_data/3290605-3300355/3290605-3300355_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300355/results/output_json/3290605-3300355_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"sec_2\",\"bbox\":[68,101,334,119],\"text\":\"3.2 Alive Spaces: Mockups and DIY Driver\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,123,394,323],\"text\":\"Alive Spaces was an interdisciplinary workshop on shape-\\nchanging materials in which we tested a new DIY EAP\\ndriver and introduced the lycra mock-up method. The goal\\nof the workshop was to develop novel DEMES frames and\\nways of connecting them that amplify their motion. Based\\non the results from the previous workshop, we decided to\\nreduce the prototyping time: we did not to use glass\\npowder, nor the stencils for carbon black. In order to\\nenable quick exploration, we introduced lycra method\\ndescribed above. We developed the first iteration of a\\nmultichannel EAP driver programmable via an Arduino\\ncontroller.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,331,394,448],\"text\":\"The workshop took place over three weeks in 2011\\nwith eleven product and interaction design students at the\\nZHdK. The same location as in Actuated Matter was used,\\nbut this time the students had access to a laser cutter. A\\nspace was organized with working tables for each student\\nand a testing desk with the EAP driver and a photo studio\\nwhere the EAPs could be documented.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,456,394,723],\"text\":\"In the first week, we presented lectures and exercises\\ninvestigating the relationship between aliveness and\\nmotion. In Inspired Motion exercise, students were asked\\nto search for and video document movements that inspire\\nthem and classify them in a range of categories. The main\\nchallenge was to find movement that create associations\\nsuch as “human”, “animal” or “mechanic”. This material\\nwas then used in Design Moodboards in which the students\\npresented the aesthetic direction they chose to follow. On\\nthe third day, we asked students to develop mock-ups\\nusing the PET frame and lyra (Figure 7 ). In the second\\nweek, we introduced EAP tools and methods, and students\\nbegun to create working prototypes. In the third week, the\\ntask was to interconnect EAPs, choreograph and program\\ntheir movement. Students worked individually and were\\nmentored by two course leaders.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_7_figure_006.png\",\"bbox\":[69,733,387,858],\"reading_order\":6,\"tags\":[],\"alt_text\":\"The multi-panel display shows technical specifications for \\\"ZWIRBEL #1\\\", a geometric outline resembling an arch or shield on a grid, and two photographs of a flexible, wing-shaped device with electrical wires. The device is shown in both a curved, bent state and a flatter, less deformed state.\"},{\"label\":\"figure_cap\",\"bbox\":[68,866,315,882],\"text\":\"Figure 10. EAP template for Zwirbel module.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,888,394,938],\"text\":\"The feedback about tools and methods was collected\\nindividually through unstructured interviews. In order to\\ncollect the design outcomes, we prepared a template to\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,101,746,184],\"text\":\"record frame dimensions, two images showing the\\ndeformation and other information about the frame and\\nthe author (see Figure 10 ). The students were asked to\\nshow their modules to an outside audience and record\\ntheir responses in a written form.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,193,747,344],\"text\":\"The final results were numerous shapes that ranged\\nfrom organic forms such as butterfly wings to abstract but\\nsensually moving modules. The motion of most modules\\nwas most often compared to animal or human movements\\nsuch as birds flying or love making. The greatest challenge\\nwas connecting multiple EAPs without restricting the\\nmovement range. By varying the timing of the activation,\\nsome modules were mutually moving each other as if\\ndancing (see Figure 11 ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,351,747,551],\"text\":\"All participants appreciated the open exploration and\\nthe individual approach. They found this to be a\\nmotivating way to learn about a new material while\\nfollowing their own personal aesthetics. The use of\\ntensioned lycra for prototyping the basics geometry was\\nembraced, but half of the participants noted difficulty\\ngluing lycra onto the PET frames. All of them appreciated\\nthe possibility to control multiple EAPs simultaneously\\nvia the new controller, although half of the students could\\nnot program it themselves. Most participants were\\nfrustrated in investing a long time developing the EAPs to\\nthen experience breakage on a first activation.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300355_pdf_shortened_page_7_figure_012.png\",\"bbox\":[419,555,745,655],\"reading_order\":12,\"tags\":[],\"alt_text\":\"A light-colored, folded, somewhat translucent object, resembling an origami structure or soft robot, rests on a white surface. Red wires are connected to the object's upper central section. The left panel shows the object in a more contracted or folded configuration, while the right panel displays it in a more extended state.\"},{\"label\":\"figure_cap\",\"bbox\":[421,666,745,696],\"text\":\"Figure 11. Two connected \\\"dancing\\\" EAPs. See motion at\\nvimeo.com/106512539\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,706,608,724],\"text\":\"3.3 CoEx: Quick Explorations\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,727,747,894],\"text\":\"We therefore developed quick fabrication methods using\\nscissors and a scalpel, which we tested in the three day\\nCoEx workshop. The goal of the workshop was to apply\\nthe EAP in an artistic contexts and to contribute actively\\nin the extension of the EAPs known possibilities. It was\\norganized by invitation of the Liquid Things (LT) research\\ngroup at University of the Applied Arts in Vienna. In\\nadvance of the workshop, together with the head of the\\nLT, we explored the use of electrotherological fluids (ERF)\\nand water with EAPs.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,902,746,935],\"text\":\"The participants were twelve master students from arts\\nand science groups, one local organizer, two artists, one\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 125\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300355/results/markdown/3290605-3300355_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[131,101,683,129],\"text\":\"How Data Science Workers Work with Data:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[253,137,562,158],\"text\":\"Discovery, Capture, Curation, Design, Creation\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[126,171,687,205],\"text\":\"Michael Muller', Ingrid Lange', Dukuo Wang', David Piorskowski', Jason Tsay', Q. Vera Liao',\\nCasey Dugan', and Thomas Erickson*\",\"reading_order\":5,\"tags\":[\"author\"]},{\"label\":\"author_information\",\"bbox\":[231,205,586,220],\"text\":\"$^{*}$IBM Research, Cambridge, MA, USA $^{**}$Minneapolis, MN, USA\",\"reading_order\":6,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[238,219,583,235],\"text\":\"*{michael_muller, cadugan}@us.ibm.com\\n**snowfall@acm.org\",\"reading_order\":7,\"tags\":[\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[199,236,618,250],\"text\":\"*{ingrid.lange, dakuo.wang, david.piorkowski, jason.tsay, vera.liao}@ibm.com\",\"reading_order\":8,\"tags\":[\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,266,140,282],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,287,394,605],\"text\":\"With the rise of big data, there has been an increasing\\nneed for practitioners in this space and an increasing\\nopportunity for researchers to understand their workflows\\nand design new tools to improve it. Data science is often\\ndescribed as data-driven, comprising unambiguous data and\\nproceeding through regularized steps of analysis. However,\\nthis view focuses more on abstract processes, pipelines, and\\nworkflows, and less on how data science workers engage\\nwith the data. In this paper, we build on the work of other\\nCSCW and HCI researchers in describing the ways that\\nscientists, scholars, engineers, and others work with their\\ndata, through analyses of interviews with 21 data science\\nprofessionals. We set five approaches to data along a\\ndimension of interventions: Data as given; as captured; as\\ncurated; as designed; and as created. Data science workers\\ndevelop an intuitive sense of their data and processes, and\\nactively shape their data. We propose new ways to apply\\nthese interventions analytically, to make sense of the\\ncomplex activities around data practices.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_2\",\"bbox\":[69,619,200,634],\"text\":\"ACM Reference format:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,393,735],\"text\":\"Michael Miller, Ingrid Lange, Dakuo Wang, David Piotrkowski, Jason\\nTsay, Q. Vera Liao, Casey Dugan, Thomas Erickson. 2019. How Data\\nScience Workers Work with Data: Discovery, Capture, Curation,\\nDesign, Creation. In CHI Conf. on Human Factors in Computing\\nSystems Proceedings (CHI’19), May 4-9, 2019, Glasgow, Scotland UK .\\nACM, New York, NY, USA. Paper 126, 14 pages.\\nhttps://doi.org/10.1145/3290605.3300356\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,742,380,787],\"text\":\"KEYWORDS: Data science; work-practices; data discovery;\\ndata capture; data curation; data design; data creation; grounded\\ntheory.\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,270,557,287],\"text\":\"1 INTRODUCTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,291,746,440],\"text\":\"Data science is often described as a rational “ data-driven ”\\nprocess of “ discovery ” that reveals the underlying nature of\\na domain (e.g., [44], [47], [48], [53], [76], [91], [92] ). A 2015\\nkeynote address at an ACM conference asserted that,\\n“ Increasingly it is data, vast amounts of data, that drives\\nscientific discovery ” [27] and, two years later, a second\\nkeynote stated that “ The value of data explodes when it is\\nintegrated ” [65] . Similar claims about data science appear in\\neditorials of journals:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[437,449,730,520],\"text\":\"the computer becomes an active question asking machine\\nas opposed to a pure analytic servant. By initiating\\ninteresting questions and refining them without active\\nhuman intervention, it becomes capable of creating new\\nknowledge and making discoveries on its own... [2]\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,528,746,643],\"text\":\"The theme of autonomous data science technology, also\\nappears in scholarly papers: \\\"[W]e develop the Data\\nScience Machine, which is able to derive predictive models\\nfrom raw data automatically\\\" [59] . While some of these\\nclaims are stated for the future [24] , Agarwal and Dhar\\neditorialize that \\\"This is powerful... we are in principle\\nalready there\\\" [2]\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,652,747,884],\"text\":\"There do not appear to be any humans in this view of\\ndata science. Computations occur “ automatically ” and\\n“ without active human intervention. ” The computer\\n“ becomes capable of creating new knowledge... on its own. ”\\nAnd yet, as Yang et al. have shown, “ crafting these\\nsolutions generally requires knowledge that is possessed by\\nonly a few ” [98], [99] . Shah et al. observe tartly, “ Good data\\nwon't guarantee good decisions ” [86] . Scholars in the\\nearlier tradition of Science and Technology Studies (STS)\\nhave questioned claims of objectivity in data [8], [37], [51],\\n[79], [82] . In this paper, we join other HCI and CSCW\\nresearchers [28], [71], [73] in applying those STS lessons to\\ndata science, and in re-centering an account of data science\\non the humans who do the work.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,894,746,944],\"text\":\"As we will show, human expertise intervenes between\\nthe raw data and the analysis, crucially shaping the data,\\nthe choice of analysis, and in some cases the truth claims\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,799,393,908],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are\\nnot made or distributed for profit or commercial advantage and that copies\\nbear this notice and the full citation on the first page. Copyrights for\\ncomponents of this work, owned by others than ACM must be honored.\\nAbstracting with credit is permitted. To copy otherwise, or republish, to\\npost on servers or to redistribute to lists, requires prior specific permission\\nand/or a fee. Request permissions from Permissions@acm.org.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,908,319,946],\"text\":\"CUI 2019, May 4-9, 2019, Glasgow, Scotland UK\\nDOI: 10.1080/00335163.2019.1630505.1500\\nhttp://dx.doi.org/10.1155/2019/1630513\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 126\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,100,394,148],\"text\":\"associated with the analysis. We propose a classification of\\nthose human interventions, and we associate them with\\ntwo interrelated HCI literatures.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,394,325],\"text\":\"In this paper, we provide a background to our project,\\nemphasizing the people who do the work, the work itself,\\nand a pair of theoretical frames that we used as part of the\\ngrounded theory method of sensitizing concepts, to focus\\nour attention while coding data. We then describe our\\nground theory approach, followed by our investigation of\\nhow data science workers interact with their data through\\n20 in-depth interviews. We conclude with implications for\\ndesign and for organizations, and proposals for future\\nresearch.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,340,196,358],\"text\":\"2 BACKGROUND\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,364,232,380],\"text\":\"2.1 Data Science Workers\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,385,394,602],\"text\":\"If we talk about data science as a human activity, then of\\ncourse we must talk about the people who do the work.\\nThere is little agreement about the role of “the data\\nscientist” in terms of personal attributes, necessary skills,\\nor work outcomes [17] . The Kaggle organization conducted\\na survey of 16,716 people who work in data science,\\nenumerating 15 distinct job titles [41], [42], [47] . For the\\n63 % of respondents who answered this question, “Data\\nscientist” was the modal answer at 15 % , followed by\\n“Engineer” (14 % ), “Researcher” (10 % ), “Data analyst” (7 % ),\\nand “Business analyst” (5 % ) (each of the remaining\\ncategories accounted for less than 5 % of the sample,\\nrespectively).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,609,394,925],\"text\":\"There is a growing blog discussion about differences\\namong of these roles (e.g., [4], [57] ). Miller discussed\\nfuture needs for data scientists, and recommended to\\nconsider “ other big data jobs [such as] information\\nstrategists, information system professionals, and data\\ngovernance and ethics professionals ” [66] . Kim et al.\\nreported on 16 interviews of people in data science\\nactivities [53] . Out of eight distinct workplace roles, “ Data\\nscientist ” accounted for only 33 % of the sample, followed by\\n“ Director ” and “ Program Manager. ” We conclude that many\\npeople are doing the work of data science, across multiple\\njob categories and titles, and that this diversity is likely to\\nincrease over time [14], [69] . Data scientists use diverse\\ntools, ranging from simple programming languages through\\nshared notebooks through graphical canvases for laying out\\na data pipeline [42], [47] , and apply diverse skills from data-\\nwrangling through modeling to visualization [42], [92] . On\\nthat basis, we have expanded our overall role-description\\nfrom “ data scientist ” to “ data science worker. ”\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,99,631,116],\"text\":\"2.2 Data Practices in Data Science\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,120,746,270],\"text\":\"In one perspective, data science work is a subset of larger\\nconcerns around \\\"big data\\\" as a reciprocal or interactional\\npartner in shaping and being shaped in assemblages with\\nhumans, methods, and tools [87] . Scholars in STS have\\ndeveloped rigorous and urgent critiques of the semantics\\nand politics of big data in society [8], [37], [82] , and have\\nmade powerful arguments to problematize ways in which\\nalgorithmic practices fade into invisible infrastructures\\n[51], [79] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,277,746,464],\"text\":\"By contrast, this paper focuses on data and data\\npractices in data science endeavors. We are concerned\\nwith local applications of data science methods to\\nproximate research questions (e.g., [7] ). We contribute to\\nopening the “ [opaque] box ” through which the dynamic\\nhuman shaping of data [74] tends to erase the data's\\n“ epistemic charge ” to become part of future, largely\\ninvisible infrastructures [79], [82] . We adapt Ruppert's\\nproposed strategy for social science engagement with big\\ndata experts [81] , and we begin a first update of that\\nstrategy to engage with data science workers.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,471,747,705],\"text\":\"For both practical and theoretical reasons, it is\\nimportant to understand how data science workers engage\\nwith their data. In practical terms, data cleaning – or more\\nbroadly, data wrangling [39], [49], [78], [88] - has been\\ndescribed as requiring up to 80 % of the time and effort in a\\ndata science project [36], [49], [78] . “ Dirty data ” was the\\nmost commonly-reported challenge in the Kaggle survey\\n[41] . As Sutton et al. note, large datasets often present\\nmultiple problems, leading to “ death by a thousand\\nwranglings ” [88] . Martin reports that data science workers\\ntend to spend less time doing analyses, and more time\\npreparing their data: “ Weeks or months is a realistic time\\nframe. Hours is not. ” [62] . Engaging with data takes a lot\\nof time and effort.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,712,746,846],\"text\":\"Researchers in HCI and CSCW have developed\\nintriguing theoretical insights into how data science\\nworkers approach their data. Passi and Jackson described\\nan on-going tension over the use of algorithm rules [71] .\\nThey propose that data science students can learn to\\npractice a kind of data vision that treats rules more as\\nguidance ( “ rules-based ” ) than as formal constraint ( “ rules-\\nbound ” ):\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[437,854,731,939],\"text\":\"Effective algorithmic analysis... demands mastery of the\\nways that words and tools are put together, and which\\nworlds and tools are so combined (across the wide range\\nof methods, tools, and objects amenable to\\nrepresentation). Taken together, these two seemingly\\ncontradictory features constitute what we call data vision:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 126\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[85,100,378,169],\"text\":\"the ability to organize and manipulate the work with data\\nand algorithms, while simultaneously mastering forms of\\ndiscretion around what how; and when to apply and\\nwhen to apply established methods and tools in the\\nwake of empirical diversity.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,174,394,274],\"text\":\"Their work provides insights into how humans work\\nwithin supposedly determinate algorithmic systems, and\\nhow humans take responsibility to make their own\\nmeaning that is informed by algorithms, but not governed by\\nthose algorithms. In this paper, we begin a more extended\\nview of human formative work practices in data science.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,283,192,300],\"text\":\"2.2.1 Discovery of Data\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,303,394,470],\"text\":\"Several scholars have questioned the nature of \\\"data\\\" in the\\nspecific practices of data science and related endeavors.\\nWorking in the hybrid space of French and English\\nliteratures, Bilis contrasted two views of the analyst's\\nrelationship with data [10] . In one view, the analyst takes a\\nrelatively passive stance, and receives data as \\\"given\\\" by the\\nenvironment (\\\"donnée\\\"). The analyst may take responsibility\\nfor finding an appropriate dataset, but that history is\\nquickly forgotten. As a result, the assumption becomes that\\nthe dataset itself is complete and objective.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,478,184,495],\"text\":\"2.2.2 Capture of Data\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,499,394,633],\"text\":\"Bilis contrasted this view with a more active activity in\\nwhich the analyst captures data ( “ capita ” ). In this second\\nview, the analyst takes a more determinate role, choosing\\nwhich data to capture, arranging how to capture the data,\\nand deciding when the data are complete. The analyst is\\nthus accountable for her or his choices. (See Charmaz's\\nconstructivist grounded theory method for a comparable\\nargument about accountability in social science [16] .)\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,639,394,689],\"text\":\"Pine and Liboiron offer a related but more explicitly\\norganizational account of big data practices [73] (emphases\\nin the source text):\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[85,697,378,822],\"text\":\"Though often described as 'raw,' this data is produced by\\ntechniques of measurement that are imbued with\\njudgments and values that dictate what is counted and what\\nis not, what is considered the best unit of measurement, and\\nhow different things are grouped together and 'made' into\\na measurable entity... [I]n-human-computer interactions start\\nwith the user interface that reaches the computer because various\\nmeasurement interfaces are the invisible premise of data\\nand databases.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,829,394,946],\"text\":\"Pine and Liboiron were particularly concerned with\\npolitical assumptions and motivations that may shape the\\nways that data are captured (e.g., [10] ), labeled, and stored.\\nScholars in the Value Sensitive Design tradition have\\nstudied older cases in which the design of a system\\ninfluenced the kind of data that could be represented, and\\nthe reality that was consequently asserted by that system\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,99,745,166],\"text\":\"[31]. While we agree with these analyses, we take up only a\\npart of their aggregate lesson in this paper: namely, the\\nways that people shape the data that they subsequently\\nanalyze.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[421,173,543,190],\"text\":\"2.2.3 Curation of Data\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,193,746,310],\"text\":\"Mentis et al. described the use of visual evidence in\\nmedicine as a matter of \\\"crafting the image\\\" - i.e., selecting\\naspects of the data so that it contains those attributes that\\nwill be useful to the people who will view it [64] . Taylor\\nand colleagues showed how a local community actively\\ncurated physical and digital data about its locality, and\\n\\\"enacted a multiplicity of 'small worlds.'\\\" [89] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,318,746,419],\"text\":\"These acts of curation extend Bills's concept of capture\\ninto an even more active and more principled organization\\nof the data for a particular user or usage. In addition to the\\nhuman users implied by Mentis and by Taylor, Kandel et al.\\nwrote about making data “palatable to databases, statistics\\npackages, and visualization tools” [49] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[421,426,532,444],\"text\":\"2.2.4 Design of Data\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,446,746,698],\"text\":\"Feinberg et al. have extended this problematization of data\\npractices [28], [29], [30] . In contrast with the conventional\\nsense of data that Bilis described as “ given ” by the\\nenvironment or more actively “ captured ” from the\\nenvironment [10] , Feinberg and colleagues describe data as\\ndesigned [28] . The actions of designing data may be\\nnecessary in order to make the data tractable or analyzable.\\nKiss and Szir anyi note that “ data sets used for cyber-security\\nresearch are most commonly handcrafted ” [55] . In a trivial\\nsense, we do this whenever we deal with missing data (e.g.,\\nthrough imputation or elimination), and we do this again\\nwhen we consider how to use (or not use) outliers and\\nother anomalous values. In the necessary practices of\\ndealing with missing or anomalous values, we engage in\\nactive curation of our data.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,706,746,891],\"text\":\"Patel et al. showed that data science workers engage in\\ncreating features as inputs to formal modeling software\\n[72] , in contrast to the more conventional, “ given ” data\\nconcept [10] or of extracted features [48], [85] . In a\\nparticularly strong example, Kiss and Szir anyi ´ recommend\\nthe construction of “ synthetic data ” for certain problems\\nthat require large, difficult-to-acquire datasets [55] . In all of\\nthese research programs, data appear to be more produced\\nthan discovered or revealed. We emphasize that these acts\\nof production are not cause for scandal, but are reported as\\nnecessary professional practice.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,898,746,949],\"text\":\"Feinberg and colleagues considered both simple, unitary\\ndatasets, and also more complex, integrated or combined\\ndatasets [28] . While “ [t]he value of data explodes when it is\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 126\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 3\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,99,394,232],\"text\":\"integrated ” [65] . Feinberg et al. show that data science\\nworkers engage in complex translation practices during the\\nintegration of datasets [30] . One consequence of integration\\nis the tendency to exclude non-conformant data [29] . The\\nintegrated dataset may thus amplify the types of elisions\\nand transformations that concerned Bilis, Pine and\\nLiboiron, and Taylor et al., and that we described above as a\\nmatter of curation.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,241,259,258],\"text\":\"2.2.5 Summary and a Look Forward\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,261,394,494],\"text\":\"We have described four types of human interventions in\\nrelation to data: discovery, capture, curation, and design.\\nLater in the paper, we will introduce a fifth type – namely,\\ncreation. As we move across these interventions, we move\\naway from a naive view of “ raw ” data (as critiqued by [32] ,\\n[70] ), and further into data as a human-influenced entity.\\nIndeed, even the “ discovery ” of data [10] carries an\\nimplication of human agency: If data are discovered, then\\nsomeone must be doing the discovering. These degrees of\\nrelationship become important when we consider where\\nhuman interpretation enters into data science work\\npractices, and hence data science processes. We will\\ndevelop an analytic dimension of data interventions, and\\nwe will propose further research to test that dimension.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,506,179,523],\"text\":\"2.3 Skilled Work\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,527,394,660],\"text\":\"Data science is generally considered to be a form of skilled\\nwork (e.g., [40] ). We therefore look to the literature on\\nexpertise and skilled work for perspectives that can inform\\nour analysis of the skilled work of data science. When a\\ndata science worker confronts a new project, they have to\\nengage in sensemaking to understand what the project is,\\nand what it requires. Russell et al. [83] characterized\\nsensemaking as\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[83,667,378,739],\"text\":\"Sensemaking can be a core professional task in itself, as it is\\nfor researchers, designers, or intelligence analysts.... It arises\\nwhen new problems, opportunities, or tasks present them-\\nselves, or when old ones resurface. It involves finding the\\nimportant structure in a seemingly unstructured situation.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,745,394,779],\"text\":\"In this section, we briefly review two lenses for\\nconsidering skilled sensemaking in data science.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,786,150,801],\"text\":\"2.3.1 Expertise\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,805,394,923],\"text\":\"Data science involves data, concepts, and methods, and thus\\nrequires expertise. Three decades ago, Chi et al. published\\nan influential account of expertise in diverse human\\nactivities, which has been recently re-issued [19] . In their\\nintegrative overview, she and R. Glaser summarized seven\\nattributes of expertise and experts [35] . Four of those\\nattributes may serve as sensitizing concepts (i.e., similar to\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,99,745,132],\"text\":\"B. Glaser's coding families in ground theory [34]) in our\\nanalysis:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[420,138,746,465],\"text\":\"1. Domain-specificity. Experts excel mainly in their own\\ndomains [19] . Expertise occurs at the intersection of\\nexpert and topic.\\n2. Time. Experts spend a great deal of time analyzing a\\nproblem qualitatively [19] .\\n3. Patterns. Experts see large meaningful patterns in their\\ndomain [19] . Posner described this phenomenon in terms\\nof coding and chunking smaller concepts into larger ideas\\n[75] . In a study of how people interpret annotations,\\nHong and colleagues described a search for useful\\nrepresentations [45] . Lesgold et al. made a similar\\nobservation, but in a more instrumental way: Experts\\nlook for a schema that can “ control ” their work – i.e., that\\ncan provide rules or procedures, and then specify how\\nthe work is to be carried out [58] .\\n4.Representation. Experts represent problems in their\\ndomain in a more principled way ( [19] ; see also [45] , [52] ,\\n[58] , [83] ).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[421,473,483,490],\"text\":\"2.3.2 Craft\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,493,746,644],\"text\":\"It seems obvious to say that data science involves skilled\\ninteraction with data. But in what ways? Pine and Leiboron\\nshowed evidence for a series of decisions that constrain\\nhow data are \\\"made\\\" into a measurable entity\\\" [73] , which\\nis then available to be discovered or captured (denné or\\ncapta, per [10] ). As mentioned above, Feinberg and\\ncolleagues wrote about the \\\"design\\\" of data in data science\\n[28] . Kiss am Szónanyi referred to the \\\"handcrafted\\\" nature\\nof data in cybersecurity research [55] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,651,746,869],\"text\":\"If data may be designed in these multiple ways, then we\\nmight find insights into data science practices from\\ncraftwork practices. Within HCI and CSCW, craft has been\\nstudied with several emphases. Raman and Hellerstein\\ninvoked craft as a guiding metaphor in Potter's Wheel, a\\ntool for cleaning data [77] . Wiberg describes HCI design as\\nborrowing concepts of materiality from craftwork [96] .\\nLingel found commonalities across craft and development\\nrelated to Internet of Things, highlighting the materiality of\\nmedia, embodied skills, flow of work, and collaboration\\n[59] . Rosner et al. also focused on themes of materiality,\\nfinding commonalities in domains of software development\\nand the craft of ceramics [80] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,876,746,944],\"text\":\"Schön characterized design as a conversation with\\ndesign materials [84] , \\\"to discover a framework of\\nmeaning... through practical operations in the situation\\\"\\n[94] . Craft has been characterized in similar terms [97] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 126\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,99,394,167],\"text\":\"This generative insight has led to multiple research\\nprograms in CSCW and HCI, in which the \\\"design\\nmaterials\\\" are now commonly understood to include\\ndigital components [19], [22], [38], [90] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,173,394,208],\"text\":\"From this literature, the following four aspects may\\nserve as sensitizing concepts for our analysis:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,216,395,457],\"text\":\"1. Conversation with materials. Through the\\nconversation with materials, there is often a sense of\\nintimacy with materials and media [18], [59], [80], [97] .\\n2. Control. Craft-workers labor at an intersection of\\ncontrol and unpredictability [80], [97] .\\n3. Tools and methods. Tools are important to craft-\\nworkers [18], [60], [80] . Correspondingly, the work\\npractice or method for using tools may be distinct from\\nthe tool itself [59], [60], [80], [97] .\\n4. Appropriation. Craft-workers make creative use of their\\ntools (similarly to [71] ), appropriating them for new\\npurposes, and boot-strapping intermediate tools in order\\nto prepare a task-required tool ( [60] ; see also [15], [23] ).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,473,325,490],\"text\":\"3 METHOD OF INQUIRY AND ANALYSIS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,494,394,644],\"text\":\"Data science projects can take a long time to accomplish. As\\nwe noted above, the operation of data cleaning can take\\n\\\"months\\\" [62] . Sometimes data science workers have to try\\ndifferent approaches – including (in this paper) as many as\\nthree substantively different types of data – before they\\nhave sufficient data of sufficient quality. We wanted to\\nbecome aware of those kinds of strategic reconsiderations.\\nWe therefore chose retrospective open-ended interviews as\\nour data-collection method.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,652,395,936],\"text\":\"We conducted 20 interviews with 21 data science\\nworkers in IBM, a large international company (two people\\nfrom the same project asked to be interviewed together, I-\\n20a and I-20b). Informants were invited based on\\nconvenience and snowball sampling. Most of the\\ninformants were remote from us, working in both formally-\\nchartered research divisions and also informal research\\ngroups within consulting divisions. 24 % of informants were\\nwomen, which compares favorably with recent estimates of\\n15 % women in tenure-track faculty in computing [95] , 20 %\\nwomen in data science positions worldwide [54] , and 17 %\\nwomen in the Kaggle survey [47] . We did not inquire about\\ngender identity. While IBM supports diverse gender\\nidentities, those data are considered sensitive personal\\ninformation, because of differing and sometimes severe\\nlegal risk factors in some of the countries in which IBM's\\nemployees work.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[531,104,630,119],\"text\":\"Table 1. Informants\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[417,121,751,496],\"text\":\"
InformantSexRoleDomain
I-01MAI-novice software engineerEducation
I-02MTeam leadBusiness analytics
I-03MLead data scientistSales
I-04MModel builderTransportation
I-05MApplied AI researcherEducation
I-06MModel builderHealthcare
I-07MApplied AI researcherInformation technology
I-08MApplied AI researcherChatbot
I-09MApplied AI researcherInformation technology
I-10MLead data scientistBusiness analytics
I-11MModel builderHealthcare
I-12MModel builderImage classification
I-13FDomain expertSpeech
I-14FAI-novice software engineerEducation
I-15MApplied AI researcherRetail
I-16MModel builderNatural resources
I-17FAI-adopt software engineerNatural resources
I-18MSenior researcher / junior modelerText classification
I-19MTheoretical AI researcher(not domain specific)
I-20aFApplied AI researcherChatbot
I-20bFApplied AI researcherChatbot
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"This table presents a list of 21 informants, labeled I-01 through I-20b. For each informant, four columns provide details: Informant ID, Sex (M or F), Role (e.g., software engineer, data scientist, model builder, researcher), and Domain (e.g., Education, Business analytics, Healthcare, Chatbot, Natural resources).\",\"figure_path\":\"tables/3290605-3300356_pdf_shortened_page_4_tab_9.png\"},{\"label\":\"para\",\"bbox\":[420,509,746,710],\"text\":\"Informants worked in local or remote locations on\\nseveral continents, on diverse projects, including seismic\\napplications, large-scale transit applications with streaming\\ndata, medical imaging, remote monitoring of virtual\\nmachines, and text analytics. Interviews were semi-\\nstructured, with interviewers guiding the conversation to\\ncover principal topics of workplace role, type of project,\\nteam configuration, and major challenges. In general, we\\nasked interviewees to discuss a completed project\\nretrospectively, so that they could draw conclusions about\\ntheir work that might not have been possible when they\\nwere only partway through their projects (see also [97] ).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,716,745,819],\"text\":\"Table 1 summarizes information about the informants\\nand their projects. Data science workers at IBM worked on\\ndiverse problems that involved variations on prediction,\\nclassification, and reinforcement learning. As we will see,\\nthose diverse projects led to some common work practices,\\nand some very diverse and project-specific work practices.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,830,604,847],\"text\":\"3.1 Grounded theory method\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,850,746,934],\"text\":\"To understand the rich and complex topics of the\\ninterviews, we used a form of constructivist grounded\\ntheory method [16] , adapted for use in HCI [68] . In general,\\ngrounded theory methods begin with data, and apply\\nrigorous qualitative analysis principles such constant\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 126\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,99,394,283],\"text\":\"comparison, theoretical sampling, and abductive logic\\n( [16], [21], [68] ). The goal is to build an understanding of\\nthe themes and concepts in the data through open\\n(descriptive) codes , and then to combine those low-level\\nconcepts into more powerful configurations of codes called\\naxial codes that represent multi-class categories (similar to\\nan un-ordered list) or dimensions (ordered lists). More\\ntheoretically powerful, higher-level codes can be\\nconstructed from the axial codes. These are sometimes\\ncalled selective codes [21] , and they indicate deliberate\\ninterpretive choices by the analyst(s) [16], [68] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,290,394,525],\"text\":\"Interviews were scheduled for 60 minutes, and then\\nwere audio recorded and transcribed, for a total of 500\\npages (range 17 – 43) and 183.244 words (range 6.321 – 11.992).\\nDuring analytic iterations, we extracted what became 357\\npassages (mostly single sentences), and applied open coding\\nand axial coding among those passages [21], [68] . All\\ncoding was done by one researcher, relying on frequent\\ndiscussions with other researchers. We returned to the\\npassages, and to the inter-views, repeatedly as necessary\\n(constant comparison), to look for additional evidence and\\nto test and revise our emerg-gent understanding (theoretical\\nsampling, abductive logic). These iterative analyses led to a\\ncore set of 19 axial codes, which we combined into the 5\\nselective codes of section 4 .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,532,394,750],\"text\":\"There has been extensive debate about when to consult\\nthe research literature when doing grounded theory\\nanalysis. We briefly summarize here. Glaser [33] took a\\nstrong position against any use of the research literature\\nuntil all data were collected and analyzed. More recently,\\ngrounded theory researchers have taken a more pluralistic\\nview of the use of the research literature [68] . McGhee et al.\\n[63] and Dunne [26] noted that researchers need to be able\\nto discern new research questions, and to shape their\\nquestions based on what is already known. We made\\nselective use of the research literature through the well-\\nestablished practice of sensitizing concepts [12] focusing on\\nexpertise and craft.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,758,223,775],\"text\":\"3.1.1 Sensitizing concepts\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,778,394,845],\"text\":\"Bowen reviewed the 50-year history of the use of\\nsensitizing concepts in qualitative research [12] . He\\nattributes the idea to Blumer, who distinguished between\\ndefinitive concepts and sensitizing concepts [11] :\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[84,852,377,910],\"text\":\"A definitive concept refers precisely to... a clear\\ndefinition in terms of attributes or fixed bench marks....A\\nsensitizing concept... gives the user a general sense of...\\nguidance in approaching empirical instances.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,915,394,949],\"text\":\"Bowen further explicates that \\\"Social researchers now view\\nsensitizing concepts as interpreting devices and as a starting\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,99,746,299],\"text\":\"point for a qualitative study.” Ribes summarizes related\\narguments as, “sensitizing concepts tell the investigator\\nwhere to look but not what to see” [79] . Glaser’s own views\\nevolved, and he came to offer similar advice, eventually\\naccum-ulating 40 coding families to organize the initial\\nphases of a grounded investigation [34] . For additional\\npapers that used sensitizing concepts in HCI and CSCW,\\nsee [9], [56] . As discussed above, we used four sensitizing\\nconcepts from the domain of expertise, and four sensitizing\\nconcepts from HCI/CSCW studies of craft. In our report, we\\nmake reference to those sets of sensitizing concepts in bold\\nfont.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,316,495,333],\"text\":\"4 RESULTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,339,718,357],\"text\":\"4.1 Data Practices: \\\"This is usually the kind of art\\\"\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,359,746,425],\"text\":\"In general, data science workers need data! Twenty of the\\n21 informants discussed aspets of finding, refining,\\ncombining, pre-processing, and assessing data in 96\\nsegments of our conversations.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[421,434,559,452],\"text\":\"4.1.1 Data Acquisition\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,459,745,510],\"text\":\"Finding data for analysis can be easy, or the task may be\\nchallenging. We begin with informants who received their\\ndata easily.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,517,745,568],\"text\":\"For I-16's team, the data were sent by a seismology\\nclient who tightly controlled the curation of data and labels\\nfrom a third party:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[439,576,730,631],\"text\":\"we have this database which was annotated, and which was\\nacquired by the client... For each retrieved sample we would\\ncheck if the sample belonged to the same seismic category as\\nthe query...\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,639,746,688],\"text\":\"I-19 was able to use \\\"just... standard [image-labeling] \\ndatasets... very common in the community... nothing \\nspecial...\\\".\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,696,745,731],\"text\":\"For these teams, the data seemed similar to Bilis's\\nconcept of `given' data (donné, [10] ).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,738,746,839],\"text\":\"Other cases presented a pattern of capturing data\\n(\\\"capta\\\", [10]) from multiple sources. In a project to\\noptimize the routing of shipments, I-15's team had to align\\ndata from two very different temporal paradigms, and\\nneeded to be ready to perform initial modeling with only\\n\\\"half of that\\\":\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[438,846,729,903],\"text\":\"You need two types of data. You need the historical data to\\ntrain all your models... even with a new customer you have\\nhalf of that... you also need to setup the real time data that\\nyou're going to be regularly using to update things...\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 126\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,744,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,99,394,148],\"text\":\"I-04 faced a similar problem of static vs. dynamic data\\nwhile trying to find a dataset that could meet the needs of a\\nlarge transit-sensing application:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[85,156,378,200],\"text\":\"We were validating and evaluating [based] on historical\\ndata... And so I had to make sure that this is exactly the same\\nas what is being replicated in a real time system....\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,206,395,391],\"text\":\"For I-04 and I-15, the problem of combining datasets was\\nalso a problem of combining data paradigms, where static\\ndata and dynamic data (e.g., streaming data) had very\\ndifferent properties, time-courses, storage requirements,\\nand error-recovery possibilities. To make these\\ndeterminations, I-04 and I-15 had to have highly domain-\\nspecific know-ledge, as well as the ability to understand\\nsophisticated re-presentations of the data. These two\\nexplicitly useful data paradigms confronted I-04 and I-15\\nwith the choices of both capturing data [10] and designing\\ndata (e.g., [28], [73] ).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,397,249,414],\"text\":\"4.1.2 Cleaning and Integrating\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,423,395,590],\"text\":\"Once the data have been found, the next step in the\\nconventional model (e.g., [85] ) is the time-consuming\\nprocess of cleaning the data. Similarly, to other reports [40] ,\\nour informants said that “Dirty data is number one problem”\\n(I-12) and that “90 % of the time, we probably spend on data\\nmassaging and infrastructuring” (I-10). I-02 saw time-based\\npractical obstacles to acquiring more data: “often getting\\nnew sets of data that you can test is more time-consuming\\nthan actually testing it...” and that data aggregation\\ninvolved a conversation with the data:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[84,597,378,668],\"text\":\"[The] most time-consuming aspect is probably just\\nunderstanding the data, all the quirks finding the one\\nperson who's able to explain the data... it goes exponentially\\nmore difficult as soon as you have several data sources that\\nneed to be combined.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,673,394,758],\"text\":\"Similarly, as experts, informants described a time-\\ncourse of learning about the peculiarities of their data,\\nwhile searching for patterns in the data. I-13's core task\\nwas \\\"collecting coughs\\\" as part of a project to diagnose\\ndisease through analysis of auditory signals. He said,\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[85,766,378,823],\"text\":\"it was pretty easy to get... someone who was coughing a lot\\nto be willing to cough while a phone was recording them. It was\\na little harder to get the metadata that we thought would help\\nus classify these coughs... age, history of smoking...\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,829,395,912],\"text\":\"The real world of over-stretched medical services\\npresented additional challenges – especially for a team that\\nextended across continents. Analysts had to be vigilant\\nagainst conceptual contradictions, designing their data [28]\\nfor consistency:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[437,99,730,141],\"text\":\"And so you get a report back from the data... that they were a\\nsmoker but they are 18 months old... [D]ld something get\\nchecked off wrong?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,148,744,182],\"text\":\"1-13 repeatedly engaged in a conversation with the\\ndata, based on deepening domain-specific knowledge.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,190,746,256],\"text\":\"Often, the data were incomplete, and data science\\nworkers had to take action on missing values. I-15 had to\\nknow both data patterns and domains to perform\\noptimizations for a package-delivery client:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[437,264,730,322],\"text\":\"In order to update the cost, we needed to know the item\\nweights - and actually the dimension of the package... But...\\nThey only had weights for about 50% of the items... we had to\\nfill in that missing data to support computing shipping costs.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,328,745,378],\"text\":\"I-08 reported similar difficulties as a general condition of\\na type of data, reflecting his domain knowledge and a\\nconversation with data :\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[437,386,730,427],\"text\":\"We are trying to do this time series ... filling missing value\\ninto the data because we are not sure when a new person comes\\nhere, that's a time series data so there's gaps in this data.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,434,745,517],\"text\":\"Sometimes, analysts had to use their familiarity with the\\ndata and ultimately their intuition based on conversations\\nwith the data and patterns in the data. In these cases,\\nintimate domain knowledge had to substitute for more\\nformal measures:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[438,527,729,568],\"text\":\"I mean, there are some heuristic ways to... determine or...\\n\\never, but it's going to be very imperfect and expensive to\\ncompute.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,575,745,625],\"text\":\"I-13 reported similar difficulties which – in this\\nparticular case – involved subtle issues of the perspectives\\nof other stakeholders:\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[437,633,730,717],\"text\":\"Obviously, we don't want to manipulate the data... But we\\ncan't use data that... we can't [...] we did have to not use\\nsome of the data and that was frustrating... Looking at the\\ndata in different lenses but knowing what other people were\\nlooking at so we could identify inconsistencies in someone\\nelse's treatment of the data...\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,723,746,873],\"text\":\"In general, we see broad support for Feinberg's\\ncontention that data science workers often need to design\\nthe data over which they compute models ( [28] – see also\\n[73] ), aided by informants' domain knowledge and\\nextensive and time-consuming conversations with the\\ndata . To detect anomalies and to impute missing values,\\ninformants also needed to exercise strong familiarity with\\npatterns in their data, and they often had to spend\\nadditional time to insure usable representations .\",\"reading_order\":21,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[421,882,580,899],\"text\":\"4.1.3 Engineering Features\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,901,746,934],\"text\":\"In the sequence of the conventional model [85] , the step\\nafter cleaning is engineering features. The selection of\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 126\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,744,1012],\"text\":\"Page 7\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300356", "source_image_path": "test_data/3290605-3300356/3290605-3300356_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300356/results/output_json/3290605-3300356_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,99,394,182],\"text\":\"appropriate features involves careful inspection for\\npatterns and regularities through conversations with the\\ndata, critical conceptual evaluation of potential\\nrepresentations , and the appropriation of certain data\\nfeatures in novel combinations.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,191,394,307],\"text\":\"Several informants worked on projects to manage cloud\\ncomputing resources. A major problem was to identify and\\nclose down the virtual machines (VMs) that were no longer\\nbeing used. I-07 described conceptual struggles to derive\\nfeatures based on a deeper domain knowledge and\\ndiscernment of patterns while using well-understood tools\\nthat were supposed to be sensitive to human activity:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[84,315,379,398],\"text\":\"we just kind of thought... previous work... tended to just focus\\non like monitoring rules... [H]ow much CPU does this VM use?\\nHow much memory does this VM use?... [We] wanted to go a\\nlittle bit deeper... [I]f the networking traffic, and the number of\\nuser logins... can we derive more meaningful active-versus-\\ninactive classifications?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,405,394,490],\"text\":\"As I-07 continued, he discovered patterns of CPU\\nactivity that were false indicators, through further\\nconversation with the data . Those patterns appeared to\\nindicate intentional human usage for specific tasks. Further\\ninvestigation led to a very different conclusion:\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[84,497,378,581],\"text\":\"CPUs... go on [at] random times throughout the day and that\\nwas because different virus scans were running on the virtual\\nmachine... or, updates... And that would hog up CPU time...\\nthis VM might be active... at 2 o'clock in the morning... those\\ntended to [be] actually inactive VMs that were just running\\nvirus scans and these updates.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,588,394,704],\"text\":\"A subtler method was needed to detect intentional\\nusage, through appropriating Linux tools that could be\\nrepurposed to tell which processes were running on each of\\nthe virtual machines, and hence whether a human was the\\nlikely initiator of the processes. In this example, domain\\nknowledge of the nature of the logged events was crucial\\nfor I-07 to choose a more effective set of factors.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,712,394,847],\"text\":\"I-14 worked on an educational application for children.\\nTo enrich the somewhat semantically-sparse data, they\\naugmented each word with related words - i.e., designing\\nthe data, as in [28], [30], [73] , for enhanced semantics.\\nHowever, this approach ceded control to rigorous but\\nadult-originated tools and methods that could lead to the\\nincorporation of age-inappropriate language and concepts.\\nThey wanted to filter-out child-inappropriate words:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[84,855,378,909],\"text\":\"we expand those words using concept expansion, and... we\\nsearch (each word) in a... story corpus... a child corpus.... And\\nif an expanded word is not lying in a child corpus, then the\\nprobability... is very high that it is not... age-appropriate...\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,99,746,217],\"text\":\"Again, we see that I-14 used representations based on\\nprincipled knowledge of the children's domain , and\\napplied patterns from an appropriated dataset that had\\nbeen repurposed from a different purpose (story-telling). In\\nthis example, we see that feature extraction requires an\\ninteraction of domain knowledge with practices of design-\\nof-data [18], [28], [60], [80], [97] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,224,746,341],\"text\":\"I-11 faced a different challenge, which was medical-\\nimaging data that were too rich to allow for efficient feature\\nextraction. Based on extensive domain knowledge, I-11\\nand colleagues had principled representations of their\\ntargets (cancer micro-nodules), but the sheer volume of\\nthe data was defeating their tools and methods and was\\nimpairing their conversations with the data :\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[439,349,732,446],\"text\":\"when you work with 3-D images, they're very, very heavy to\\nprocess... Running 3D convolutional neural networks\\n[siscomputationally very, very consuming. And also memory\\nuse is also huge... you had to scale down the image, or you\\nhad to get pieces of this image... trying to find bi-dimensional,\\nand then one-dimensional representations of the volumetric\\ndata.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,453,746,536],\"text\":\"Later in the interview, I-11 returned to this theme,\\nhighlighting a need for trial-and-error experimentation\\n(another form of conversation with the data), without\\na quantitative set of criteria regarding whether the\\nrepresentation was fit-to-purpose:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[438,543,731,600],\"text\":\"I always have to modify because these models, they're really\\nsensitive to the image size... There's some trial and error...\\nwhat you need to observe, is whether the model is converging\\nor not.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,607,747,724],\"text\":\"In this work, we can see an intersection of control and\\nunpredictability, similar to Rosner et al.'s accounts of\\nbreakdown and repair in software and ceramic crafts [80] ,\\nand as a repeating theme in the Wilson's interviews with\\ncraft-makers [97] . I-11 understood that he was engaged in\\ncurating [64], [89] data patterns into appropriately-scaled\\nrepresentations , which he summarized as:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[439,732,594,749],\"text\":\"This is usually the kind of art.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[422,756,601,772],\"text\":\"4.1.5 Summary: Data Practices\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,777,746,943],\"text\":\"The fortunate few data science workers receive well-\\nstructured, complete datasets (e.g., Bilis's \\\"given\\\" data [10] ).\\nEveryone else has to cope with data that require complex\\nand sometimes inventive work to make those data whole –\\nor perhaps we should write \\\"whole enough\\\" to support\\nformal analysis (e.g., Bilis's \\\"captured\\\" data [10] . Often, data\\nare not ready for analysis, and must be designed to meet the\\nrequirements of an algorithm [28], [73] . In some cases, data\\nmust be combined or even excluded in a form of curation\\n[64], [89] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 126\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300356/results/markdown/3290605-3300356_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,95,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[148,117,666,180],\"text\":\"VizML: A Machine Learning Approach to\\nVisualization Recommendation\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[101,194,188,241],\"text\":\"Kevin Hu\\n\\nMIT Media Lab\\nkzh@mit.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[219,194,332,241],\"text\":\"Michiel A. Bakker\\n\\nMIT Media Lab\\nbakker@mit.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[359,194,454,241],\"text\":\"Stephen Li\\n\\nMIT Media Lab\\n\\nslri2014@mit.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[493,194,584,241],\"text\":\"Tim Kraska\\n\\nMIT CSAIL\\n\\nkraska@mit.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[622,193,718,243],\"text\":\"César Hidalgo\\nMIT Media Lab\\nhidalgo@mit.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300358_pdf_shortened_page_0_figure_009.png\",\"bbox\":[67,261,751,425],\"reading_order\":9,\"tags\":[],\"alt_text\":\"The workflow diagram illustrates a five-stage process for recommending visualization design choices, beginning with data collection from Plotly API endpoints. It details the creation of a raw corpus of 120K dataset-visualization pairs, followed by feature and design choice extraction at both encoding and visualization levels. These extracted components are then used to train neural network and baseline models, which predict recommended choices like mark types and axis configurations.\"},{\"label\":\"figure_cap\",\"bbox\":[68,436,747,496],\"text\":\"Figure 1: Diagram of data processing and analysis flow in ViZML starting from (1) the original Plotly Community Feed API\\nendpoints, proceeding to (2) the deduplicated dataset-visualization pairs, (3a) features describing each individual column, pair\\nof columns, and dataset, (3b) design choices extracted from visualizations, (4) task-specific models trained on these features,\\nand (5) potential recommended design choices.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,502,140,520],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,523,395,762],\"text\":\"Visualization recommender systems aim to lower the barrier\\nto exploring basic visualizations by automatically generating\\nresults for analysts to search and select, rather than manu-\\nally specify. Here, we demonstrate a novel machine learning-\\nbased approach to visualization recommendation that learns\\nvisualization design choices from a large corpus of datasets\\nand associated visualizations. First, we identify five key de-\\nsign choices made by analysts while creating visualizations,\\nsuch as selecting a visualization type and choosing to encode\\na column along the X- or Y-axis. We train models to predict\\nthese design choices using one million dataset-visualization\\npairs collected from a popular online visualization platform.\\nNeural networks predict these design choices with high ac-\\ncuracy compared to baseline models. We report and interpret\\nfeature importances from one of these baseline models. To\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,504,746,582],\"text\":\"evaluate the generalizability and uncertainty of our approach,\\nwe benchmark with a crowdsourced test set, and show that\\nthe performance of our model is comparable to human per-\\nformance when predicting consensus visualization type, and\\nexceeds that of other visualization recommender systems.\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,596,524,613],\"text\":\"CCS CONCEPTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,617,753,681],\"text\":\"• Human-centered computing → Visualization design\\nand evaluation methods; Visualization theory, concepts\\nand paradigms; • Computing methodologies → Machine\\nlearning.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,695,501,712],\"text\":\"KEYWORDS\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,716,745,732],\"text\":\"Automated visualization, machine learning, crowdsourcing\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,742,554,757],\"text\":\"ACM Reference Format:\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,760,747,844],\"text\":\"Kevin Hu, Michael A. Bakker, Stephen Li, Tim Kraska, and César\\nHidalgo. 2019. VizML: A Machine Learning Approach to Visual-\\nization Recommendation. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4-9, 2019, Glasgow,\\nScotland, UK . ACM, New York, NY, USA, 18 pages. https://doi.org/\\n10.1145/3290605.3300358\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,869,550,886],\"text\":\"1 INTRODUCTION\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,747,953],\"text\":\"Knowledge workers across domains – from business to jour-\\nnalism to scientific research – increasingly use data visu-\\nalization to generate insights, communicate findings, and\\nmake decisions [9, 26, 58] . Yet, many visualization tools have\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,273,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":24,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,938],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":25,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,941,246,954],\"text\":\"https://doi.org/10.1145/3290605.3300358\",\"reading_order\":26,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 128\",\"reading_order\":27,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":28,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,204],\"text\":\"steep learning curves due to a reliance on manual specifica-\\ntion through code [7, 68] or clicks [2, 62] . As a result, data\\nvisualization is often inaccessible to the growing number of\\ndomain experts who lack the time or background to learn\\nsophisticated tools.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,204,395,379],\"text\":\"While required to create bespoke visualizations, manual\\nspecification is unnecessary for many common use cases\\nsuch as preliminary data exploration and the creation of\\nbasic visualizations. To support these use cases in which\\nspeed and breadth of exploration are more important than\\ncustomizability [63] , systems can leverage the finding that\\nthe properties of a dataset influence how it can and should\\nbe visualized . For example, prior research has shown that\\nthe accuracy with which visual channels ( e.g. position and\\ncolor) encode data depends on the type [5, 15, 67] and distri-\\nbution [28] of data values.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,395,554],\"text\":\"Most recommender systems encode these visualization\\nguidelines as collection of `if-then' statements, or rules [21] ,\\nto automatically generate visualizations for analysts to search\\nand select, rather than manually specify [64] . For example,\\nAPT [35] , BOZ [13] , and SAGE [52] generate and rank vi-\\nsualizations using rules informed by perceptual principles.\\nRecent systems such as Voyager [72, 73] , Show Me [34] , and\\nDIVE [23] extend these approaches with support for column\\nselection. While effective for certain use cases [72] , these\\nrule-based approaches face limitations such as costly rule cre-\\nation and the combinatorial explosion of possible results [1] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,395,715],\"text\":\"In contrast, machine learning (ML)-based systems directly\\nlearn the relationship between data and visualizations by\\ntraining models on analyst interaction. While recent sys-\\ntems like DeepEye [33] , Data2Vis [17] , and Draco-Learn [37]\\nare exciting, they do not learn to make visualization design\\nchoices as an analyst would, which impacts interpretabil-\\nity and ease of integration into existing systems. Further-\\nmore, because these systems are trained with annotations\\non rule-generated visualizations in controlled settings, they\\nare limited by the quantity and quality of data.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,715,395,826],\"text\":\"We introduce ViZML , a ML-based approach to visualiza-\\ntion recommendation using a large corpus of datasets and\\nassociated visualizations. To begin, we describe visualization\\nas a process of making design choices that maximize effec-\\ntiveness, which depends on dataset, task, and context. Then,\\nwe formulate visualization recommendation as a problem of\\ndeveloping models that learn to make design choices.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,395,938],\"text\":\"We train and test machine learning models using one mil-\\nlion unique dataset-visualization pairs from the Plotly Com-\\nmunity Feed [46] . We describe our process of collecting and\\ncleaning this corpus, extracting features from each dataset,\\nand extracting five key design choices from corresponding\\nvisualizations. Our learning task is to optimize models that\\nuse features of datasets to predict these choices.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,236],\"text\":\"Neural networks trained on 60 % of the corpus achieve\\n$\\\\sim70-95\\\\%$ accuracy at predicting design choices in a sep-\\narate 20 % test set. This performance exceeds that of four\\nsimpler baseline models, which themselves out-perform ran-\\ndom chance. We report feature importances from one of\\nthese baseline models, interpret the contribution of features\\nto a given task, and relate them to existing research.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,747,380],\"text\":\"We evaluate the generalizability and uncertainty of our\\nmodel by benchmarking against a crowdsourced test set. We\\nconstruct this test set by randomly selecting datasets from\\nPlotly, visualizing each as a bar, line, and scatter plot, and\\nmeasuring the consensus of Mechanical Turk workers. Using\\na scoring metric that adjusts for the degree of consensus, we\\nfind that VisML performs comparably to Plotly users and\\nMechanical Turkers, and outperforms two rule-based and\\ntwo ML-based visualization recommendation systems.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,492],\"text\":\"To conclude, we discuss interpretations, applications, and\\nlimitations of our initial machine learning approach to visu-\\nalization recommendation. We also suggest directions for fu-\\nture research, such as aggregating public training and bench-\\nmarking corpora, integrating separate recommender models\\ninto an end-to-end system, and refining definitions of visual-\\nization effectiveness.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,517,610,533],\"text\":\"2 PROBLEM FORMULATION\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,537,748,618],\"text\":\"Data visualization communicates information by represent-\\ning data with visual elements. These representations are\\nspecified using encodings that map from data to the retinal\\nproperties (e.g. position, length, or color) of graphical marks\\n(e.g. points, lines, or rectangles) [5, 12] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,748,729],\"text\":\"Concretely, consider a dataset that describes 406 automo-\\nbiles (rows) with eight attributes (columns) such as miles\\nper gallon (MPG), horsepower (hp), and weight in pounds\\n(Wt) [50] . To create a scatterplot showing the relationship\\nbetween MPG and Hp, an analyst encodes each pair of data\\npoints with the position of a circle on a 2D plane, while also\\nspecifying other retinal properties such as size and color:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300358_pdf_shortened_page_1_figure_014.png\",\"bbox\":[420,732,743,916],\"reading_order\":14,\"tags\":[],\"alt_text\":\"This image presents a data table for various car models, displaying attributes like MPG, horsepower (Hp), and origin, with some cells highlighted. Below the table is a scatter plot showing the relationship between Hp and MPG, with numerous purple data points and one prominent orange data point. A magnified inset box details the visual properties of this orange data point, labeling it as a \\\"Circle\\\" with specific position, size, stroke color (orange), and fill color (white).\"},{\"label\":\"para\",\"bbox\":[421,921,747,955],\"text\":\"To create bespoke visualizations, analysts may need to\\nexhaustively specify encodings in detail using expressive\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 128\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,188],\"text\":\"tools. But a scatterplot is specified with the Vega-lite [55]\\ngrammar by selecting a mark type and fields to be encoded\\nalong the x- and y-axes, and in Tableau [62] by placing the\\ntwo columns onto the respective column and row shelves.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,394,282],\"text\":\"That is, to create basic visualizations in many grammars or\\ntools, an analyst specifies higher-level design choices , which\\nwe define as statements that compactly and uniquely specify\\na bundle of lower-level encodings. Equivalently, each gram-\\nmar or tool affords a design space of visualizations, which a\\nuser constrains by making choices.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,283,394,396],\"text\":\"We formulate basic visualization of a dataset d as a set\\nof interrelated design choices $C = \\\\{c\\\\}$ . However, not all de-\\nsign choices result in valid visualizations – some choices are\\nincompatible with each other. For instance, encoding a cate-\\ngorical column with the Y position of a line mark is invalid.\\nTherefore, the set of choices that result in valid visualizations\\nis a subset of the space of all possible choices.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,396,394,553],\"text\":\"The effectiveness of a visualization can be defined by infor-\\nmational measures such as efficiency, accuracy, and memora-\\nbility [6, 74] , or emotive measures like engagement [19, 27] .\\nPrior research also shows that effectiveness is informed by\\nlow-level perceptual principles [15, 22, 31, 51] and dataset\\nproperties [28, 54] , in addition to contextual factors such as\\ntask [3, 28, 53] , aesthetics [14] , domain [24] , audience [60] ,\\nand medium [56, 57] . In other words, an analyst makes de-\\nsign choices $C_{max}$ that maximize visualization effectiveness\\ngiven a dataset and contextual factors.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,553,394,699],\"text\":\"But making design choices can be expensive. A goal of vi-\\nsualization recommendation is to reduce the cost of creating\\nvisualizations by automatically suggesting a subset of design\\nchoices $C_{rec} \\\\subseteq C$ that maximize effectiveness. Trained with\\na corpus of datasets $\\\\{d\\\\}$ and corresponding design choices\\n$\\\\{C\\\\}$ , ML-based recommender systems treat recommendation\\nas an optimization problem, such that predicted $C_{rec} \\\\sim C_{max}$ .\\nA more detailed formulation of the learning task is included\\nin the Supplementary Material (SM) Section S1 .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,709,197,726],\"text\":\"3 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,731,394,778],\"text\":\"We relate and compare our work to existing Rule-based Visu-\\nalization Recommender Systems and ML-based Visualization\\nRecommender Systems.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,789,367,805],\"text\":\"Rule-based Visualization Recommender Systems\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,809,394,921],\"text\":\"Visualization recommender systems either suggest data queries\\n(selecting what data to visualize) or visual encodings (how\\nto visualize selected data) [71] . Data query recommenders\\nvary widely in their approaches [59, 69] , with recent systems\\noptimizing statistical “ utility ” functions [18, 65] . Though\\nspecifying data queries is crucial to visualization, it is a dis-\\ntinct task from design choice recommendation.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,394,954],\"text\":\"Most visual encoding recommenders implement guide-\\nlines informed the seminal work of Bertin [5] and Cleveland\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,282],\"text\":\"and McGill [15] . This approach is exemplified by Mackin-\\nlay’s APT [35] – the ur-recommender system – which enu-\\nmerates, filters, and scores visualizations using expressive-\\nness and perceptual effectiveness criteria. The closely related\\nSAGE [52], BOZ [13] , and Show Me [34] support more data,\\nencoding, and task types. Recently, hybrid systems such\\nas Voyager [71–73] , Explore in Google Sheets [20, 66] ,\\nVizDeck [43] , and DIVE [23] combine visual encoding rules\\nwith the recommendation of visualizations that include non-\\nselected columns.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,746,411],\"text\":\"Though effective for many use cases, these systems suffer\\nfrom three major limitations. First, visualization is a complex\\nprocess that may require modelling non-linear relationships\\nthat are difficult to capture with simple rules. Second, craft-\\ning rule sets is a costly process that relies on expert judgment.\\nLastly, as the dimension of input data increases, the com-\\nbinatorial nature of rules result in an explosion of possible\\nrecommendations.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,439,710,456],\"text\":\"ML-based Visualization Recommender Systems\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,460,746,618],\"text\":\"The guidelines encoded by rule-based systems often derive\\nfrom experimental findings and expert experience. Therefore,\\nan indirect manner, heuristics distill best practices learned\\nfrom another analyst's experience of creating and consuming\\nvisualizations. Instead of aggregating best practices learned\\nfrom data and representing them in a system with rules,\\nML-based systems propose to train models that learn di-\\nrectly from data and can be embedded into systems as-is .\\nA schematic comparison of ML-based visualization recom-\\nmender systems can be found in the SM Section S2 .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,619,757,762],\"text\":\"DeepEye [33] combines rule-based visualization gener-\\nation with models trained to 1) classify a visualization as\\n\\\"good\\\" or \\\"bad\\\" and 2) rank lists of visualizations. The Deep-\\nEye corpus consists of 33,412 bivariate visualizations of columns\\ndrawn from 42 public datasets. 100 students annotated these\\nvisualizations as good/bad, and compared 285,236 pairs. These\\nannotations, combined with 14 features for each column pair,\\ntrain a decision tree for classification and a ranking neural\\nnetwork [10] for the \\\"learning to rank\\\" task.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,762,747,889],\"text\":\"Data2Vis [17] uses a neural machine translation approach\\nto create a sequence-to-sequence model that maps JSON-\\nencoded datasets to Vega-lite visualization specifications.\\nThe model is trained using 4,300 automatically generated\\nVega-Lite examples, consisting of 1-3 variables, generated\\nfrom 11 distinct datasets. Model predictions are qualitatively\\nvalidated by examining the visualizations generated from 24\\ncommon datasets.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,747,954],\"text\":\"Draco-Learn [ 37 ] learns trade-offs between constraints.\\nIn Draco, a formal model that represents 1) visualizations\\nas logical facts and 2) design guidelines as hard and soft\\nconstraints. Constraint weights are learned using a ranking\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 128\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 3\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,189],\"text\":\"support vector machine trained on ranked pairs of visualiza-\\ntions harvested from graphical perception studies [28, 53] .\\nDraco then recommends visualizations that satisfy these con-\\nstraints by solving a combinatorial optimization problem.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,190,394,315],\"text\":\"VisML differs from these systems in three major respects.\\nIn terms of the learning task , DeepEye learns to classify and\\nrank visualizations, Data2Vis learns an end-to-end genera-\\ntion model, and Draco-Learn learns soft constraints weights.\\nBy learning to predict design choices, VisML models are eas-\\nier to quantitatively validate, provide interpretable measures\\nof feature importance, and can be more easily integrated into\\nvisualization systems.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,315,394,395],\"text\":\"In terms of data quantity , the VizML training corpus is or-\\nders of magnitude larger than that of DeepEye and Data2Vis.\\nThe size of our corpus permits the use of 1) large feature sets\\nthat capture many aspects of a dataset and 2) high-capacity\\nmodels such as deep neural networks.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,394,523],\"text\":\"The third major difference is one of data quality . In con-\\ntrast to the few datasets used to train the three existing sys-\\ntems, the datasets used to train VizML models are extremely\\ndiverse in shape, structure, and distribution. Furthermore, the\\nvisualizations used by other ML-based recommender systems\\nare generated by rule-based systems and evaluated under\\ncontrolled settings. The corpus used by VizML is the result\\nof real visual analysis by analysts on their own datasets.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,523,395,651],\"text\":\"However, VizML faces two major limitations. First, these\\nthree ML-based systems recommend both data queries and\\nvisual encodings, while VizML only recommends the latter.\\nSecond, in this paper, we do not create an application that\\nemploys our visualization model. Design considerations for\\nuser-facing systems that productively and properly employ\\nML-based visualization recommendation are important, but\\nbeyond the scope of this paper.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,669,127,685],\"text\":\"4 Data\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,691,395,850],\"text\":\"We describe our process for extracting features and design\\nchoices from the processed Plotly data. These are steps 1,\\n2 and 3 in Figure 1 . In the SM Section S3 , we describe our\\nprocess for collecting and cleaning the corpus of 2.3 million\\ndataset-visualization pairs from the Plotly Community Feed\\n[44, 46] and provide a description of the data. This paper is\\nthe first time the Plotly corpus , generated by 145,007 unique\\nusers, is used to train visualization recommender systems.\\nThe corpus along with analysis scripts is publicly available\\nat https://vizl.media.mit.edu .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,869,184,885],\"text\":\"Feature Extraction\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,890,394,954],\"text\":\"We map each dataset to 841 features, mapped from 81 single-\\ncolumn features and 30 pairwise-column features using 16\\naggregation functions. Detail on each of the features is found\\nin Table S2 in the SM Section S4.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300358_pdf_shortened_page_3_figure_011.png\",\"bbox\":[419,121,746,299],\"reading_order\":11,\"tags\":[],\"alt_text\":\"The image illustrates a process for extracting features from a tabular dataset, which is shown at the top with columns like 'Model', 'MPG', and 'Origin'. Arrows indicate that 'Pairwise-Column' features (e.g., Correlation) and 'Single-Column' features (e.g., median, kurtosis) are extracted from the dataset, and these single-column features are then aggregated to derive 'Dataset' features (e.g., # columns, max correlation).\"},{\"label\":\"figure_cap\",\"bbox\":[420,310,745,341],\"text\":\"Figure 2: Extracting features from the Automobile MPG\\ndataset [50] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300358_pdf_shortened_page_3_figure_013.png\",\"bbox\":[419,364,748,609],\"reading_order\":13,\"tags\":[],\"alt_text\":\"This image displays a scatter plot showing two datasets: \\\"MPG\\\" (blue dots) and \\\"Wgt\\\" (orange dots) plotted against a shared \\\"Hp\\\" (horsepower) X-axis. The \\\"MPG\\\" data uses a non-shared left Y-axis ranging from 10 to 40, while the \\\"Wgt\\\" data uses a non-shared right Y-axis ranging from 2000 to 5000. Below the plot, a table labeled \\\"Design Choices\\\" lists encoding-level and visualization-level choices, detailing properties like mark types, shared axis status, and axis assignments for MPG, Hp, and Wgt.\"},{\"label\":\"figure_cap\",\"bbox\":[420,616,748,647],\"text\":\"Figure 3: Extracting design choices from a dual-axis scatter-\\nplot visualizing three columns of the MPG dataset.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,681,747,906],\"text\":\"Each column is described by 81 single-column features\\nacross four categories. The Dimensions (D) feature is the\\nnumber of rows in a column, Types (T) features capture\\nwhether a column is categorical, temporal, or quantitative.\\nValues (V) features describe the statistical and structural\\nproperties of the values within a column. Names (N) features\\ndescribe the column name. We distinguish between these\\nfeature categories for three reasons. First, these categories\\nlet us organize how we create and interpret features. Second,\\nwe can observe the contribution of different types of features.\\nThird, some categories of features may be less generalizable\\nthan others. We order these categories (D $\\\\rightarrow$ T $\\\\rightarrow$ V $\\\\rightarrow$ N)\\nby how biased we expect those features to be towards the\\nPlotly corpus.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,758,954],\"text\":\"We describe each pair of columns with 30 pairwise-column\\nfeatures . These features fall into two categories: Values and\\nNames . Note that many pairwise-column features depend\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 128\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,204],\"text\":\"on the individual column types determined through single-\\ncolumn feature extraction. For instance, the Pearson corre-\\nlation coefficient requires two numeric columns, and the\\n“number of shared values” feature requires two categorical\\ncolumns.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,204,394,427],\"text\":\"We create 841 dataset-level features by aggregating\\nthese single- and pairwise-column features using the 16 ag-\\ngregation functions shown in Table S2c in SM Section S4.\\nThese aggregation functions convert single-column features\\n(across all columns) and pairwise-column features (across\\nall pairs of columns) into scalar values. For example, given a\\ndataset, we can count the number of columns, describe the\\npercent of columns that are categorical, and compute the\\nmean correlation between all pairs of quantitative columns.\\nTwo other approaches to incorporating single-column fea-\\ntures are to train separate models per number of columns, or\\nto include column features with padding. Neither approach\\nyielded a significant improvement over the results reported\\nin Section 6.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,439,227,456],\"text\":\"Design Choice Extraction\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,459,394,634],\"text\":\"Each visualization in Plotly consists of traces that associate\\ncollections of data with visual elements. Therefore, we ex-\\ntract an analyst's design choices by parsing these traces.\\nExamples of encoding-level design choices include mark\\ntype , such as scatter, line, bar; and X or Y column encoding ,\\nwhich specifies which column is represented on which axis;\\nand whether or not an X or Y column is the single column\\nrepresented along that axis. For example, the visualization\\nin Figure 3 consists of two scatter traces, both of which have\\nthe same column encoded on the X axis ( rtp ), and two distinct\\ncolumns encoded on the Y axis ( MPG and wg t ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,394,763],\"text\":\"By aggregating these encoding-level design choices, we\\ncan characterize visualization-level design choices of a\\nchart. Within our corpus, over 90 % of the visualizations con-\\nsist of homogeneous mark types. Therefore, we use visual-\\nization type to describe the type shared among all traces, and\\nalso determined whether the visualization has a shared axis .\\nThe example in Figure 3 has a scatter visualization type and\\na single shared axis (X).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,773,159,790],\"text\":\"5 METHODS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,394,858],\"text\":\"We describe our feature processing pipeline, the machine\\nlearning models we use, how we train those models, and\\nhow we evaluate performance. These are steps 4 and 5 of\\nthe workflow in Figure 1 .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,869,186,886],\"text\":\"Feature Processing\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,394,954],\"text\":\"We converted raw features into a form suitable for modeling\\nusing a five-stage pipeline. First, we apply one-hot encod-\\ning to categorical features. Second, we set numeric values\\nabove the 99th percentile or below the 1st percentile to those\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,204],\"text\":\"respective cut-offs. Third, we imputed missing categorical\\nvalues using the mode of non-missing values, and missing\\nnumeric values with the mean of non-missing values. Fourth,\\nwe removed the mean of numeric fields and scaled to unit\\nvariance.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,204,746,380],\"text\":\"Lastly, we randomly removed datasets that were exact\\nduplicates of each other, resulting in unique 1,066,443\\ndatasets and 2,884,437 columns. However, many datasets\\nare slight modifications of each other, uploaded by the same\\nuser. Therefore, we removed all but one randomly selected\\ndataset per user, which also removed bias towards more\\nprolific Plotly users. This aggressive deduplication resulted\\nin a final corpus of 119,815 datasets and 287,416 columns.\\nResults from only exact deduplication result in significantly\\nhigher within-corpus test accuracies, while a soft threshold-\\nbased deduplication results in similar test accuracies.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,404,524,421],\"text\":\"Prediction Tasks\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,425,746,505],\"text\":\"Our task is to train models that use the features described\\nin Section 4 to predict the design choices also described in\\nSection 4 . Two visualization-level prediction tasks use\\ndataset-level features to predict visualization-level design\\nchoices:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300358_pdf_shortened_page_4_figure_015.png\",\"bbox\":[421,516,743,652],\"reading_order\":15,\"tags\":[],\"alt_text\":\"A document presents two classification tasks: \\\"Visualization Type\\\" (VT) and \\\"Has Shared Axis\\\" (HSA). The VT section lists six visualization types (Scatter, Line, Bar, Box, Histogram, Pie) with their respective counts. The HSA section asks if traces share an axis, showing counts for \\\"False\\\" and \\\"True\\\" responses.\"},{\"label\":\"para\",\"bbox\":[420,664,746,744],\"text\":\"The three encoding-level prediction tasks use features\\nabout individual columns to predict how they are visually\\nencoded. These prediction tasks consider each column inde-\\npendently, instead of alongside other columns in the same\\ndataset, which accounts for the effect of column order.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[420,754,743,952],\"reading_order\":17,\"tags\":[\"cross_marker\"]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 128\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,124,395,237],\"text\":\"For the Visualization Type and Mark Type tasks, the 2-\\nclass task predicts line vs. bar, and the 3-class predicts scatter\\nvs. line vs. bar. Though Plotly supports over twenty mark\\ntypes, we limited prediction outcomes to the few types that\\ncomprise the majority of visualizations within our corpus.\\nThis heterogeneity of visualization types is consistent with\\nthe findings of [4, 38] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,247,298,264],\"text\":\"Neural Network and Baseline Models\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,395,411],\"text\":\"Our primary model is a fully-connected feedforward neural\\nnetwork (NN) with 3 hidden layers, each consisting of 1,000\\nneurons with ReLU activation functions and implemented\\nusing PyTorch [41] . For comparison, we chose four simpler\\nbaseline models, all implemented using scikit-learn [42] with\\ndefault parameters: naive Bayes (NB), K-nearest neighbors\\n(KNN), logistic regression (LR) and random forest (RF). Ran-\\ndomized parameter search for each model did not result in a\\nsignificant performance increase over the reported results.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,395,602],\"text\":\"For all models, we split the data into 60/20/20\\ntrain/validation/test sets and train and test each model five\\ntimes using 5-fold cross-validation. The reported results are\\nthus test results averaged across the five test sets. We over-\\nsample the train, validation, and test sets to the size of the\\nmajority class while ensuring no overlap between the three\\nsets. We oversample because of the heterogeneous outcomes,\\nnaive classifiers guessing the base rates would have high\\naccuracies. Balanced classes also allow us to report standard\\naccuracies (fraction of correct predictions), ideal for inter-\\npretability and generalizing results to multi-class cases $C>2$ ,\\nin contrast to measures such as the $F_1$ score.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,395,746],\"text\":\"The neural network was trained with the Adam optimizer\\nand a mini-batch size of 200. The learning rate was initial-\\nized at $5 \\\\times 10^{-4}$ , and followed a learning rate schedule that\\nreduces the learning rate by a factor of 10 upon encountering\\na plateau, defined as 10 epochs during which validation accu-\\nracy does not increase beyond a threshold of $10^{-3}$ . Training\\nended after the third decrease in the learning rate, or at 100\\nepochs. Weight decay, dropout and batch normalization did\\nnot significantly improve performances.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,395,858],\"text\":\"In terms of features, we constructed four different feature\\nsets by incrementally adding the Dimensions (D) , Types\\n(T) , Values (V) , and Names (N) categories of features, in\\nthat order. We refer to these feature sets as D -D-T-D+T+V ,\\nand D+T+V+N=All . The neural network was trained and\\ntested using all four feature sets independently. The four base-\\nline models only used the full feature set (D+T+V+N=All) .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,869,280,885],\"text\":\"6 EVALUATING PERFORMANCE\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,395,954],\"text\":\"We report performance of each model on the five prediction\\ntasks in the barplot in Figure ?? and in Table 2 in the SM.\\nThe neural network consistently outperforms the baseline\\nmodels and model performance generally progressed as NB\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,204],\"text\":\"< KNN < LR ≈ RF < NN. That said, the performance of both\\nRF and LR is not significantly lower than that of the NN in\\nsome cases. Simpler classifiers may be desirable, depending\\non the need for optimized accuracy, and the trade-off with\\nother factors such as interpretability and training cost.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,331],\"text\":\"Because the four feature sets are a sequence of supersets (D\\n$\\\\subset$ D+T $\\\\subset$ D+T+V $\\\\subset$ D+T+V+N), we consider the accuracy of\\neach feature set above and beyond the previous. For instance,\\nthe increase in accuracy of a model trained on D+T+V over\\na model trained on D+T is a measure of the contribution\\nof value-based (V) features. These marginal accuracies are\\nvisualized alongside baseline model accuracies in Figure ??\\nin the SM.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,332,746,460],\"text\":\"We note that the value-based feature set ( e.g. the statistical\\nproperties of a column) contribute more to performance\\nthan the type-based feature set ( e.g. whether a column is\\ncategorical), potentially because there are many more value-\\nbased features than type-based features. Or, because many\\nvalue-based features are dependent on column type, there\\nmay be overlapping information between value- and type-\\nbased features.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,502,626,520],\"text\":\"Interpreting Feature Importances\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,523,747,650],\"text\":\"Feature importances help relate our results to prior literature\\nand inform design guidelines for rule-based systems. Here,\\nwe determine feature importances for our top performing\\nrandom forest models using the standard mean decrease\\nimpurity (MDI) measure [8, 32] . We choose this method for\\nits interpretability and its stability across runs. The top ten\\nfeatures for five different tasks are shown in Table 2a and\\nfor all other tasks in the SM Table S3 .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,747,826],\"text\":\"We first note the importance of dimensionality ( ) , like\\nthe length of columns (i.e. the number of rows) or the number\\nof columns. For example, the length of a column is the second\\nmost important feature for predicting whether that column is\\nvisualized as a line or bar trace. The dependence of mark type\\non number of visual elements is consistent with heuristics\\nlike \\\"keep the total number of bars under 12\\\" for showing\\nindividual differences in a bar chart [61] , and not creating pie\\ncharts with more \\\"more than five to seven slices [30] . The\\ndependence on number of columns is related to the heuristics\\ndescribed by Bostin [5] and encoded in Show Me [34] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,826,746,954],\"text\":\"Features related to column type ( ) are consistently\\nimportant for each prediction task. For example, whether\\na dataset contains a string type column is the fifth most\\nimportant feature for determining two-class visualization\\ntype. The dependence of visualization type choice on col-\\numn data type is consistent with the type-dependency of\\nthe perceptual properties of visual encodings described by\\nMackinlay [35] and Cleveland and McGill [15] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 128\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,746,1013],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[63,119,747,356],\"text\":\"
(a) Prediction accuracies for two visualization-level tasks.(b) Prediction accuracies for three encoding-level tasks.
ModelFeaturesdVisualization TypeHSAModelFeaturesdMark TypeISAXY
C=2C=3C=6C=2C=3C=6C=2C=2
NND1566.350.451.384.1NND165.244.330.552.149.9
D+T5275.759.660.886.7D+T968.546.835.070.357.3
D+T+V71784.577.287.795.4D+T+V6679.459.476.095.567.4
All84186.079.489.497.3All8184.967.882.998.383.1
NBAll84163.449.546.272.9NBAll8157.641.127.481.270.0
KNNAll84176.559.953.881.5KNNAll8172.451.937.872.065.6
LRAll84181.864.969.090.2LRAll8173.652.643.784.879.1
RFAll84181.265.166.690.4RFAll8178.360.146.774.283.4
N_{\\\\text{raw}} (in 1000s)42.287.099.3119N_{\\\\text{raw}} (in 1000s)94.7163183287287
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"Two tables display prediction accuracies for various machine learning models (NN, NB, KNN, LR, RF) using different feature sets and dimensionality (d). Table (a) shows results for visualization-level tasks, including Visualization Type (C=2, C=3, C=6) and HSA, while table (b) presents accuracies for encoding-level tasks like Mark Type (C=2, C=3, C=6), ISA, and XY. Both tables also include a row for raw data counts (Nraw).\",\"figure_path\":\"tables/3290605-3300358_pdf_shortened_page_6_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,356,748,447],\"text\":\"Table 1: Design choice prediction accuracies for five models, averaged over 5-fold cross-validation. The standard error of the\\nmean was < 0.1 % for all results. Results are reported for the neural network (NN) and four baseline models: naive Bayes\\n(NB), K-nearest neighbors (KNN), logistic regression (LR), and random forest (RF). Features are separated into four categories:\\ndimensions (D), types (T), values (V), and names (N). $N_{\\\\text{raw}}$ is the size of the training set before resampling, d is the number of\\nfeatures, and C is the number of outcome classes. HSA = Has Shared Axis, ISA = Is Shared X-axis or Y-Axis, and XY = Is on\\nX-axis or Y-axis.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"tab\",\"text\":\"\",\"figure_path\":\"tables/3290605-3300358_pdf_shortened_page_6_tab_4.png\",\"bbox\":[65,473,749,632],\"reading_order\":4,\"tags\":[],\"alt_text\":\"The image displays two tables, (a) and (b), detailing ranked feature importances for various tasks. Both tables list the top 10 features with their corresponding operators and color-coded importance indicators for different visualization and encoding-level tasks.\"},{\"label\":\"table_cap\",\"bbox\":[68,632,747,693],\"text\":\"Table 2: Top-10 feature importances determined by mean decrease impurity for the top performing random forest models. The\\nsecond column in the visualization-level importance table describes how each feature was aggregated, using the abbreviations\\nin Table S2c . Colors represent different feature groupings: dimensions ( ), type ( ), statistical ( Q ), statistical ( C ),\\nsequence ( ), scale of variation ( ), outlier ( ), unique ( ), name ( ), and pairwise-relationship ( ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,727,395,918],\"text\":\"Statistical features (quantitative: , categorical: )\\nsuch as Gini, entropy, skewness and kurtosis are impor-\\ntant across the board. The presence of these higher order\\nmoments is striking because lower-order moments such as\\nmean and variance are low in importance. The importance of\\nthese moments highlight the potential importance of captur-\\ning high-level characteristics of distributional shape. These\\nobservations support the use of statistical properties in visu-\\nalization recommendation, like in [59, 70] , but also the use\\nof higher-order properties such as skewness, kurtosis, and\\nentropy in systems such as Foresight [16] , VizDeck [43] , and\\nDraco [37] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,918,395,951],\"text\":\"Measures of orderedness ( ), specifically sortedness\\nand monotonicity, are important for many tasks. Sortedness\",\"reading_order\":7,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[420,727,747,871],\"text\":\"is defined as the element-wise correlation between the sorted\\nand unsorted values of a column, that is $[corr(X_{raw}, X_{sorted})]$ ,\\nwhich lies in the range [0,1]. Monotonicity is determined\\nby strictly increasing or decreasing values in $X_{raw}$ . The im-\\nportance of these features could be due to pre-sorting of a\\ndataset by an analyst, which may reveal which column is con-\\nsidered to be the independent or explanatory column, which\\nis typically visualized along the X-axis. While intuitive, we\\nhave not seen orderedness factor into existing systems.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,871,747,952],\"text\":\"We also note the importance of the linear or logarith-\\nmic space sequence coefficients, which are heuristic-based\\nfeatures that roughly capture the scale of variation ( ).\\nSpecifically, the linear space sequence coefficient is deter-\\nmined by $std(Y)/mean(Y)$ , where $Y = \\\\{X_i - X_{i-1}\\\\}$ with\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 128\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300358", "source_image_path": "test_data/3290605-3300358/3290605-3300358_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300358/results/output_json/3290605-3300358_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,220],\"text\":\"$i = (1+1), N$ for the linear space sequence coefficient, and\\n$Y = \\\\{X_i|X_i\\\\}$ with $i = (1+1), N$ for the logarithmic space\\nsequence coefficient. A column \\\"is\\\" linear or logarithmic if\\nits coefficient $\\\\leq 10^{-3}$. Both coefficients are important in all\\nfour selected encoding-level prediction tasks. We have not\\nseen similar measures of scale used in prior systems.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,220,394,364],\"text\":\"In sum, the diversity of the features in Table 2a and Ta-\\nble S3 in the SM suggest that rule-based recommender sys-\\ntems should include more features than the current type\\nbased features most systems rely on (e.g. [34, 73] ). Further-\\nmore, the task-specific ranking of features, as well as the\\nnon-linear dependencies in the models, make it even harder\\nfor rule-based systems to perform well across tasks and do-\\nmains and thus further emphasize the need for ML-based\\nrecommender systems\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,375,364,407],\"text\":\"7 BENCHMARKING WITH CROWSOUCED\\nEFFECTIVENESS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,394,522],\"text\":\"We expand our definition of effectiveness from a binary to a\\ncontinuous function that can be determined through crowd-\\nsourced consensus. Then, we describe our experimental pro-\\ncedure for gathering visualization type evaluations from\\nMechanical Turk workers. We compare different models at\\npredicting these evaluations using a consensus-based effec-\\ntiveness score.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,533,306,550],\"text\":\"Modeling and Measuring Effectiveness\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,553,394,698],\"text\":\"As discussed in Section 2 , we model data visualization as\\na process of making a set of design choices $C = \\\\{c\\\\}$ that\\nmaximize an effectiveness criteria $Eff$ that depends on dataset\\n$d$ , task, and context. In Section 6 , we predict these design\\nchoices by training a machine learning model on a corpus of\\ndataset-design choice pairs $[(d,c_d)]$ . But because each dataset\\nwas visualized only once by each user, we consider the user\\nchoices $c_d$ to be effective, and each other choice as ineffective.\\nThat is, we consider effectiveness to be binary.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,394,825],\"text\":\"But prior research suggests that effectiveness is contin-\\nuous. For example, Saket et al. use time and accuracy pref-\\nerence to measure task performance [53] . Borkin et al. use\\na normalized memorability score [6] , and Cleveland and\\nMcGill use absolute error rates to measure performance on\\nelementary perceptual tasks [15] . Discussions by visualiza-\\ntion experts [25, 29] also suggest that multiple visualizations\\ncan be equally effective at displaying the same data.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,394,954],\"text\":\"Our effectiveness metric should be continuous and reflect\\nthe ambiguous nature of data visualization, which leads to\\nmultiple choices receiving a non-zero or even maximal score\\nfor the same dataset. This is in agreement with measures of\\nperformance for other machine learning tasks such as the\\nBLEU score in language translation [40] and the ROUGE\\nmetric in text summarization [11] , where multiple results\\ncan be (partly) correct.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,382],\"text\":\"To estimate this effectiveness function, we need to observe\\na dataset $d$ visualized by multiple potential users. Assume\\nthat a design choice $c$ can take on multiple discrete values\\n$\\\\{v\\\\}$ . For instance, we consider $c$ the choice of Visualization\\nType , which can take on the values $\\\\{bar, line, scatter\\\\}$ . Using\\n$n_c$ to denote the number of times $v$ was chosen, we compute\\nthe probability of making choice $v$ as $\\\\hat{P}_c(v) = n_v/N$ , and\\nuse $\\\\{\\\\hat{P}_c\\\\}$ to denote the collection of probabilities across all $v$ .\\nWe normalize the probability of choice $v$ by the maximum\\nprobability $\\\\hat{E} \\\\hat{P}_c(v) = \\\\hat{P}_c(v) / \\\\max(\\\\{\\\\hat{P}_c\\\\})$ . Now, if all $N$ users make the same choice $v$ , only\\n$c = v$ will get the maximum score while every other choice\\n$c \\\\neq v$ will receive a zero score. However, if two choices are\\nchosen with an equal probability and are thus both equally\\neffective, the normalization will ensure that both receive a\\nmaximum score.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,383,746,510],\"text\":\"Developing this crowdsourced score that reflects the am-\\nbiguous nature of making data visualization choices serves\\nthree main purposes. First, it lets us establish uncertainty\\naround our models – in this case, by bootstrap. Second, it\\nlets us test whether models trained on the Plotly corpus can\\ngeneralize and if Plotly users are actually making optimal\\nchoices. Lastly, it lets us benchmark against performance of\\nthe Plotly users as well as other predictors.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,510,750,591],\"text\":\"To generate the crowdsourced evaluation data, we re-\\ncruited and successfully pre-screened 300 participants through\\nAmazon Mechanical Turk. The data preparation and crowd-\\nsourced evaluation procedures is described in more detail in\\nSM Section S6 .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,614,580,631],\"text\":\"Benchmarking Procedure\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,634,746,777],\"text\":\"We use four types of predictors in our benchmark: human,\\nrule-based model, ML-based model, and baseline. The two\\nhuman predictors are the Plotty predictor, which is the visu-\\nalization type of the original plot created by the Plotty user,\\nand the MTurk predictor is the choice of a single random\\nMechanical Turk participant. When evaluating the perfor-\\nmance of individual Mechanical Turkers, that individual's\\nvote was excluded from the set of votes used in the mode\\nestimation.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,746,874],\"text\":\"The two rule-based predictors include one commercial\\nsystem and another research system. The first, Tableau's\\nShow Me feature [34] , is based on the expressiveness and ef-\\nfectiveness criteria of Mackinlay's APT [35] . The second, the\\nCompassQL recommender engine [71] , powers the Voyager\\nand Voyager 2 systems [72, 73] .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,874,772,954],\"text\":\"The two learning-based predictors are DeepEye and Data2Vis .\\nIn all cases, we tried to make choices that maximize predic-\\ntion performance, within reason. We uploaded datasets to\\nShow Me, DeepEye, and CompassQL as comma-separated\\nvalues (CSV) files, and to Data2Vis as JSON objects. Unlike\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 128\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300358/results/markdown/3290605-3300358_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[83,119,731,184],\"text\":\"Self-Control in Cyberspace: Applying Dual Systems\\nTheory to a Review of Digital Self-Control Tools\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[95,201,282,282],\"text\":\"Ulrik Lyngs\\n\\nulrik.lyngs@cs.ox.ac.uk\\nDepartment of Computer Science,\\nUniversity of Oxford\\nOxford, United Kingdom\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[331,201,482,295],\"text\":\"Kai Lukoff\\nkai@uw.edu\\n\\nHuman Centered Design &\\n\\nEngineering,\\nUniversity of Washington\\nSeattle, USA\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[550,201,702,283],\"text\":\"Petr Slovak*\\np.slovakat@ucl.ac.uk\\nDepartment of Informatics,\\nKing’s College London\\nLondon, United Kingdom\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[95,307,282,419],\"text\":\"Reuben Binns\\nAdam Slack\\n\\nreuben.binns@cs.ox.ac.uk\\nAdamSlack@outlook.com\\n\\nDepartment of Computer Science,\\nUniversity of Oxford\\nOxford, United Kingdom\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[330,307,489,388],\"text\":\"Michael Inzlicht\\n\\nmichael.inzlicht@utoronto.ca\\nDepartment of Psychology,\\nUniversity of Toronto\\nToronto, Canada\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[550,307,721,419],\"text\":\"Max Van Kleek\\n\\n\\nNigel Shadbolt\\n\\nmax.van.kleek@ex.ox.ac.uk\\nnigel.shadbolt@c.es.ox.ac.uk\\npartment of Computer Science,\\n\\n\\nUniversity of Oxford\\nOxford, United Kingdom\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,430,141,447],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,452,396,707],\"text\":\"Many people struggle to control their use of digital devices.\\nHowever, our understanding of the design mechanisms that\\nsupport user self-control remains limited. In this paper, we\\nmake two contributions to HCI research in this space: first,\\nwe analyse 367 apps and browser extensions from the Google\\nPlay, Chrome Web, and Apple App stores to identify common\\ncore design features and intervention strategies afforded by\\ncurrent tools for digital self-control. Second, we adapt and\\napply an integrative dual systems model of self-regulation\\nas a framework for organising and evaluating the design\\nfeatures found. Our analysis aims to help the design of better\\ntools in two ways: (i) by identifying how, through a well-\\nestablished model of self-regulation, current tools overlap\\nand differ in how they support self-control; and (ii) by using\\nthe model to reveal underexplored cognitive mechanisms\\nthat could aid the design of new tools.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,429,524,447],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,451,745,484],\"text\":\"• Human-centered computing → HCI theory, concepts\\n• and models: Empirical studies in HCI\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,498,502,516],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,520,748,551],\"text\":\"Attention; self-control; self-regulation; distraction; ICT non-\\nuser; addiction; focus; interruptions\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,564,554,580],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,581,748,682],\"text\":\"Ulrik Lynge, Kai Lokoff, Petr Slovak, Reuben Binns, Adam Slack,\\nMichael Inzlicht, Max Van Kleek, and Nigel Shadbolt. 2019. Self-\\nControl in Cyberspace: Applying Dual Systems Theory to a Review\\nof Digital Self-Control Tools. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow,\\nScotland . ACM, New York, NY, USA, 18 pages. https://doi.org/\\n10.1145/3296065.3300361\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,709,529,726],\"text\":\"INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,731,748,936],\"text\":\"Smartphones and laptops give their users access to an aston-\\nishing range of tasks anywhere, anytime. While this provides\\ninnumerable benefits, a growing amount of public discus-\\nsion and research attention focuses on a perhaps unexpected\\ndownside [7, 19, 62, 102, 108, 121, 187, 201] : Having immense\\namounts of functionality available instantly and permanently\\noften makes it difficult for users to focus on their current\\ntask and avoid being overly distracted by notifications or\\nhabitual check-ins [48, 117, 181, 185] . This challenge is com-\\npounded by the business models of many tech companies,\\nwhich incentivise design that nudges people into using ser-\\nvices frequently and extensively in order to optimise adver-\\ntising revenue (cf. the `attention economy' [50, 56, 75, 201] ).\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,938,747,986],\"text\":\"In response, a recent movement in HCI has called for more\\nresearch into intentional 'non-use' of information and com-\\nmunication technologies (ICTs) [19, 78, 158] . Initial work\",\"reading_order\":20,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[71,735,348,749],\"text\":\"* Also with UCL Interaction Centre, University College London.\",\"reading_order\":21,\"tags\":[\"author_affili\"]},{\"label\":\"fnote\",\"bbox\":[70,778,393,898],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nalso be honored. Abstracting with credit is permitted. To copy other articles, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,900,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,925,266,954],\"text\":\"ACM ISBN 978-1-4503-5970/2-019-... $35.00\\nhttps://doi.org/10.1145/3290605.3303061\",\"reading_order\":24,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,997,127,1013],\"text\":\"Paper 131\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1013],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,220],\"text\":\"looked into why some users quit, or take breaks from Face-\\nbook [19] , Twitter [159] , or other social networking sites, and\\na substantial body of related research has now established\\nthat a majority of users feel conflicted about the time they\\nspend with internet-connected digital technologies and strug-\\ngle with effective self-control [8 , 63 , 94 , 101 , 108 , 148 , 173 ] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,221,394,427],\"text\":\"Researchers within this space have started to design, im-\\nplement and test novel tools for supporting self-control over\\ndevice use, using interventions such as gamification and so-\\ncial sharing of total time spent on one's smartphone (with\\nrewards for reducing use) [94] or visualisation of laptop use\\n[195] . Meanwhile, an entire market niche has appeared on\\nthe Android and Apple app stores, as well as on browser\\nextension 'web stores', wherein hundreds upon hundreds\\nof apps and extensions cater to people struggling with self-\\ncontrol over device use, and provide interventions claimed\\nto help users. Some of these 'digital self-control tools' — such\\nas Forest [163] , which gamifies self-control through growing\\nof virtual trees - have gathered millions of users [69] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,428,394,682],\"text\":\"Yet, while the challenge of supporting self-control over use\\nof always-connected digital devices has become widely dis-\\ncussed, our understanding of how best to approach it remains\\nlimited [cf. 45, 115, 116, 195] . While a growing number of\\nstudies have developed and evaluated novel design interven-\\ntions, no systematic reviews have mapped design features in\\nthe hundreds of digital self-control tools that currently exist\\non the app and web stores [cf. 190] . Moreover, new design\\ninterventions developed by HCI researchers have mostly\\nbeen informed by user interviews and intuitions of interface\\ndesigners [78, 105, 195] , or by theories including cognitive\\nload theory [37] , Social Cognitive Theory [94] and nudge\\ntheory [90, 136] . Meanwhile, the dual systems and value-\\nbased models prominent in current cognitive neuroscience\\nresearch on self-regulation 1 [22, 28, 165, 168, 191, 200] have\\nyet to be applied [cf. 45, 145] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,683,394,875],\"text\":\"In this paper, we review 367 apps and browser extensions\\nfor digital self-control from the Google Play, Chrome Web,\\nand Apple App stores, and identify common design features\\nand strategies. As a theoretical lens to organise and evaluate\\nthese tools and provide a deeper understanding of the self-\\ncontrol challenges they seek to address, we adapt and apply\\nan integrative dual systems model drawn from established\\nwork within the cognitive neuroscience of self-regulation.\\nExtending recent attempts at applying dual systems theory\\nto digital behaviour change interventions [145] , our formu-\\nlation of the model incorporates recent research on the ‘ex-\\npected value of control' [167] as mediator of the strength\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"of conscious self-control. This, we argue, demystifies the\\nconcept of self-control and helps clarify how specific design\\nfeatures may work to scaffold successful self-control.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,191,550,207],\"text\":\"1 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,210,647,226],\"text\":\"Evidence on Self-Control Challenges\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,230,746,373],\"text\":\"It has long been known that digital device use for some sub-\\nset of users can become associated with severe breakdowns\\nof self-regulation, causing distress or impaired functioning\\nin important life domains [36] . Thus, for more than two\\ndecades, the concept of `addiction' has been applied by some\\nresearchers to such instances, originally in terms of ‘inter-\\nnet addiction' [204] , and more recently `social media' and\\n`Facebook addiction' [10, 113, 114, 156, 173] , as well as `cell\\nphone' and `smartphone addiction' [36, 157] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,374,747,821],\"text\":\"The current surge of public discussion around self-control\\nstruggles and unwanted distraction - as well as related initia-\\ntives by some of the tech giants [11, 67, 68] - has a broader ofo-\\ncus, namely daily self-control struggles experienced by most\\nusers [cf. 35, 199]. Here, an accumulating body of evidence\\nsuggests that a majority of people experience difficulties\\nwith self-control over device use [78, 93, 94, 101, 108, 195].\\nFor example, in a survey by Ko et al. [94], a majority of\\nsmartphone users felt they were overusing their devices\\n(64 % ) and wanted to change their usage habits (60 % ). The\\npatterns respondents wished to change clustered around\\ntwo themes: too frequent short usage, where incoming no-\\ntifications or urges to e.g. check the news derailed focus\\nfrom tasks they wished to complete; and excessive long us-\\nage, where e.g. habitually checking devices before bedtime\\n'sucked them in'. Most users also reported that their strate-\\ngies for changing this behaviour most often failed, especially\\nwhen relying on 'willpower', because good intentions to\\nlimit use tended to be overridden by momentary impulses\\n[57, 94; cf. 80, 104, 152]. In addition to a growing amount of\\nevidence from such surveys [78, 93], the wealth of articles\\nand opinion pieces that in recent years have appeared on\\nthe topic in major news outlets, viral blog posts, and popu-\\nlar science books [e.g. 7, 62, 75, 91, 147, 201], as well as the\\nfact that Apple, Google, and Facebook perceive a sufficiently\\nlarge demand for features supporting user self-control to\\nrespond [11, 68, 153], suggest that day-to-day struggles with\\nself-regulation over device use are very common.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,837,642,854],\"text\":\"Theory Applied in Related Research\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,970],\"text\":\"Digital Self-Control Tools. To understand the theory use in\\nprior relevant HCI work, we identified 17 HCI papers which\\nhave either built novel design intervention or evaluated exist-\\ning interventions to support self-control over digital device\\nuse – see Table 1 . For each of these, we examined which self-\\nregulation theories were applied to guide tool development\\n(if designing new interventions) and/or to evaluate effects\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,886,394,953],\"text\":\"'In cognitive psychology, Self-regulation is commonly used as an umbrella\\nterm for all regulatory processes in the service of goal-directed behaviour,\\nincluding automatic habits, and self-control more restrictively about con-\\nsequences of those actions, overriding immediate impulses that conflict\\nwith one's goals' [18,53,70] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,997,126,1013],\"text\":\"Paper 131\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,997,745,1013],\"text\":\"Page 2\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,267],\"text\":\"on user behaviour and perceptions. These papers were a\\nsubset of a large body of literature on self-control in relation\\nto digital device use, spanning psychology, neuroscience,\\nbehavioural economics, philosophy, and HCI, continuously\\ncollected over a period of two years (500+ papers altogether).\\nWhile the literature included here aimed at comprehensively\\nsummarising current work in this area of HCI, we note that\\nthey were not collected through a formal systematic review\\nprocess.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,395,493],\"text\":\"In 7 out of 17 papers, no underlying self-regulation the-\\nory was specified, with tool development and/or assessment\\ninformed only by user-centered design methods such as sur-\\nveys and interviews with target users and/or design experts.\\nThe 10 remaining papers all referred to distinct theoretical\\nmodels from psychology (Social Cognitive Theory, classical\\nconditioning, strength model of self-control), cognitive neu-\\nroscience (attentional resource theory, cognitive load theory,\\nmultitasking and inhibitory brain function), (behavioural)\\neconomics (nudge theory, framing effects, rational choice),\\nbehaviour change, and addiction research. For the purposes\\nof the present paper, we note that none of the papers re-\\nviewed relied on dual systems models of self-regulation [cf.\\n45, 145].\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,506,395,634],\"text\":\"Digital Behaviour Change Interventions. A large body of HCI\\nwork exists on how digital tools can assist behaviour change\\nin general [38, 59, 87, 103, 160, 203] . A main focus within\\nsuch research on `Digital Behaviour Change Interventions'\\n(DBCs, [145] ) is health, for example in relation to how dig-\\nital interventions may help users exercise more [38] , quit\\nsmoking [1, 76] , eat more healthily [43, 137] , cope with stress\\n[65, 95] , or manage chronic conditions [193] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,395,857],\"text\":\"Since digital self-control tools can be seen as a subset of\\nDBCIs, understanding how self-regulation theory has been\\napplied within this research area is relevant for the present\\npaper. One recent review of 85 DBCI studies [140] found\\nthe Transtheoretical Model (or Stages of Change) [151] to\\nbe the most commonly referenced (13/85 papers), followed\\nby Goal Setting Theory [106] (5/85) and Social Conformity\\nTheory [13, 58] (3/85). 60 % (51/85) did not specify any theo-\\nretical basis [cf. 160, 196], and none specified dual systems\\ntheory [cf. 145]. The review also found that among studies\\nwhich did specify underlying theories, most only mentioned\\nthem without explaining how the theoretical constructs in-\\nformed the design and/or evaluation of actual intervention\\ncomponents [140].\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,954],\"text\":\"Another recent comprehensive review [145] noted that\\nmost theories applied in DCI studies assume a rational, de-\\nliberative process as a key determinant of behaviour (e.g. the\\nTranstheoretical Model [151] or the Theory of Planned Be-\\nhaviour [6] ). The authors further argued (after extensive\\nreview and discussion) that dual systems theory could be\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,582,746,631],\"text\":\"well placed to guide DBCIs research focusing on long-term\\nbehaviour change through breaking and forming habitual\\nbehaviour [145, 178, 200; cf. 194].\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300361_pdf_shortened_page_2_figure_008.png\",\"bbox\":[425,121,742,448],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A flowchart diagram, set within a human head outline, illustrates a two-system cognitive control model. It details how System 1 and System 2 processes, including conscious goals, non-conscious habits, sensory filtering, and reward expectancy, interact to process sensory input and determine external and internal actions.\"},{\"label\":\"figure_cap\",\"bbox\":[420,462,746,551],\"text\":\"Figure 1: An extended dual systems model of self-regulation,\\ndeveloped from Shea et al. [165] and Norman & Shalice\\n[134] . System 1 control is rapid and non-conscious, whereas\\nSystem 2 control is slower, conscious, and capacity-limited.\\nThe strength of System 2 control is mediated by the expected\\nvalue of control.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,644,732,675],\"text\":\"2 AN INTEGRATIVE DUAL SYSTEMS APPROACH\\nTO DIGITAL SELF-CONTROL\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,679,747,839],\"text\":\"In the rest of the paper, we draw on dual systems theory\\nand argue how it can be used to systematise and classify\\ndigital self-control tools. We start by outlining the basics\\nof the underlying psychological research. In doing so, we\\nextend current applications of dual system theories in DB-\\nCIs [2, 45, 145, 146] with the concept of `expected value of\\ncontrol’, which the neuroscience literature considers cen-\\ntral in explaining why success at self-control fluctuates over\\ntime and with emotional state [28, 77, 82, 156, 167, 186] . An\\noverview of the resulting model is shown in Figure 1 .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,839,746,919],\"text\":\"Subsequently, we review current digital self-control tools\\non the Chrome Web, Google Play, and Apple App stores, and\\napply the model to organise and explain common design fea-\\ntures, before pointing out gaps and opportunities for future\\nwork.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,932,560,950],\"text\":\"System 1 and System 2\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,953,746,986],\"text\":\"The core of dual systems theories is a major distinction be-\\ntween swift, parallel and non-conscious 'System 1' processes,\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 131\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[215,122,599,138],\"text\":\"Table 1: Theories applied in existing work on digital self-control tools.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,153,750,693],\"text\":\"
PaperSummarySelf-regulation theory
Lottreige et al. 2012 [107]Firefox extension which classifies URLs as work or non-work, then makes non-work tabs less prominent and displays time spentMultitasking, inhibitory brain function [64]
Löchtefeld et al. 2013 [105]AppDetox, an Android app which let users voluntarily create rules intended to keep them from certain appsNone
Collins et al. 2014 [37]RescueTime, a commercial Windows/Mac application which provides visualisations of how much time is spent in different applicationsCognitive Load theory [26]
Lee et al. 2014 [100]SAMS, an Android app for tracking smartphone usage and setting time limits for app useRelapse prevention model [70, 198], clinical guidelines for internet addiction [205]
Ko et al. 2015 [94]NUGU, a smartphone app which let users set goals for limiting usage, then share performance with friends and receive encouragementSocial Cognitive Theory [15]
Andone et al. 2016 [9]Menthal, a smartphone app displaying the 'MScore', a single number summarising overall phone usage, as well as a series of main usage measuresNone
Hinkler et al. 2016 [78]MyTime, an Android app showing time spent in apps (and whether a daily limit was hit) plus a daily prompt asking what the user wished to achieveNone
Kim et al. 2016 [90]Timeware, an ambient Windows and Mac widget which presents time spent in 'distracting' or 'productive' applicationsFraming effects [118]
Ko et al. 2016 [93]Lock N' LoL, a smartphone app which lets users as a group set their phones in a lock mode in which notifications are muted and usage restrictedNone
Ruan et al. 2016 [154]PreventDark, an Android app which detects phone use in the dark and notifies the user that they should put it awayNone
Whittaker et al. 2016 [195]McTime, a computer application providing a floating visualisation of time spent in different applications within the last 30 minsNone
Kim et al. 2017 [88]Let's FOCUS, an Android and iOS app letting users enter a 'virtual room' where notifications and apps are blocked, links to location or timeNone
Kim et al. 2017 [89]PhoneLock, a PC and Android application plus Chrome extension which blocks distracting apps and websites during 25 minute focus sessionsStrength model of self-control [18]
Marotta et al. 2017 [117]Freedom, a commercial Windows/Mac/Android/iOS app which blocks access to distracting parts of the web or the internet altogetherRational choice, 'self-commitment' [31]
Kovacs et al. 2018 [97]HabitLab, a Chrome extension in which the user sets time limit goals for specific sites, then tries a range of interventions to reach the goalNumerous, including goal setting theory [106], operant conditioning [16], and self-consistency theory [169]
Mark et al. 2018 [115]Freedom, described aboveAttentional resources [197], Big 5 [120]
Olecke et al. 2018 [136]Android app nudging users to close Facebook when a usage limit has been hit, using pulsating vibrations that stop when the user leaves the siteNudge theory [183], negative reinforcement [84]
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"The image is a table presenting information across three columns: \\\"Paper\\\", \\\"Summary\\\", and \\\"Self-regulation theory\\\". Each row details a specific research paper or application, describing its function and the self-regulation theories it relates to. The table includes entries for various apps and extensions designed to help users manage digital device usage.\",\"figure_path\":\"tables/3290605-3300361_pdf_shortened_page_3_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[69,715,394,748],\"text\":\"and slower, capacity-limited and conscious 'System 2' pro-\\ncesses [41, 85, 124, 125, 165, 170, 174] . $^2$\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,748,395,892],\"text\":\"According to this model, System 1 control is driven by\\nenvironmental inputs and internal states along with cogni-\\ntive pathways that map the current situation to well-learned\\nhabits or instinctive responses [125] . Behaviour driven by\\nSystem 1 is often called 'automatic', as it allows tasks to\\nbe initiated or performed without conscious awareness and\\nwith little interference with other tasks [134] . Instinctive re-\\nsponses like scratching mosquito bites, or frequent patterns\\nof digital device use like picking up one's smartphone to\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,715,746,748],\"text\":\"check for notifications, can happen automatically via System\\n1 control [cf. 28, 141, 189].\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,748,747,907],\"text\":\"System 2 control is driven by goals, intentions, and rules\\nheld in conscious working memory [14, 124] . From these cen-\\ntral representations, signals are sent to cognitive systems that\\nprocess sensory input, memory retrieval, emotional process-\\ning, and behavioural output, to guide responses accordingly\\n[125] . System 2 control is necessary when a goal requires\\nplanning or decision-making, or overcoming of habitual re-\\nsponses or temptations [134] , for example if one has a goal of\\nnot scratching mosquito bites or not checking a smartphone\\nnotification.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,931,590,950],\"text\":\"Action schema competition\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,953,746,986],\"text\":\"From a neuroscience perspective, the building blocks of be-\\nhaviour are hierarchical action schemas, that is, control units\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,911,395,954],\"text\":\"$^{2}$The related 'Nudge theory' [183] draws upon dual systems theories to\\ndescribe how to exploit System 1 and sometimes System 2 processes to\\nguide people towards a desired action [cf. 2].\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 131\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,348],\"text\":\"for partially ordered sequences of action that achieve some\\ngoal when performed in the appropriate order [40, 134] . Ac-\\ntion schemas exist at varying levels of complexity, from sim-\\nple single-action motor schemas for grasping and twisting,\\nto higher level schemas for e.g. preparing tea by filling and\\nboiling a kettle [29, 164] . The schemas compete for control\\nover behaviour in a `competitive selection' process in which\\nschemas act like nodes in a network, each with a continuous\\nactivation value [164] , and the `winner' is the node with the\\nstrongest activation [92, 145] . Schema nodes are activated\\nby a number of sources, including sensory input via System\\n1 processes (`bottom-up'), `parental' influence from super-\\nordinate schemas in the hierarchy, and top-down influence\\nfrom System 2 control [40, 164] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,367,262,384],\"text\":\"Self-regulation and self-control\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,387,394,594],\"text\":\"Following others, we use self-regulation as an umbrella term\\nfor regulatory processes in the service of goal-directed be-\\nhaviour, including automatic System 1 habits, and self-control\\nmore restrictively for conscious and deliberate System 2 con-\\ntrol in situations where immediate impulses conflict with\\nenduringly valued goals [18, 53, 73, 128] . For example, if a\\nperson wishes to be less distracted by her smartphone in so-\\ncial situations, and through repetition has acquired a habit of\\nturning the phone face-down to the point that she now does\\nit without conscious attention, this counts as self-regulation.\\nIf in a given moment she feels an urge to flip it over and check\\nfor notifications, but conversely suppresses this impulse and\\ndoes not act on it, this counts as self-control.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,595,394,674],\"text\":\"Self-regulation and self-control are mediated by feedback\\nfunctions for monitoring the state of oneself and the environ-\\nment, comparing this state to goals and standards [cf. 165] ,\\nand acting to modify the situation accordingly [17, 34, 81;\\ncf. cybernetic models of behaviour control, 33, 149] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,693,193,711],\"text\":\"Attentional filtering\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,714,394,808],\"text\":\"For goals, rules, or intentions to guide System 2 control, they\\nmust first enter working memory [14, 124] . Entry of infor-\\nmation from the external world, internal states, or memory\\nstores into working memory is itself a competitive process,\\nin which the signals with the highest activation values are\\ngiven access by attentional filters [39, 92, 125] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,809,394,954],\"text\":\"Automatic bottom-up filters look out for stimulus prop-\\nerties that are likely to be important, either through innate\\nsensitivities (e.g. sudden or looming noises) or learned as-\\nsociation (e.g. a smartphone notification) and boost their\\nsignal strength [92] . In this way, some stimuli may evoke a\\nresponse strong enough to gain automatic access to work-\\ning memory even while we have our minds on other things\\n[55, 83] . For example, clickbait uses headlines and imagery\\nwith properties that makes bottom-up attention filters put\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,156],\"text\":\"its information on a fast track to conscious working memory\\nor trigger click-throughs via System 1 control [cf. 27].\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,156,747,252],\"text\":\"Conscious System 2 control can also direct attention to-\\nwards particular internal or external sources of information\\n(e.g. focusing on a distorted voice in one's cellphone on a\\ncrowded train), which increases the signal strength of those\\nsources and makes the information they carry more likely\\nto enter working memory [42, 92, 132, 171] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,264,726,296],\"text\":\"Self-control limitations and the Expected Value of\\nControl\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,300,747,396],\"text\":\"A central puzzle is why people often fail to act in accordance\\nwith their own valued goals, even when they are aware of the\\nmismatch [54] . According to current research on cognitive\\ncontrol, the two key factors to answer this question are (i)\\nlimitations on System 2 control in relation to capacity; and\\n(ii) fluctuations due to emotional state and fatigue [28]\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,405,747,566],\"text\":\"Capacity limitations. The amount of information that can\\nbe held in working memory and guide System 2 control,\\nis limited (classically 'seven, plus or minus two' chunks of\\nmeaningful information [44, 126] ). Therefore, self-control\\ncan fail if the relevant goals are simply not represented in\\nworking memory at the time of action [96] . This is one ex-\\nplanation for why people often struggle to manage use of\\ne.g. Facebook or email - one opens the application with a\\nparticular goal in mind, but information from the news feed\\nor inbox hijacks attention and crowds out the initial goal.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,575,747,702],\"text\":\"Fluctuations due to emotional state and fatigue. System 2\\ncontrol often suffers from fatigue effects if exerted continu-\\nously [25, 49, 73, 79] and also fluctuates with emotional state\\n[186] . For example, negative mood is a strong predictor of\\nrelapse of behaviour people attempt to avoid [77, 127, 186] ,\\nand studies of Facebook use have found that users are worse\\nat regulating the time they spend on the platform when in a\\nbad mood [156, cf. 130] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,703,747,797],\"text\":\"The emerging consensus explanation of these fluctuations\\nis that the strength of System 2 control is mediated by a cost-\\nbenefit analysis of the outcome that exercising self-control\\nmight bring about [28] i.e., the expected value of control\\n(EVC) [167] $^3$ . The research suggests that EVC is influenced\\nby at least three major factors:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,798,746,831],\"text\":\"First, EVC increases the more reward people perceive they\\ncould obtain (or the greater the loss that could be avoided)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,845,746,953],\"text\":\"\\\"The alternative and influential 'ego-depletion' explanation [18] suggests\\nthat System 2 control relies on a limited resource that could be depleted,\\nand which has a 'refraction period' before optimal self-control can again\\nbe exercised [73]. This model has intuitive appeal but has not withstood\\nscrutiny [109], as original studies have failed to replicate [72, 202], depletion\\neffects have shown to be reversible by increasing the rewards for sustained\\nperformance [73, 133], and the purported physical resource underlying the\\neffect failed to be discovered [99, 129].\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 131\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1012],\"text\":\"Page 5\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,252],\"text\":\"through successful self-control [3, 28, 142, 143] . To illustrate,\\nconsider `phone stack', in which a group dine at a restaurant\\nand begin by stacking up their phones on the table. The first\\nperson to take out his phone from the stack to check it, has to\\npay the entire bill [71, 184] . This game aids self-control over\\ndevice use by introducing a financial (and reputational) cost\\nwhich adjusts the overall expected value of control (cf. also\\nKo et al.'s tool NUGU [94] ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,394,364],\"text\":\"Second, EVC increases the greater expectancy , or per-\\nceived likelihood, that one will be able to bring a given\\noutcome about through self-control [23, 180, 192; cf. “self-\\nefficacy” in Social Cognitive Theory, 15] . In the phone stack\\nexample, people may try harder to suppress an urge to check\\ntheir phone, the more confidence they have in their ability\\nto control themselves in the first place.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,394,461],\"text\":\"Third, EVC decreases the longer the delay before the out-\\ncome that self-control might bring about (cf. 'future discount-\\ning' [4, 5, 12, 46, 60, 119, 135] ). In phone stack, we should\\nexpect people to be worse at suppressing an impulse to check\\ntheir phone if the rules were changed so that the loser would\\npay the bill for a meal in 10 years' time.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,471,192,489],\"text\":\"A practical example\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,394,634],\"text\":\"As an illustration of the model and the benefits of including\\nEVC, consider a student who opens his laptop to work on\\nan essay. However, he instead checks Facebook and spends\\nan inordinate amount of time scrolling the news feed, expe-\\nriencing feelings of regret having done so when he finally\\nreturns to the essay. This is not the first time it happened,\\neven though his reflective goal is always to do solid work\\non the essay as the first thing, and to only allow himself to\\ncheck Facebook briefly during breaks.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,394,699],\"text\":\"Our model suggests that we think about this situation in\\nterms of the perceptual cues in the context, automatic System\\n1 behaviour control, System 2's consciously held goals and\\nself-monitoring, and System 2's expected value of control.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,394,921],\"text\":\"If the student normally checks Facebook when opening\\nhis laptop, this context may trigger a habitual check-in via\\nSystem 1 control. His goal of working first thing might be\\npresent in his working memory; but he might fail to override\\nhis checking habit due to his expected value of control being\\nlow. This might be because he did not get any reward from\\ninhibiting the impulse to check Facebook; because he had\\nlittle confidence in his own ability to suppress this urge (low\\nexpectancy ); or because the rewards from working on his\\nessay were delayed because it was only due in two months.\\nAlternatively, his goal of working on the essay first thing\\nmight not be present in his working memory, in which case\\nno System 2 control was initiated to override the checking\\nhabit.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,921,394,955],\"text\":\"After having opened Facebook, he might remember that\\nhe should be working on the essay, but attention-grabbing\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,172],\"text\":\"content from the newsfeed enters his capacity-limited work-\\ning memory and crowd out this goal, leading him to spend\\nmore time on Facebook than intended.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,184,696,218],\"text\":\"3 A REVIEW AND ANALYSIS OF CURRENT\\nDIGITAL SELF-CONTROL TOOLS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,221,747,365],\"text\":\"To explore how this model may be useful in mapping digital\\nself-control interventions, we conducted a systematic review\\nand analysis of apps on the Google Play and Apple App\\nstores, as well as browser extensions on the Chrome Web\\nstore. We identified apps and browser extensions described\\nas helping users exercise self-control / avoid distraction /\\nmanage addiction in relation to digital device use, coded\\ntheir design features, and mapped them to the components\\nof our dual systems model $^4$ .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,377,478,394],\"text\":\"Methods\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,397,748,654],\"text\":\"Initial Keyword Search and Data Clean Up. For the Google\\nPlay and Apple App store, we used pre-existing scripts [138,\\n139] to download search results for the terms 'distraction',\\n'smartphone distraction', 'addiction', 'smartphone addiction',\\n'motivation', 'smartphone motivation', 'self-control' and 'smar\\nphone self-control'. For the Chrome Web store, we developed\\nour own scraper [172] and downloaded search results for the\\nsame key terms, but with the prefix 'smartphone' changed\\nto 'laptop' as well as 'internet' (e.g. 'laptop distraction' and\\n'internet distraction'). We separately scraped apps and ex-\\ntensions on the US and UK stores, between 22nd and 27th\\nAugust 2018. After excluding duplicate results returned by\\nmultiple search terms and/or by both the US and UK stores,\\nthis resulted in 4890 distinct apps and extensions (1571 from\\nGoogle Play, 2341 from the App Store, and 978 from the\\nChrome Web store).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,661,747,805],\"text\":\"Identifying Potentially Relevant Apps and Extensions. Follow-\\ning similar reviews [166, 179] , we then manually screened\\nthe titles and short descriptions (if available; otherwise the\\nfirst paragraphs of the full description). We included apps and\\nextensions explicitly designed to help people self-regulate\\ntheir digital device use, while excluding tools intended for\\ngeneral productivity, self-regulation in other domains than\\ndigital device use, or which were not available in English\\n(for detailed exclusion criteria, see osf.io/zyj4h).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,805,746,854],\"text\":\"This resulted in 731 potentially relevant apps and exten-\\nsions (219 from Google Play, 140 from the App Store, and\\n372 from the Chrome Web store).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,863,747,912],\"text\":\"Identifying Apps and Extensions to Analyse. We reviewed the\\nremaining tools in more detail by reading their full descrip-\\ntions. If it remained unclear whether an app or extension\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,925,745,954],\"text\":\"*Data and scripts for reproducing our analyses (as well as this paper written\\nin R Markdown [cf. 111]) are available on asf.io/zyj4h.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 131\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 6\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300361_pdf_shortened_page_6_figure_002.png\",\"bbox\":[70,120,391,381],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a flowchart illustrating a systematic screening process for tools. It details four main stages: initial keyword search, identifying potentially relevant tools, identifying tools to analyze, and feature coding. Each stage shows the number of items included and the reasons and counts of items excluded.\"},{\"label\":\"figure_cap\",\"bbox\":[68,390,394,420],\"text\":\"Figure 2: Flowchart of the search and exclusion/inclusion\\nprocedure\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,444,394,493],\"text\":\"should be excluded, we also reviewed its screenshots. If an\\napp existed in both the Apple App store and the Google Play\\nstore, we dropped the version from the Apple App store.\\n2\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,493,394,540],\"text\":\"After this step, we were left with 380 apps and extensions\\nto analyse (96 from Google Play, 60 from the App Store, and\\n224 from the Chrome Web store).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,547,394,692],\"text\":\"Feature coding. Following similar reviews, we coded func-\\ntionality based on the descriptions, screenshots, and videos\\navailable on a tool's store page [cf. 166, 177–179]. We iter-\\natively developed a coding sheet of feature categories [cf.\\n20, 140], with the prior expectation that the relevant fea-\\ntures would be usefully classified as subcategories of the\\nmain feature clusters `block/ removal', `self-tracking', `goal\\nadvancement' and `reward punishment' (drawing on our\\nprevious work in this area [110]).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,692,395,852],\"text\":\"Initially, three of the authors independently reviewed and\\nclassified features in 10 apps and 10 browser extensions (for\\na total of 30 unique apps and 30 unique browser extensions)\\nbefore comparing and discussing the feature categories iden-\\ntified and create the first iteration of the coding sheet. Using\\nthis coding sheet, two authors independently reviewed 60 ad-\\nditional apps and browser extensions each and a third author\\nthese 120 tools, as well as all remaining. After comparing\\nand discussing the results, a final codebook was developed,\\non the basis of which the first author revisited and recoded\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,462,746,542],\"text\":\"the features in all tools. In addition to the granular feature\\ncoding, we noted which main feature cluster(s) represented\\na tool's 'core' design, according to the guideline that 25 %\\nor more of the tool's functionality related to that cluster (a\\nsingle tool could belong to multiple clusters). $^6$\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300361_pdf_shortened_page_6_figure_009.png\",\"bbox\":[421,117,741,409],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This is a horizontal bar chart displaying the percentage of tools that incorporate various intervention strategies. The strategies are grouped into four main categories: Block/removal, Self-tracking, Goal-advancement, and Reward/punish, with specific features listed within each category along the y-axis. The x-axis represents \\\"% Tools\\\", ranging from 0 to 30.\"},{\"label\":\"figure_cap\",\"bbox\":[420,421,745,439],\"text\":\"Figure 3: Functionality of digital self-control tools (N = 367)\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,542,746,638],\"text\":\"During the coding process, we excluded a further 13 tools\\n– 3 duplicates, e.g. where 'pro' and 'lite' versions had no\\ndifference in described functionality, 7 that had become inac-\\ncessible after the initial search, and 3 that lacked sufficiently\\nwell-described functionality to be coded. This left 367 tools\\nin the final dataset.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,651,469,666],\"text\":\"Results\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,670,747,943],\"text\":\"Feature prevalence. A summary of the prevalence of features\\nis shown in Figure 3 . The most frequent feature cluster re-\\nlated to blocking or removing distractions, some variation\\nof which was present in 74 % of tools. 44 (163) enabled the\\nuser to put obstacles in the way of distracting functionality\\nby either blocking access entirely (132 tools), or by setting\\nlimits on how much time could be spent (23 tools) or how\\nmany times distracting functionality could be launched (3\\ntools) before being blocked, or by adding a time lag before\\ndistracting functionality would load (5 tools). 14 % of tools\\n(50) also added friction if the user attempted to remove the\\nblocking, including disallowing a blocking session from be-\\ning stopped (25 tools), requiring the user to first complete\\nan irrelevant effortful task or type in a password (23 tools),\\ntinkering with administrator permissions to prevent the tool\\nfrom being uninstalled (9 tools), or adding a time lag before\\nthe user could override blocking or change settings (9 tools).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,859,394,952],\"text\":\"$^2$ Apple's iOS places more restrictions on developer access to operating\\nsystem permissions than does Google's Android, with the consequence that\\nthe iOS version of a digital self-control app is often much more limited than\\nits Android counterpart [131] . Because the purpose of our review was to\\nbenchmark the impact of the developments that have been explored\\n(rather than differences between iOS and Android versions of 1), we\\nexcluded the iOS version when an app was available in both stores.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,954,578,968],\"text\":\"$^{6}$For further detail, see osf.io/zyj4h.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 131\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300361", "source_image_path": "test_data/3290605-3300361/3290605-3300361_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300361/results/output_json/3290605-3300361_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,125,394,188],\"text\":\"For example, the Fiously Chrome extension [188] blocks sites\\non a blacklist; if the user wishes to override the blocking,\\nshe must type in correctly a series of 46 arrow keys (e.g.\\n$\\\\leftarrow$ $\\\\rightarrow$ $\\\\leftarrow$ $\\\\rightarrow$ ...) correctly to enter the blocked site.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,395,443],\"text\":\"Rather than blocking content per se, an alternative ap-\\nproach, taken by 38 % of tools (139), was to reduce the user's\\nexposure to distracting options in the first place. This ap-\\nproach was dominated by browser extensions (121 of these\\ntools were from the Chrome Web store) typically in the form\\nof removing elements from specific sites (67 tools; e.g. re-\\nmoving newsfeeds from social media sites or hiding an email\\ninbox). The sites most frequently targeted were Facebook (26\\ntools), YouTube (17), Twitter (11) and Gmail (7). Also popular\\nwere general `reader' extensions for removing distracting\\ncontent when browsing the web (27 tools) or when open-\\ning new tabs (24). Other notable examples were ‘minimal-\\nwriting’ tools (22 tools) which remove functionality irrele-\\nvant to, or distracting from, the task of writing. Finally, a few\\nAndroid apps (4 tools) limited the amount of functionality\\navailable on devices' home screen.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,444,394,571],\"text\":\"The second most prevalent feature cluster related to self-\\ntracking , some variation of which was present in 38 % of\\ntools (159). Out of these, 105 tools recorded the user's his-\\ntory, 73 provided visualisations of the captured data, and 72\\ndisplayed a timer or countdown. In 42 tools, the self-tracking\\nfeatures included focused on the time during which the user\\nmanaged to not use their digital devices, such as the iOS app\\nCheckout of your phone [162] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,395,793],\"text\":\"The third most prevalent feature cluster related to goal\\nadvancement , some variation of which was present in 35 %\\nof tools (130). 58 tools implemented reminders of a concrete\\ntime goal or task the user tried to complete (e.g. displaying\\npop-ups when a set amount of time has been spent on a\\ndistracting site or by replacing the content of newsfeeds or\\nnew tabs with todo-lists) and 52 tools provided reminders\\nof more general goals or personal values (e.g. in the form of\\nmotivational quotes). 58 tools asked the user to set explicit\\ngoals, either for how much time they wanted to spend using\\ntheir devices in total or in specific apps or websites (39 tools),\\nor for the tasks they wanted to focus on during use (19 tools).\\n15 tools allowed the user to compare their actual behaviour\\nagainst the goals they set.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,793,395,954],\"text\":\"The fourth most prevalent feature cluster, present in 22 %\\nof tools (80), related to reward/punishment , i.e. provid-\\ning some rewards or punishments for the way in which a\\ndevice is used. Some of these features were gamification\\ninterventions such as collecting points/streaks (41 tools),\\nleaderboards or social sharing (27), or unlocking of achieve-\\nments (21). In 20 tools, points were represented as some\\nlifeform (e.g. an animated goat or a growing tree) which\\nmight be harmed if the user spent too much time on certain\\nwebsites or used their phone during specific times. 10 tools\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,219],\"text\":\"added real-world rewards or punishments, e.g. making the\\nuser lose money if they spend more than 1 hour on Facebook\\nin a day ( Time wasting Timer [150] ), allowing virtual points to\\nbe exchanged to free coffee or shopping discounts ( MILK\\n[123] ) or even let the user administer herself electrical shocks\\nwhen accessing blacklisted websites (!) ( PavLOK [144] ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,220,746,349],\"text\":\"Finally, 35 % of tools (129) gave the user control over what\\ncounted as `distraction', e.g. by letting the user customise\\nwhich apps or which websites to restrict access to. Among\\ntools implementing blocking functionality, 101 tools imple-\\nmented blacklists (i.e. blocking specific apps or sites, allow-\\ning everything else), while 22 tools implemented whitelists\\n(i.e. allowing only specified apps or sites while blocking ev-\\nerything else).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,356,747,691],\"text\":\"Feature combinations: 65 % of tools had only one feature\\ncluster at the core of their design, the most frequent of\\nwhich was blocking/removing distractions (53 % , 32 % (117\\ntools) combined two main feature clusters, most frequently\\nblock/removal in combination with goal-advancement (40\\ntools; e.g. replacing the Facebook newsfeed with a todo list,\\nor replacing distracting websites with a reminder of the\\ntask to be achieved) or self-tracking in combination with\\nreward/punishment features (30 tools; e.g. a gamified po-\\nmodoro timer in which an animated creature dies if the user\\nleaves the app before the timer runs out). Block/removal core\\ndesigns were also commonly combined with self-tracking\\n(24 tools; e.g. blocking distracting websites while a timer\\ncounts down, or recording and displaying how many times\\nduring a block session the user tried to access blacklisted\\napps). Only two tools ( Flipd [61] and HabitLab [176] ) com-\\nbined all four feature clusters in their core design, with the\\nChrome extension HabitLab (developed by the Stanford HCI\\nGroup) cycling through different types of interventions to\\nlearn which best help the user align internet use with their\\nstated goals [cf. 97] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,698,747,954],\"text\":\"Store comparison. Figure 4 summarises the prevalence of fea-\\ntures, comparing the three stores. The differences between\\nthe stores appear to mirror the granularity of system control\\navailable to developers: Feature minimisation, in the form of\\nremoving particular aspects of the user interface, is common\\nin browser extensions, presumably because developers here\\ncan wield precise control over the elements displayed on\\nHTML pages by injecting client-side CSS and JavaScript. On\\nmobile devices, however, developers have little control over\\nhow another app is displayed, leaving blocking or restricting\\naccess as the only viable strategies. The differences between\\nthe Android and iOS ecosystems are apparent, as the permis-\\nsions necessary to implement e.g. scheduled blocking of apps\\nare not available to iOS developers. These differences across\\nstores suggest that if mobile operating systems granted more\\npermissions (as some developers of popular anti-distraction\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 131\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 8\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300361/results/markdown/3290605-3300361_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[155,118,659,183],\"text\":\"Visually Encoding the Lived Experience\\nof Bipolar Disorder\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[156,199,328,251],\"text\":\"Jaime Snyder\\n\\nUniversity of Washington\\n\\njas1208@uw.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[158,261,326,309],\"text\":\"Caitie Lustig\\n\\nUniversity of California Irvine\\n\\nclustig@uci.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[500,199,640,251],\"text\":\"Elizabeth Murnane\\n\\nStanford University\\n\\nemurnane@stanford.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[506,262,637,310],\"text\":\"Stephen Voida\\n\\nUniversity of Colorado\\n\\nsvoida@colorado.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,319,140,335],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,340,395,628],\"text\":\"Issues of social identity, attitudes towards self-disclosure, and\\npotentially biased approaches to what is considered \\\"typical\\\"\\nor \\\"normal\\\" are critical factors when designing visualizations\\nfor personal informatics systems. This is particularly true\\nwhen working with vulnerable populations like those who\\nself-track to manage serious mental illnesses like bipolar\\ndisorder (BD). We worked with individuals diagnosed with\\nBD to 1) better understand sense-making challenges related\\nto the representation and interpretation of personal data and\\n2) probe the benefits, risks, and limitations of participatory\\napproaches to designing personal data visualizations that\\nbetter reflect their lived experiences. We describe our co-\\ndesign process, present a series of emergent visual encoding\\nschemas resulting from these activities, and report on the\\nassessment of these speculative designs by participants. We\\nconclude by summarizing important considerations and im-\\nplications for designing personal data visualizations for (and\\nwith) people who self-track to manage serious mental illness.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,645,172,661],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,666,394,731],\"text\":\"• Human-centered computing → Visualization design\\nand evaluation methods. Empirical studies in HCI, Collab-\\norative and social computing design and evaluation methods;\\n• Social and professional topics — User characteristics,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,319,502,335],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,340,747,372],\"text\":\"Participatory design; personal data visualization; bipolar dis-\\norder; quantified self; visual methods\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,379,555,394],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,396,747,469],\"text\":\"Jaime Snyder, Elizabeth Murnane, Caitie Lustig, and Stephen Vouda.\\n2019. Visually Encoding the Lived Experience of Bipolar Disorder. In\\nCHI Conference on Human Factors in Computing Systems Proceedings\\n(CHI 2019), May 4–9, 2019, Glasgow, Scotland, UK . ACM, New York,\\nNY, USA, 14 pages. https://doi.org/10.1145/3290605.330363\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,485,549,502],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,506,748,664],\"text\":\"\\\"How well did I sleep last night? How relaxed am I right now?\\nWill I feel better or worse tomorrow?\\\" The expectation that\\nquestions about personal health and well-being can be an-\\nswered with data is characteristic of the digital age [3] . Re-\\ncent work in Personal Informatics (PI) has improved the in-\\nstruments, methods, and algorithms that support self-tracking,\\nstrengthening connections between pervasive personal data\\nand self knowledge. Because visualizations are the way that\\nmany PI systems make personal data available to end users\\n[14] , they play a critical role in this connection.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,665,747,808],\"text\":\"Personal visualizations offer “substantial opportunities to\\nhelp individuals gain insight and knowledge about them-\\nselves and their communities” [72, p. 26] . Visual displays of\\npersonal information can support interpretation and use of\\nwhat can be a dizzying amount of information by people not\\nnecessarily trained in quantitative analytic practices such as\\ndata science or statistics [6, 38, 45, 72, 78] . Further, design\\nchoices in the visual encoding of personal data can strongly\\ninfluence how data-driven self-knowledge is shaped [19, 41] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,808,747,953],\"text\":\"To probe the limitations and potential biases of visual\\nconventions in the representation of personal data and to\\nidentify alternative approaches that better align with lived\\nexperiences, we examined an \\\"edge case\\\" of personal track-\\ning. Specifically, we worked with individuals self-tracking to\\nmanage bipolar disorder (BD), a serious mental illness (SMI)\\ncharacterized by severe and unpredictable mood swings (i.e.,\\nepisodes of depression, mania or hypomania, and mixed\\nstates). Previous work has shown that many bipolar patients\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,773,394,948],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a reasonable request from permissions@acm.org.\\nICML, 1994-2019, Glasgow, Scotland USA\\n© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\\nACM ISBN 978-1-4503-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145/3290605.3300363\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 133\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,220],\"text\":\"who track emotions and behaviors, such as mood, appetite,\\nsocial contact, and physical activity [22] , believe that track-\\ning practices help them make a distinction between their\\n\\\"true self\\\" and the extreme ups and downs of the disorder\\n[55, 56, 61] . Self-tracking can also provide a sense of agency\\nto patients whose BD makes them feel out of control [39] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,394,444],\"text\":\"In addition to hand-drawn graphs and charts, customized\\nand manually updated digital spreadsheets, and forms and\\nchecklists provided by clinicians, many individuals manag-\\ning BD also use self-tracking apps [55, 61] . In this context,\\nhow these PI tools visually represent personal data to users\\nis critical for supporting healthy self-reflection, a sense of\\nagency, and effective communication with care providers.\\nHowever, popular applications like Fitbit offer a distinctly\\nquantitative representation of an individual by displaying\\npersonal data though time-series graphs and line charts. In\\nhighlighting regularized patterns using standardized base-\\nlines, there is a risk that representations of self that emerge\\nfrom these visualizations can foster unhealthy self-scrutiny\\nand unrealistic normative expectations of health [51, 70] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,444,394,570],\"text\":\"In order to design personal informatics systems that more\\naccurately represent lived experiences of a range of different\\ntypes of users, it is essential to visually encode personal data\\nin ways that are appropriate and responsible. This requires a\\ndeep understanding of factors that influence interpretation\\nof behavioral and emotional markers, attitudes towards dis-\\nclosure, and risks associated with expectations of what is\\n\\\"typical\\\" or \\\"normal.\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,570,394,746],\"text\":\"Advocates for feminist approaches to data visualization\\n[16, 32, 43] have critiqued conventional approaches to the\\ndisplay of data as disembodied and removed from lived expe-\\nriences and have advocated for the potential of more inclu-\\nsive and representative practices in the process of graphic\\nknowledge production [19] . While greatly inspired by the\\nspirit of feminist approaches to data visualization, in setting\\nout to conduct research that embraces principles of inclusion,\\nempowerment, and visibility [16] , we recognized a dearth\\nof methodological examples of this type of inclusive design\\npractice in the information visualization literature.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,746,394,954],\"text\":\"To address this gap and to begin to establish more robust\\npractical grounding for the collaborative design of personal\\nvisualizations, we offer an account of the process and outputs\\nof a project that prioritizes participant voices and perspec-\\ntives. We engaged individuals diagnosed with BD in a series\\nof participatory design sessions focused on probing visual\\nassociations with lived experiences of SMI. Our presentation\\nof this work is reflective and surfaces some specific chal-\\nlenges we faced in taking this approach. For example, as\\na result of a highly iterative and inclusive design process,\\ntraditional notions of `elicitation' and `finding' were con-\\nfounded. Collaborative visual elicitation activities resulted in\\nforms of knowledge production and synthesis [16, 19] that\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,745,155],\"text\":\"provided an alternative to conventional means for tracing\\nthe provenance of outcomes.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,156,746,347],\"text\":\"This marked an opportunity for us to think more deeply\\nabout the implications of developing research methods to\\nsupport critical visualization design frameworks [18] such\\nas feminist data visualization, including ways to present\\n\\\"findings\\\" that do not exploit the contributions of vulnerable\\nor marginalized participants. Here we settled on reporting\\n\\\"design process outputs\\\" (rather than empirical results) as a\\nway to signal 1) the collaborative, situated, and generative\\n[16] nature of our research outcomes and 2) the role this\\nmethodology plays in our overall goal of producing personal\\ninformatics system that better align with lived experiences,\\nespecially those of marginalized populations [62] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,746,444],\"text\":\"In this paper, we describe the process and outputs of our\\ncollaborative design methodology, report on participant re-\\nsponses to speculative and exploratory visualization design\\nconcepts, and summarize implications for designing alterna-\\ntive approaches to visually encoding tracking data, especially\\nfor similarly vulnerable populations.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,465,550,483],\"text\":\"2 RELATED WORK\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,486,563,503],\"text\":\"Personal data practices\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,506,747,874],\"text\":\"PI systems enable users to engage with their personal data to\\noptimize and maximize health and wellness behaviors. The\\nself-monitoring or “ Quantified Self ” (QS) practices enabled\\nby these tools encompass a range of tracking activities as-\\nsociated with self-knowledge, behavior change, and health\\nmanagement [79, 80] . While many QS activities resemble\\nother types of data practices, they also embody a host of\\nvernacular or context-dependent relationships with personal\\ndata. For example, Choe et al.'s examination of the data prac-\\ntices of quantified sellers [9, 10] showed that visualizations\\nof personal data often share the same types of requirements\\nas traditional information visualization (e.g., examining de-\\ntails, identifying trends, making comparisons) [5] but that\\nquantified sellers are also interested in activities such as\\nself-reflection that visual representations are often not de-\\nsigned to support directly [76] . Further, personal data users\\ntend to be “ more interested in being inspired and engaged\\nby their data than completing a functional task quickly and\\naccurately ” [72, p. 26] (emphasis added), especially individu-\\nals using personal data to make decisions about well-being.\\nIn these cases, how personal data are represented and inte-\\ngrated into personal and therapeutic practices can cultivate —\\nor counter — a sense of agency and identity [39] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,894,669,912],\"text\":\"Quantified self, visualized self, lived self\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,916,746,948],\"text\":\"Many data-driven personal practices treat the user as a sci-\\nentist; but what if one’s end goal is not to perform scientific\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 133\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,380],\"text\":\"analysis but to reflect, witness, empathize, describe, or syn-\\nthesize self-knowledge in other ways? These activities are\\nlikely to require very different types of personal data repre-\\nsentations [30, 68, 76] . From this recognition stems growing\\nconcerns that conventional graphic representations of per-\\nsonal data can, for example, make individuals susceptible\\nto judgmental interpretations of themselves [74] . Standard-\\nized representations can privilege normative expectations\\nabout various aspects of one's body, behaviors, and overall\\nwellness [51] . Dissance between the “ lived ” self and the\\n“ computed ” or “ imagined ” self can provoke distress or even\\nshame [3] . In this way, personal visualizations have the po-\\ntential to become “ confronting ” [2] , with their metrics and\\nreminders about what, how much, and when one is eating,\\nsleeping, moving, and so on, which urge a user towards a\\nmore idealized version of self.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,394,665],\"text\":\"To respond to emergent and reflective QS practices, de-\\nsigners have begun to incorporate alternative visual con-\\nfigurations into PI interfaces. The wallpaper of the mobile\\napplication UbBit [12] displays a garden where the number\\nof flowers and butterflies reflects activity levels and attained\\ngoals. Gualbaloon [17] , a diabetes monitoring application that\\nruns on a wearable device, uses an animated hot-air balloon\\nto illustrate changes in blood-glucose levels. The smartphone\\nwallpaper BeWell [44, 49] maps the number of animated ma-\\nrine animals to well-being scores, while the kiosk display\\nFish'n'Steps [48] maps size and facial expressions of ani-\\nmated fish to health goal progress. Such attempts to break\\nfrom standardized approaches for displaying temporal data\\n(e.g., line graphs or calendar depictions) are motivated by a\\nrecognition that experiences of time vary depending on con-\\ntextual factors. They are not always perceived, remembered,\\nor interpreted as linear; they can be abstract, and they can\\ndraw heavily on social and cultural metaphors [4] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,666,394,825],\"text\":\"Researchers have also explored avatar-based QS repre-\\nsentations, using humanoid imagery to literally represent\\nthe person behind the data [1] . Others have used ambient\\ndisplays, such as BioCrystal, which displays mood through\\nbiosensor data streamed to LED-embedded lanterns and crys-\\ntal charms [65] , and MoodLight [57, 70] , which presents\\ngalvanic skin response data as a measure of mood through\\ncolored light. Plant-based displays, such as vines that receive\\nwater and nutrients based on human biometric data, have\\nalso been explored as a means of depicting health goals [8] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,826,394,938],\"text\":\"These alternative encoding strategies break from conven-\\ntion and mitigate some of the limitations of standardized\\nrepresentations. However, they are primarily driven by con-\\nventional models of interacting with personal data, including\\nassumptions that: 1) progress towards an idealized and gener-\\nalized goal is desirable (or even possible); 2) mapping external\\nsignals to internal states is viable, useful, and/or direct; 3)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"quantification of qualitative experience produces meaning-\\nful results; and 4) periodic sampling smoothed to represent\\nthe illusion of continuous measurement is desirable. Further,\\nmany are not developed in close collaboration with users,\\nincluding those from vulnerable populations.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,215,734,232],\"text\":\"Critical approaches to personal data representation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,235,747,652],\"text\":\"In order to expand methodological approaches to the creation\\nof personal visualizations beyond those typically employed\\nby PI system builders, we explored data art projects involv-\\ning the collection, curation, and display of personal data.\\nWe found that data art projects often engage more directly\\nand critically with lived experience as a primary goal, inher-\\nently challenging many of the assumptions and conventions\\nwe have discussed so far [29] . For example, data artist Lau-\\nrie Frick's projects focus on her daily rhythms, using hand-\\ndrawn elements and craft to reflect on notions of surveillance\\nand the passage of time [23] . The hand-drawn aesthetic of\\nthis work, similar to Georgia Lupi and Stefanie Posovec's\\n\\\"Dear Data\\\" project [50] , draws attention to gaps between\\ndigital display and the material experience of life. There is a\\ntension in these pieces between the display of personal data\\n(often mediated by technology) and the embodied intimacy\\nof a hand-drawn line (or a line programmed to appear to be\\nhand-drawn). Narrative representations, also referred to as\\n\\\"autobiographical visualizations\\\" [71] , are another method\\ndeployed by data artists to scaffold situated engagement with\\npersonal data [33, 74] . For example, MyLifeBits [27] users\\ncan self-author stories based on logs of personal and sensor\\ndata. We drew from these critical perspectives along with\\ntraditional participatory design principles [60] to create a\\nseries of collaborative visual elicitations that would enable us\\nto capture the voice, concerns, and expertise of participants.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,661,511,677],\"text\":\"3 METHODS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,682,746,841],\"text\":\"D Ignazio and Klein highlight six conceptual design imper-\\natives [16] for supporting inclusion and combating disci-\\nplinary bias in the creation of data visualizations: 1) rethink\\nbinaries, 2) embrace pluralism, 3) examine power dynamics\\nand aspire to the empowerment of all individuals, 4) consider\\ncontext, 5) legitimize embodiment and affect, and 6) make\\nlabor visible. Side by side with these principles, they identi-\\nfied a series of difficult and unavoidable questions related to\\nboth design process and design output that emerge as their\\nconceptual approach is applied in practice.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,842,747,954],\"text\":\"Those that particularly resonated with the challenges we\\nfaced in our work included: How can we leverage human-\\ncentered design and participatory design methods to learn\\nabout and with our end users, including learning more about\\ntheir culture, history, circumstances, and worldviews? How\\ncan we let these insights shape our design practice and change\\nour notions about what constitutes `good' information design?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1013],\"text\":\"Paper 133\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,331],\"text\":\"Whose voices are not represented on the design team but might\\nbe important for the conceptualization of the project? What\\nmight we learn if we were to visualize \\\"messy\\\" data? What\\nkinds of embodied and affective experiences have meaning for\\nend users? What kinds of expertise might we need on our de-\\nsign team in order to leverage and represent those experiences\\n(e.g., fine art, graphic design, animation, communication spe-\\ncialists)? Can the visualization empower the end user and/or\\ntheir community, group, or organization? We contribute to the\\nemerging conversation marked by these important questions\\nby responding in the form of an operational description of\\nour design methodology, including outputs and impacts of\\nthis process on our PI research.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,394,411],\"text\":\"Participatory and iterative methods guided by D'Ignazio\\nand Klein's principles [16] enabled us to explore the benefits\\nand limitations of a series of speculative visual representa-\\ntions of personal data and experiences. We focused on four\\nprimary design inquiry activities:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[88,411,395,619],\"text\":\"● Identify sense-making challenges related to inter-\\npreting and using personal data in the context of BD;\\n● Deploy participatory design techniques that en-\\nable participants to share knowledge and insights and\\nassociate self-knowledge with diverse visual imagery;\\n● Synthesize participant-generated imagery to iden-\\ntify common themes including visual motifs reflecting\\nparticipant experiences and sense-making challenges\\nrelated to the interpretation of personal data; and\\n● Create and assess speculative sketches that build\\non these visual themes and draw on vernacular data\\npractices to represent personal data in ways that are\\nmore akin to lived experiences.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,619,394,715],\"text\":\"These activities were performed through 1) two interviews\\nwith each participant, including a series of visual elicita-\\ntion tasks, described below; 2) engaging with a professional\\ngraphic artist to transform common themes into exploratory\\nvisual encoding schemas; 3) and a third interview in which\\nparticipants responded to these visual encoding schemas.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,727,145,744],\"text\":\"Participants\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,748,395,924],\"text\":\"Fourteen people took part in our study (9 female, 5 male;\\naverage age = 45.9; age range = 20 – 64). Participants self-\\nreported 1) being over the age of 18; 2) having a diagnosis\\nof BD (Type I N = 9; Type II N = 3; Type Not Otherwise Speci-\\nfied (NOS) N = 2); and 3) not having been hospitalized for\\nmental health issues within six months. Participants were\\nrecruited via community organizations (i.e., local chapters\\nof the National Alliance for Mental Illness (NAMI) and the\\nDepression and Bipolar Support Alliance (DBSA)) and via\\ncampus health care clinics and email lists. We also invited\\nparticipants to share the study with their personal social\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,220],\"text\":\"networks. Our number of participants is typical of studies\\nthat use in-depth interviews of vulnerable populations (see\\nexamples in [46] ). Furthermore, studies that employ multiple\\nmethods and longitudinal studies require fewer participants\\n[53] ; and with this number of participants, we were able to\\nreach saturation [7] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,220,747,427],\"text\":\"All 14 participants completed Interviews 1 and 2 and\\n11 returned for Interview 3, marking a high retention rate\\nthroughout the study, despite this population's high risk of\\ninstability and rate of life transitions [13] . Interviews were\\nscheduled for one hour, and most took place in a faculty\\noffice on campus $^2$ . The time between Interviews 1 and 2\\nranged from two days to three weeks, depending on the\\navailability of both researchers and participants. Average\\ntime between Interviews 2 and 3 was 7.75 months, due to\\nthe time needed to perform thematic analysis and work with\\nthe professional graphic artist to generate speculative visual\\nencoding schemas. This longer gap also enabled us to gather\\nlongitudinal feedback from participants.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,441,634,458],\"text\":\"Visual methods for data elicitation\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,460,747,684],\"text\":\"We used visual elicitation as a method to engage partici-\\npants in the design process. In general, visual elicitation\\ntechniques include (but are not limited to): participant gener-\\nated drawings, videos, photographs, collages; use of found or\\nfabricated images as visual probes; and co-design activities\\nsuch as speculative prototyping [58, 64, 69] . Visual methods\\nhave been shown to \\\"have the ability to give voice to people\\nand ideas that might otherwise go unnoticed or unnoticed\\nwhen eliciting and analyzing data\\\" [69, p. 452] . Visual rep-\\nresentations of concepts, prompts, and probes can be more\\naccessible to a broader range of participants [54, 64] , which\\nis essential when working with marginalized populations.\\nFurther, imagery can be particularly effective in working\\nwith individuals diagnosed with BD [15, 34–36] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,684,747,909],\"text\":\"The visual elicitation activities described below were de-\\nsigned to be easy to perform, to encourage participants to\\nexpand on their experiences, and to probe visual associations\\nwith BD [25, 26, 69] . Activities did not require any special\\nartistic abilities and were intended to be fun and thought-\\nprovoking. For some participants, thinking in images was\\na natural way of describing their condition; for others, ar-\\nticulating these associations was more challenging. Visual\\nelicitation tasks provided opportunities for participants to in-\\nvent and explain their own visual symbols or systems; adapt\\na flexible visual encoding system we suggested; and consider\\npre-existing images, removing the need to generate imagery\\non the fly. We also explicitly reassured participants that there\\nwas no “ wrong ” way of responding to prompts and that they\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,275,953],\"text\":\"$^{1}$See supplemental PDF for larger scale figures.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,924,745,952],\"text\":\"2At one participant's request, interviews were conducted in a private office\\nat their place of work and in a public café.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 133\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,222],\"text\":\"could start over or revise their responses at any time. In cases\\nwhere participants appeared uncomfortable when asked to\\nproduce imagery on a digital drawing tablet, we offered to\\ndo the drawing for or with them, following their instructions.\\nThe protocols, including visual elucidations, were reviewed\\nand approved by the first author's university IRB.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,236,205,254],\"text\":\"4 DESIGN PROCESS\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,258,394,339],\"text\":\"We conducted this study in three parts: 1) two sessions with\\nparticipants to learn how they visualize and understand their\\nexperiences with BD; 2) design of visual encoding schemas\\nbased our analysis of these sessions; and 3) a third session\\nwith participants to assess the designs.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,354,236,372],\"text\":\"Part 1: Bipolar Experiences\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,375,394,566],\"text\":\"Following a screening interview over the phone, we met\\nwith each participant for two successive one-hour sessions\\n(interviews 1 and 2), which focused on learning about par-\\nticipant experiences with BD, including formal and infor-\\nmal self-tracking practices. Each session consisted of a semi-\\nstructured interview and a series of visual elucidations, and\\nwas audio recorded with permission. We oriented partici-\\npants to the 12.9-inch Apple iPad Pro tablet and Apple Pencil\\nstylus and the GoodNotes ® digital drawing app used for data\\ncollection. We recorded the iPad session using QuickTime\\nrunning on a laptop connected to the tablet, allowing video\\ncapture of drawing activities.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,579,395,899],\"text\":\"Visual activity 1: Lines. The first visual elicitation activity, dur-\\ning Interview 1, explored the expressive capacity of a basic\\nvisual form: the line. We asked participants to draw a single\\nline that represented their experiences with BD. We then\\nasked them to add a second line to their drawing that repre-\\nsented someone close to them during the time represented by\\nthe first line; this could be a family member, a friend, a ther-\\napist, or even a pet. Last, we prompted participants to add a\\nthird line that represented what they would have considered\\nan ideal state during that period. Notably, few participants\\ndrew a flat line in response to this last prompt. For most,\\nan ideal state was marked by moderated (or \\\"manageable\\\")\\namounts of change within a set of boundaries. Examples of\\noutput from this activity are shown in Figure 1 . We asked\\nclarifying questions, including whether specific visual fea-\\ntures had particular meaning (e.g., \\\"I see this part of the line\\nas really bumpy, but it straightens out over here. Does that\\nrepresent a specific event? How would you describe the dif-\\nferences between those times?\\\"). At times, this resulted in\\naugmentations, additions, or corrections to the lines.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_4_figure_008.png\",\"bbox\":[425,125,741,202],\"reading_order\":8,\"tags\":[],\"alt_text\":\"The image displays three distinct hand-drawn diagrams on a grid background: one with several intersecting wavy lines and an oval highlight, another with a segmented colored diagonal line ending in an oval, and a third featuring complex wavy lines, a rising red line, and two horizontal light blue highlighted areas.\"},{\"label\":\"figure_cap\",\"bbox\":[421,206,746,237],\"text\":\"Figure 1: Examples of output from the line drawing activity.\\n@Authors: Image credit: De-identified participants.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_4_figure_010.png\",\"bbox\":[443,242,721,531],\"reading_order\":10,\"tags\":[],\"alt_text\":\"The image displays six distinct hand-drawn diagrams, primarily on graph paper, depicting a variety of concepts. These include flowcharts with text labels, line graphs showing trends, anatomical sketches of organs, a layered funnel diagram, and a colorful radial pattern. The drawings incorporate multiple colors such as red, green, blue, and pink.\"},{\"label\":\"figure_cap\",\"bbox\":[421,535,692,567],\"text\":\"Figure 2: Examples of timelines. © Authors. Image\\ncredit: De-identified participants.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,577,748,800],\"text\":\"Visual activity 2: Timeline. The second visual elicitation ac-\\ntivity, also administered during Interview 1, required par-\\nticipants to think about their experiences with BD in terms\\nof transitions and changes over time by creating a more de-\\ntailed timeline. \\\"Timeline\\\" was defined as a diagram showing\\na sequence of events and how they relate to each other. Par-\\nticipants were encouraged to freely interpret this task. This\\nactivity explored how participants mapped complex notions\\nlike change over time to basic visual forms. A range of vi-\\nsual metaphors and encodings were used, some departing\\nfrom linear representations entirely—for example, exploring\\ncircular or pictorial ways of illustrating change (Figure 2 ).\\nWe again asked clarifying questions and annotated a digital\\ncopy of each timeline to note specific intended meanings.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,747,953],\"text\":\"Visual activity 3: Icons . For the third visual elicitation, per-\\nformed during Interview 2, participants were asked to use a\\nset of five suggested icons (Table 1 ) to annotate the timeline\\ndiagram they created during Interview 1. These icons rep-\\nresented a merging of concepts derived from conventional\\napproaches to visually encoding time series data [20] with\\nways that participants had talked about personally assessing\\ntheir behaviors and moods over time during Interview 1. Par-\\nticipants were invited to modify or substitute these symbols\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,935,199,951],\"text\":\"$^{3}$http://www.goodnotes.com/\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1013],\"text\":\"Paper 133\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[336,122,479,137],\"text\":\"Table 1: Timeline icons\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,142,744,287],\"text\":\"
NameDescriptionSymbol
IntensityMoments with great or diminished intensity of experience☑
ExpectationPeriods when you knew what to expect or when you could recognize patterns☑
InfluencersFactors, people, forces, circumstances, or events that influenced the unfolding of events✗
StatesMoments of positive, negative or uncertain valence✗
ChangeMoments of radical change△
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This image is a table presenting a legend for visual symbols. It has three columns: \\\"Name\\\", \\\"Description\\\", and \\\"Symbol\\\". The table lists five entries: Intensity (red horizontal blob), Expectation (curved arrows), Influencers (star), States (plus, minus, triple question mark), and Change (triangle).\",\"figure_path\":\"tables/3290605-3300363_pdf_shortened_page_5_tab_3.png\"},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_5_figure_004.png\",\"bbox\":[90,302,368,528],\"reading_order\":4,\"tags\":[],\"alt_text\":\"The image displays four distinct, hand-drawn abstract diagrams on graph paper. These diagrams feature wavy lines and block patterns on horizontal axes, a red spiral with radiating curved lines and dots, a funnel shape labeled with terms like \\\"good software\\\" and \\\"metrics,\\\" and a central yellow circle surrounded by overlapping colored circles and various arrows.\"},{\"label\":\"figure_cap\",\"bbox\":[68,528,393,557],\"text\":\"Figure 3: Examples of annotated timelines. © Authors. Image\\ncredit: De-identified participants.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,571,394,636],\"text\":\"as they saw fit (Figure 3 ), with the symbol system serving as\\na probe to inspire reflection about how participants explicitly\\nand implicitly assess their state of being over time, and to\\nexplore ways of visually documenting these changes.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,645,395,822],\"text\":\"Visual activity 4: Photo elicitation. The fourth visual activity\\nintroduced a photo elicitation task [11, 58, 63] . Participants\\nused an \\\"incognito\\\" instance of a Chrome browser window\\nto access the Google Image Search interface to find existing\\nonline images corresponding with their experiences of BD.\\nParticipants were prompted to think about concepts and\\ndescriptions that had surfaced during previous discussions,\\nand to use associated words and phrases as search terms,\\nfor example: \\\"boundaries,\\\" \\\"splits road,\\\" \\\"fireflies,\\\" \\\"ocean,\\\"\\n\\\"penguins huddling,\\\" \\\"bear hibernating,\\\" \\\"lichen,\\\" and \\\"white\\nnoise.\\\" Images were downloaded for future analysis.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,836,339,853],\"text\":\"Part 2: Exploratory visual encoding schemas\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,856,395,952],\"text\":\"Data generated from Part 1 included audio recordings, tran-\\nscripts, PDFs of digital drawings, screen recordings of draw-\\ning activities performed on the digital tablet, and collections\\nof online images. Some participants also shared examples of\\npersonal tracking documents and artwork, which we pho-\\ntographed with their permission. Between the second and\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,308,746,341],\"text\":\"third interviews, these materials were analyzed in collabora-\\ntion with a professional graphic artist familiar with BD.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,341,747,579],\"text\":\"Analysis was inductive and followed social semiotic prin-\\nciples, focusing not only on what is represented in an image\\n(the pictorial content), but also the communicative context\\nin which it was created (the discursive meaning [67] ) and\\nwhat is and can be done with it by specific audiences (the cul-\\ntural significance [75] ). Social semiotic theory articulates the\\ndifferences and similarities among these facets of meaning\\nby distinguishing between the coded system representing\\npictorial content regardless of context or form (e.g., a photo\\nof an apple, a cartoon of an apple, and an apple carved from\\nwood are recognized as referencing the same object) and the\\nways that images of the same or similar things can have dif-\\nferent social significance depending on the context in which\\nthey are viewed (e.g., the meaning of the Apple Inc. logo in\\ncontrast to someone being referred to as \\\"a bad apple\\\").\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,580,747,821],\"text\":\"Social semiotic analysis surfaced a set of visual motifs as-\\nsociated with the pictorial content of images created and\\ncollected during Part 1 and a set of sensing-making chal-\\nlenges related to the practices of interpreting personal data.\\nThese themes are presented in more detail in our Design\\nOutputs (see also Table 2 ). The first author worked with\\na professional graphic artist familiar with BD to use both\\nsets of themes to create three speculative visual schemas\\nfor encoding personal data of people with BD. While these\\nsketches are static and highly pictorial, they were created as\\nvector-based graphics with the idea that various geometric\\nforms, colors, and other visual features could be translated\\ninto data-driven visual encodings using one or more data\\nvisualization tools currently available such D3.js, Processing,\\nor R. Technical feasibility will be established in future work.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,835,652,853],\"text\":\"Part 3: Assessment of design concepts\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,856,747,953],\"text\":\"Interview 3 focused on determining whether and which\\nparts of the visual encoding schemas represented in the\\nprofessionally-developed sketches were useful or valuable\\nto participants. Because several months had passed between\\nthe second and third interviews, the latter also provided in-\\nsights about the stability of visual associations over time. We\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1013],\"text\":\"Paper 133\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[74,122,388,137],\"text\":\"Table 2: Results of social semiotic thematic analysis\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,140,392,277],\"text\":\"
Visual motifsWaterTension and balanceCircular growth and change
Sense-making challengesDefining baselines within dynamic contextsInterpreting distortionsRepresenting nonlinear experiences of time
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"A two-column table presents \\\"Visual motifs\\\" and \\\"Sense-making challenges\\\" as main categories. Under \\\"Visual motifs\\\" are listed Water, Tension and balance, and Circular growth and change. Under \\\"Sense-making challenges\\\" are Defining baselines within dynamic contexts, Interpreting distortions, and Representing nonlinear experiences of time.\",\"figure_path\":\"tables/3290605-3300363_pdf_shortened_page_6_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,289,395,432],\"text\":\"began by asking if participants had experienced any signifi-\\ncant changes or life events. We then revisited narratives and\\nimagery from the first two interviews. All 11 participants\\nwho returned for the final interview clearly remembered cre-\\nating and talking about specific images and, in spite of some\\nvariation in mental state (e.g., feeling more or less depressed\\nor manic or being at different points in therapy), all partic-\\nipants confirmed that most images still carried substantial\\nmeaning.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,432,395,720],\"text\":\"Next, we introduced participants to the visual themes we\\nidentified using a set of representative images from data\\ncollected during Interview 2, selected and vetted by two\\nmembers of the research team. These images were shown to\\nparticipants during the interview, and participants provided\\nfeedback about their affinity for these images and concepts,\\nproviding informal validation for our social semiotic analy-\\nses. Last, we presented each participant with the three spec-\\nulative design concepts and asked them to respond generally\\nto all three, but in the interest of time, to select one to evalu-\\nate in more detail. Participants were prompted to imagine\\nhow the visual schemas could or should change in response\\nto their personal self-tracking practices. Following our social\\nsemiotic approach, we encouraged participants to not only\\nrespond to the pictorial elements of the schemas, but also to\\nconsider how each visual encoding system enabled different\\nrelationships to be surfaced and different types of compar-\\nisons to be made among potential personal data points.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,731,209,748],\"text\":\"5 DESIGN OUTPUTS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,752,395,927],\"text\":\"We first focus on the thematic output of our iterative social\\nsemiotic analysis (Table 2 ), then present the exploratory vi-\\nsual encoding schemas, including summaries of participant\\nfeedback drawn from all phases of these research $^4$ . In re-\\nporting participant responses, we default to paraphrasing\\nstatements rather than offering verbatim quotes for prac-\\ntical reasons: our interactions with participants spanned a\\nnumber of modalities, including verbal, gestural, visual, and\\nindexical expressions. While verbatim quotes can provide\\nvaluable access to participant voices and perspectives, here\\nthey can be difficult to parse out of context [67] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,124,684,139],\"text\":\"Visual motifs and sense-making challenges\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,747,287],\"text\":\"In the following, we discuss participant responses to the\\nparticipant-elicited and research team-curated sets of images\\nrepresenting each visual motif and sense-making challenge.\\nVisual motifs capture common pictorial themes (shown in\\nFigures 4 , 5 , 6 ). Sense-making challenges highlight com-\\nmon challenges for interpreting personal data (shown in\\nFigures 7 , 8 , 9 ). Descriptions reflect both the associations\\nmade by the person who originally identified the image and\\nthe feedback provided by fellow participants.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,296,748,505],\"text\":\"Visual motif: Water . The visual motif of water (Figure 4 ) took\\non a range of forms and referenced aspects of uncertainty,\\ndanger, fluid change, and submersion or suffocation. The\\nimage of a stormy sea was discussed in terms of opacity,\\nlack of control, ominous feelings, and being pushed back and\\nforth in the waves. In contrast, some participants described\\nthe idea of \\\"surfing\\\" the uncertainty of the ocean, and the\\nconstant work and vigilance needed to try to stay balanced.\\nThey also noted a sense of beauty when that balance was\\nsuccessfully achieved. The third image of water reflects the\\nfeeling of being submerged, drowned, or muffled, as well as\\nemotions and thoughts under the surface that are often diffi-\\ncult to parse or decipher, especially those related to identity.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,529,747,673],\"text\":\"Visual motif: Tension and balance. Participants spoke about\\nthe day-to-day vigilance required to maintain balance and\\nstability (Figure 5 ). The person who initially selected the tug-\\n-of-war image highlighted both the feeling of being pulled off\\nbalance (e.g., by bipolar itself, by inner demons, by the expec-\\ntations of loved ones) and the damage done by the resulting\\nconstant tension, represented by the fraying rope. The image\\nof the bowels was selected by a participant because of its\\nassociation with an internalized sense of constriction. For\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_6_figure_012.png\",\"bbox\":[421,701,747,775],\"reading_order\":12,\"tags\":[],\"alt_text\":\"Three panels display various water-related scenes. The left panel shows a rough, dark grey ocean with white-capped waves under a stormy sky. The center panel features a person surfing a large, clear turquoise wave, with a distant city skyline on the right. The right panel presents an abstract, swirling pattern of brown, orange, and dark colors.\"},{\"label\":\"figure_cap\",\"bbox\":[420,780,745,810],\"text\":\"Figure 4: Visual motif: Water. Image credits: Fair use. See\\nsupplemental material for source URLs.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_6_figure_014.png\",\"bbox\":[438,830,727,929],\"reading_order\":14,\"tags\":[],\"alt_text\":\"A three-panel figure features, from left to right: hands pulling a fraying rope against a blue sky, a black and white drawing of a tangled loop, and a child's hand placing a small stone on a tall stack of rocks.\"},{\"label\":\"figure_cap\",\"bbox\":[421,930,746,961],\"text\":\"Figure 5: Visual motif: Tension and balance. Image credits:\\nFair use. See supplemental material for source URLs.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,938,392,952],\"text\":\"$^{4}$See supplemental PDF for larger scale figures and URLs of Googled images.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 133\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300363", "source_image_path": "test_data/3290605-3300363/3290605-3300363_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300363/results/output_json/3290605-3300363_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_7_figure_002.png\",\"bbox\":[65,129,399,204],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Three distinct images are presented: an intricate fractal pattern with blue, red, and orange swirls; a central bright orange glow surrounded by a blue-gray smoky cloud on a dark background; and light green, leafy lichen growing on a textured brown and green surface.\"},{\"label\":\"figure_cap\",\"bbox\":[68,209,394,239],\"text\":\"Figure 6: Visual motif: Circular growth. Image credits: Fair\\nuse. See supplemental material for source URLs.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,248,395,376],\"text\":\"some participants, emotional tension was felt in this type\\nof visceral way. The stacked rocks illustrated a third type of\\ntension: attempts to balance hard, seemingly immutable and\\nirreconcilable elements of one's life, knowing that they will\\nonly fit together in certain ways. Participants who responded\\nstrongly to this image during the assessment portion of the\\nstudy also spoke about being aware that stability might be\\nfleeting—the stack of rocks might topple at any moment.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,384,395,737],\"text\":\"Visual motif: Circular growth and change. The idea of circular\\nor cyclical, as opposed to linear, change over time appeared\\nthroughout the study (Figure 6 ). An image of a fractal was\\nselected by a participant to describe how a tiny change can\\nproduce significant effects throughout a form. It can be diffi-\\ncult to establish cause and effect in such a dynamic system.\\nOne can also become absorbed with details and miss over-\\nall patterns. In the assessment phase, participants reflected\\non the mathematical nature of a fractal, with some having\\ntrouble reconciling it with their experiences in spite of its\\nbeauty. The explosion was another image of circular growth.\\nThe person who originally selected this image associated a\\nsense of self with the bright light at the center, burning so\\nhot that it is difficult to contain. However, on the explosion's\\nouter surface, smoke and debris obscure the inner energy, re-\\nflecting a tension between internal and external appearances.\\nLast, the image of lichen was used to discuss a growth edge,\\nor a part of an organism where progression or expansion is\\nhappening; growth might not happen at the same rate for\\nall of its parts. During the assessment interviews, the lichen\\nalso came to represent the interdependence of a biological\\necosystem (discussed in more detail later).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,745,395,953],\"text\":\"Sense-making challenge: Baselines. With self-assessment of\\nany sort, status or progress needs to be compared against\\nsomething. Many self-tracking apps enable users to enter a\\nstarting weight or set a speed goal, and these initial points\\nof reference are used as a basis for measuring success. How-\\never, for many of the participants in our study, the idea of a\\nbaseline or starting point was highly problematic (Figure 7 ).\\nIn response, one individual selected an image of a \\\"DO NOT\\nCROSS\\\" sign on the road to represent the idea that rather\\nthan reaching for a singular goal of \\\"mental health,\\\" they\\nstrove to just keep their behavior within a set of \\\"acceptable\\\"\\nboundaries. This person was adamant that in order to be\\ntruly reflective of their experiences the image shown here\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,747,428],\"text\":\"should have two lines, delineating an acceptable zone within\\nwhich they needed to keep themselves. Of note, three partic-\\nipants brided at this idea during the assessment interviews,\\ndescribing their own reactive tendencies to cross over such\\nlines just for the sake of being subversive. The hurricane pre-\\ndiction map was also associated with baselines, its concentric\\nbands of color indicating the probable path of the storm. In\\nanother realization of the idea of zones , assessment interview\\nparticipants talked about the need to control behavior and\\nmood in order to stay within a predictable path. However, as\\nwith actual hurricanes, there is always uncertainty—a risk\\nof being swept into uncharted territories. The last image\\nof baselines shows a stack of Amazon boxes at someone's\\ndoorstep. For the person who selected this image and others\\nfor whom it resonated in the third phase of the study, it is\\nnot merely the stack of delivery boxes that is alarming: it\\nis the ways that the repetition, the frequency, and the con-\\nsequences of overspending represented in this image veer\\nfrom acceptable behavior in varying degrees.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,435,748,677],\"text\":\"Sense-making challenge: Distortions. Perceptual distortions\\n(Figure 8 ) were characterized in multiple ways. One par-\\nticipant (validated by others in the assessment interviews)\\nassociated distortions with the idea of a cloud of notations,\\nmarks, and scribbles hovering over one's head. For them,\\nit was not about picking the right version of reality out of\\nthe din, but just figuring out which thread to follow and\\ntuning out the other possibilities. The image of the pencils\\nin the glass of water was selected by a participant to rep-\\nresent an awareness of inconsistencies in perceptions and\\nthe tremendous amount of energy needed to identify what\\nis \\\"real\\\": that they are solid pencils, even if they consistently\\nappear to be split. The last participant-selected image shows\\na similar type of distortion through water, contrasting the\\nregular stripes in the background and the wavy pattern that\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_7_figure_009.png\",\"bbox\":[442,707,725,786],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A multi-panel image shows a pair of feet standing behind a yellow line marked \\\"DO NOT CROSS\\\", a weather map depicting a colorful storm system over the Gulf of Mexico and southeastern US, and a large pile of cardboard delivery boxes indoors.\"},{\"label\":\"figure_cap\",\"bbox\":[421,791,745,821],\"text\":\"Figure 7: Sense-making challenges: Baselines. Image credit:\\nFair use. See supplemental material for source URLs.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300363_pdf_shortened_page_7_figure_011.png\",\"bbox\":[456,840,712,931],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A multi-panel image displays three visual phenomena. The left panel shows a man holding his head with lines and symbols radiating from his head; the middle panel depicts two pencils in a glass of water appearing bent due to refraction; and the right panel features a striped glass against a striped background, creating an optical illusion.\"},{\"label\":\"figure_cap\",\"bbox\":[421,931,745,961],\"text\":\"Figure 8: Sense-making challenges: Distortions. Image cred-\\nits: Fair use. See supplemental material for source URLs.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 133\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300363/results/markdown/3290605-3300363_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[97,117,717,215],\"text\":\"Methodological Gaps in Predicting Mental Health\\nStates from Social Media:\\nTriangulating Diagnostic Signals\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[164,231,318,281],\"text\":\"Sindhu Kiranmai Ernala\\n\\nGeorgia Tech\\n\\nsernala@gatech.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[335,233,479,295],\"text\":\"Michael L. Birnbaum\\n\\nZucker Hillside Hospital,\\nPsychiatry Research\\n\\nMirbinham@northwest.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[502,233,640,296],\"text\":\"Kristin A. Candan\\n\\nZucker Hillside Hospital,\\nPsychiatry Research\\n\\nkcandan@northwell.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[90,305,232,371],\"text\":\"Asra F. Rizvi\\n\\nZucker Hillside Hospital,\\nPsychiatry Research\\n\\nARiziv3@northwestern.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[246,307,394,371],\"text\":\"William A. Sterling\\n\\nZucker Hillis Hospital,\\nPsychiatry Research\\n\\nwsterling2@northwell.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[419,304,559,372],\"text\":\"John M. Kane\\n\\nZucker Hillside Hospital,\\nPsychiatry Research\\n\\nJkane2@northwell.edu\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[576,304,732,358],\"text\":\"Munmun De Choudhury\\nGeorgia Tech\\nmunmund@gatech.edu\",\"reading_order\":10,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,382,141,398],\"text\":\"ABSTRACT\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,403,395,690],\"text\":\"A growing body of research is combining social media data\\nwith machine learning to predict mental health states of in-\\ndividuals. An implication of this research lies in informing\\nevidence-based diagnosis and treatment. However, obtaining\\nclinically valid diagnostic information from sensitive patient\\npopulations is challenging. Consequently, researchers have\\noperationalized characteristic online behaviors as \\\"proxy di-\\nagnostic signals\\\" for building these models. This paper posts\\na challenge in using these diagnostic signals, purported to sup-\\nport clinical decision-making. Focusing on three commonly\\nused proxy diagnostic signals derived from social media, we\\nfind that predictive models built on these data, although of-\\nfer strong internal validity, suffer from poor external validity\\nwhen tested on mental health patients. A deeper dive reveals is-\\nsues of population and sampling bias, as well as of uncertainty\\nin construct validity inherent in these proxies. We discuss the\\nmethodological and clinical implications of these gaps and\\nprovide remedial guidelines for future research.\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,701,171,718],\"text\":\"CCS CONCEPTS\",\"reading_order\":13,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,722,394,770],\"text\":\"• Computing methodologies → Supervised learning by\\nclassification; Supervised learning by classification: •\\nHuman-centered computing → Social media.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,382,501,398],\"text\":\"KEYWORDS\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,403,747,435],\"text\":\"mental health; social media; machine learning; validity theory;\\nconstruct validity; population bias; sampling bias\",\"reading_order\":16,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,441,555,456],\"text\":\"ACM Reference Format:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,456,746,557],\"text\":\"Sindhu Kirmani Erramala, Michael L. Birnbaum, Kristin A. Candan,\\nAsra F. Rizvi, William A. Sterling, John M. Kane, and Munmun De-\\nChoudhury. 2019. Methodological Gaps in Predicting Mental Health\\nStates from Social Media: Triangulating Diagnostic Signals. In CHI\\nConference on Human Factors in Computing Systems Proceedings (CHI\\n2019) . May 4–9, 2019. Glasgow, Scotland UK. ACM, New York, NY,\\nUSA, 16 pages. https://doi.org/10.1145/3290605.3300364\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,567,549,585],\"text\":\"1 INTRODUCTION\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,589,747,780],\"text\":\"With rising volumes of data and pervasive use, social media\\nhas been widely adopted as a lens to provide insights into be-\\nhaviors [52] , mood [42] , psychological traits and states [5, 53] ,\\nand social interactions of individuals [56] . For mental health, a\\ngrowing body of work, including that in the human computer\\ninteraction (HCI) field, is leveraging naturalistic, unobtrusive\\ndata from social media to predict mental health states of indi-\\nviduals [21, 25, 28, 29, 31, 34] . Parallel to HCI, in an emergent\\nfield called “ digital psychiatry ” [100] , clinicians are explor-\\ning the efficacy of diagnostic predictions from online data\\nfor early diagnosis, evidence-based treatment, and deploying\\ntimely patient-provider interventions [40, 48] .\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,781,747,940],\"text\":\"In this line of research, on the methodological front, super-\\nvised machine learning techniques have gained prominence,\\nproviding promising predictive outcomes of mental health\\nstates [66] . The success of these techniques, however, hinges\\non access to ample and high-quality gold standard labels for\\nmodel training. In mental health, gold standard labels often\\ncomprise diagnostic signals of people's clinical mental health\\nstates , for instance, whether an individual might be suffering\\nfrom a specific mental illness, or at the cusp of experiencing an\\nadverse episode like a relapse or suicidal thoughts.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,395,898],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,900,269,952],\"text\":\"CIT 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Association for Computing Machinery\\nACM ISBN 978-1-4503-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145/3296650.3300364\",\"reading_order\":23,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 134\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"para\",\"bbox\":[69,124,394,396],\"text\":\"Unlike conventional machine learning tasks in fields like\\ncomputer vision and natural language processing, extensive,\\nhigh quality gold standard data for predicting clinical diag-\\nnoses of mental illnesses from social media is not readily\\navailable. Literature has advocated the use of clinically val-\\nidated diagnostic information collected from patient popu-\\nlations for building such predictive models [11, 66] . How-\\never, undertaking such efforts presents many practical and\\nlogistical challenges. These range from the difficulties in re-\\ncruiting a sensitive and high risk population, to the myriad\\nprivacy and ethical concerns that accompany engaging di-\\nrectly with vulnerable individuals. Because of the effort- and\\ntime-consuming nature of such data acquisition approaches\\nand the need for deep-seated cross-disciplinary partnerships,\\nparticularly with clinicians, researchers have noted such data\\nacquisition efforts to not scale easily and quickly to large and\\ndiverse populations [21] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,396,394,571],\"text\":\"Consequently, researchers have operationalized a variety\\nof online behaviors as diagnostic signals to build machine\\nlearning approaches that predict mental illness diagnoses.\\nThese \\\"proxies\\\" are easily accessible and inexpensively gath-\\nered from social media, without the need to directly engage\\nwith the individuals themselves. We define binary indicators\\nof the presence or absence of these social media behaviors\\nthat might correspond to their clinical mental health state\\nas \\\"proxy diagnostic signals.\\\" One notable example from\\nliterature consists of public self-reports of mental illnesses\\nmade by individuals in their social media feeds [21, 65] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,571,394,825],\"text\":\"This paper poses a significant challenge in using these\\nproxy diagnostic signals revolving around their lack of clinical\\ngrounding, theoretical contextualization, and psychometric\\nvalidity—concerns noted by psychiatrists and computational\\nresearchers alike [27, 48] . In other words, drawing on boyd\\nand Crawford's critique [13] , despite gains in scale, gaps exist\\nin our understanding of how these signals are defined, where\\ntheir theoretical underpinnings are, whether they objectively\\nand accurately measure what they claim to measure (that is,\\nthe clinical mental illness diagnosis), and whether the pat-\\nterns of behaviors they exemplify are truly representative\\nof the behaviors of patients. More generally, our position is\\nsituated in criticisms in the broader social media research area,\\nwhere the use of online data, removed from the individual and\\nthe specific offline context, and collected without their direct\\ninvolvement, poses natural challenges to evaluation [55, 110] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,825,394,954],\"text\":\"Our Contributions. Toward addressing the above method-\\nological gaps, this paper presents a first empirical study to\\nassess the quality of different social media-derived proxy diag-\\nnostic signals in predicting clinical diagnoses of mental illness,\\nfor treatment and patient-provider interventions. Focusing\\non the specific mental illness of schizophrenia and drawing\\nupon an involved partnership between HCI and clinical re-\\nsearchers, we consider three proxy signals widely used in\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,410,746,570],\"text\":\"prior literature [11, 63, 65] : 1) behaviors signaling affiliation\\nto mental health resources, 2) self-reported diagnoses, and\\n3) clinically appraised self-reports of diagnoses. Adopting\\ndata triangulation [35] and modern validity theory [62] as\\nmethodological foundations, we examine their predictive va-\\nlidity (internal and external). To do so, we design a prediction\\ntask to distinguish those with schizophrenia from control\\npopulations, and leverage a carefully-curated social media\\ndataset of clinically diagnosed schizophrenia patients seeking\\ntreatment at a large health-care organization.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[430,122,488,136],\"text\":\"Affiliation\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[429,137,737,181],\"text\":\"Zhou et al. [111], Jami et al. [50], McManus et al. [63], Nguyen\\net al. [68], Shen and Rudzicz [94], Gokstos et al. [41], Saha and De\\nChoudhury [85], Chancellor et al. [19]\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[429,181,498,197],\"text\":\"Self-reports\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[429,197,737,282],\"text\":\"O'Dea et al. [69], Priote et al. [76], Burnap et al. [15], Coppersmith\\nand colleagues [21, 22, 22, 23, 25], Benton et al. [8], Lin and col-\\nleagues [59, 60], Mitchell et al. [65], Loveys et al. [61], Simms et\\nal. [97], Wang and colleagues [106, 107], Resnik et al. [80], Shen\\net al. [93], Vedula and Parthasarathy [105], Huang et al. [46, 47],\\nYates et al. [108]\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[430,283,575,298],\"text\":\"External/Expert validation\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[429,298,737,356],\"text\":\"Birnbaum et al. [11], Chancellor et al. [17], Park et al. [72], Reece\\nand colleagues [78, 79], Schwartz et al. [90], Saha et al. [84], De\\nChoudhury and colleagues [30, 31], Braithwaite et al. [14], Resuk\\net al. [81], Tsugawa et al. [102]\",\"reading_order\":12,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[427,359,740,376],\"text\":\"Table 1: Prominent proxy diagnostic signals in prior work.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,571,746,874],\"text\":\"We find that, although the three diagnostic signals demon-\\nstrate strong internal validity (reproducing what was estab-\\nlished by the original works), they perform poorly on the clini-\\ncally diagnosed patient data, thus suffering from poor external\\nvalidity. Among the three signals, we find that the model that\\nuses affiliation behavior as gold standard leads to the poor-\\nest performance. Our results also reveal that incorporating\\nclinical judgment via appraisal of social media self-reports\\nof mental illnesses leads to the best performance, among the\\nproxy signals, when tested on clinical patient data. However,\\nwe find that all classifiers trained with the proxy diagnostic sig-\\nnals perform significantly poorly when compared to a model\\nbuilt using the data of the schizophrenia patient population.\\nA deep dive in the performance of these classifiers via an error\\nanalysis reveals several methodological gaps in the way these\\ndiagnostic signals are conceived and employed in the predic-\\ntive frameworks. These gaps range from uncertainties in the\\nconstruct validity of the proxy signals, and poor theoretical\\ngrounding, to a variety of population and data sampling biases.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,875,745,954],\"text\":\"Our findings provide remedial guidelines for researchers\\nengaging with prediction of mental health states from social\\nmedia data, and for clinicians and practitioners interested in\\nincorporating such machine learning based diagnostic assess-\\nments in clinical decision-making.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1013],\"text\":\"Paper 134\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[68,126,187,137],\"text\":\"2 BACKGROUND\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,144,265,159],\"text\":\"An Overview of State-of-the-Art\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,164,394,452],\"text\":\"Serving as a mechanism to understand people's psyches and\\nlives in a timely fashion, and spanning large, diverse popula-\\ntions, social media has emerged as an important tool in mental\\nhealth. These uses, although not all encompassing, have in-\\ncluded meeting a variety of social, technical, public health, and\\nclinical goals. Research investigations have ranged from infer-\\nring risk to various mental illnesses [24, 29, 31, 34] — the largest\\nbody of work in this area; comparison of online and offline\\nmental health behaviors [84]; understanding self-disclosure\\npractices and goals [2, 39]; deciphering social support provi-\\nsions to promote positive mental health outcomes [3, 33, 92];\\ndiscovering community norms and behaviors [18]; and ex-\\nploring how these platforms can support intervention de-\\nlivery [48]. Most relevant to the current paper is the line of\\nresearch focusing on predicting mental health states and diag-\\nnoses from social media, which encompasses studies targeting\\ndifferent conditions [18, 22, 65]; platforms [18, 32, 94, 107, 111],\\nand disciplines [11, 14, 21, 108].\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,452,394,834],\"text\":\"Burgeoning interest in this topic stems from the fact that\\nsocial media data is readily available and archived, and can be\\nunobtrusively gathered with low effort and cost [52] . These\\nunique attributes help overcome many challenges in state-\\nof-the-art clinical assessment of mental health that involves\\nsubjective recollection of historical facts – a method prone to\\nretrospective recall bias [56] . However, appropriating social\\nmedia data to inform clinical efforts around early diagnosis,\\ntailoring treatment, or delivering interventions, suffers signifi-\\ncant limitations. In a clinical setting, diagnostic information is\\navailable to the clinician via self-reported psycho-social signs\\nand symptoms, theoretically and psychometrically validated\\nclinical scales, interviews, questionnaires, and other diagnos-\\ntic tools [1] . Social media data by itself, however, does not\\ninclude such clinically validated signals to accurately identify\\nand validate individuals' mental health states. Also, collecting\\nclinically valid diagnostic signals from social media would re-\\nquire engagement with an at-risk patient population, a cohort\\nthat is stigmatized, sensitive, and vulnerable. This presents\\nlogistical challenges to identification of diagnostic signals, as\\nwell as privacy and data protection issues. Such a data col-\\nlection approach can be difficult to scale, and is effort- and\\ntime-consuming, requiring carefully crafted clinical and risk\\nmanagement protocols, and involvement of clinical experts.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,835,394,929],\"text\":\"To circumvent these challenges, researchers have employed\\nseveral online behaviors as gold standard information, or what\\nwe call proxy diagnostic signals to identify individuals' mental\\nillness diagnoses. Through a systematic literature review [58]\\nbased on a keyword search of papers on predicting mental\\nhealth states from social media, we identified three types of\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"proxy diagnostic signals from the literature, which we elabo-\\nrate below. Table 1 gives a taxonomy of prior works in this area,\\nfrom the perspective of the proxy diagnostic signals they use.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,184,673,201],\"text\":\"Proxy Diagnostic Signals in the Literature\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,205,747,410],\"text\":\"Affiliation Behaviors: A first category of research represents\\nbehaviors signaling engagement or association (via hashtags,\\naccount following, community membership) with content\\nrelated to mental health resources on social media, as proxy\\ndiagnostic signals of an illness [50, 63, 111] . A prominent ex-\\nample is McManus et al. [63] who used following a Twitter\\naccount (@schizotribe) dedicated to conversations around\\nlived experiences of schizophrenia as a signal for gold stan-\\ndard information that an individual might be suffering from\\nschizophrenia. A complementary set of papers have opera-\\ntionalized membership in online mental health support com-\\nmunities such as Reddit and LiveJournal as proxies for diag-\\nnostic information [41, 68, 93, 94] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,413,747,557],\"text\":\"Self-reports: Next, the most popular form of proxy diagnos-\\ntic signals, this category operationalizes first-hand, public\\nself-disclosures of diagnosis of a mental illness as indicators\\nof a clinical mental illness [8, 15, 21–23, 25, 32, 46, 47, 59–\\n61, 65, 69, 76, 80, 93, 97, 105–107] . A notable example, Mitchell\\net. al. [65] used regular expression search queries on Twitter\\n(\\\"I have been diagnosed with schizophrenia\\\") to extract self-\\nreports of schizophrenia diagnoses and then employed them\\nfor predicting their presence/absence.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,560,747,688],\"text\":\"External validation: Finally, this category represents human-\\nin-the-loop, collaborative approaches that either seek self-\\nreported information from the individual, or incorporate di-\\nagnostic scales and/or expert appraisal for identification of\\nthe proxy diagnostic signals [11, 14, 17, 32, 71, 78, 79, 81, 84,\\n90, 103] . Most relevantly, Birnbaum et al. [10] incorporated\\nclinical appraisals on self-reports of schizophrenia on Twitter\\nto build machine learning models of diagnoses.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,700,732,717],\"text\":\"Using Proxy Diagnostic Signals: Critical Challenges\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,721,746,831],\"text\":\"Appropriating these proxy diagnostic signals has overcome\\nmany challenges and barriers to gathering clinically valid\\ndiagnostic data on social media, particularly around scale and\\nsize [21] , and these approaches continue to gain traction in\\nthe community. However they suffer from significant limita-\\ntions, which we frame below, drawing upon the critical data\\nliterature [13, 51, 55] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,832,747,943],\"text\":\"Consider the case when affiliation to mental health re-\\nsources is considered a proxy of a diagnosis. Alongside includ-\\ning genuine patients, it likely also includes other stakeholders\\nlike mental health practitioners and experts, non-profits rais-\\ning awareness campaigns, caregivers etc. As another example,\\nalthough the act of self-disclosing a mental illness can be an\\nindicator of a person's mental condition, there are gaps in\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 134\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[70,123,744,211],\"text\":\"
Affiliation DataSelf-report DataAppraised Self-report DataGold Standard Patient Data
Target ClassControl ClassTarget ClassControl ClassTarget ClassControl ClassTarget ClassControl Class
Total #users8615394123451531078855
Total #posts1,417,6882,145,3191,724,2371,083,790663,428233,2539,821,9384,958,793
Avg #posts1646.563980.184185.043141.424336.132179.93111,612.9390159.87
Median #posts3201113.01682830137673728554.521178.0
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a table presenting statistical data across four different data sources: Affiliation Data, Self-report Data, Appraised Self-report Data, and Gold Standard Patient Data. For each data source, metrics like Total #users, Total #posts, Avg #posts, and Median #posts are listed for both a Target Class and a Control Class. The cells are populated with numerical values representing these statistics.\",\"figure_path\":\"tables/3290605-3300364_pdf_shortened_page_3_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[106,212,707,229],\"text\":\"Table 2: Descriptive statistics for the proxy diagnostic signal datasets and their corresponding matched controls.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,252,394,284],\"text\":\"understanding what an individual chooses to self-report, why,\\nand when they decide to do so, or if they are being truthful.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,284,395,476],\"text\":\"In other words, there is lack of evidence that these proxy\\nsignals are accurately measuring what they intend to mea-\\nsure, also known as construct validity [70] (whether the sig-\\nnals accurately identify and represent individuals at-risk). A\\nlack of contextualization in psychiatric practice [57] or the-\\nory [7] additionally reduces confidence in their construct\\nvalidity—an issue recognized in prior critiques of big data\\napproaches [13, 55] . Although proxy signals with expert evalu-\\nation attempt to tackle some of these theoretical and clinical\\ngaps, because the approach is removed from direct interaction\\nwith the individual, their veracity can be questioned, and their\\n\\\"claims to objectivity and accuracy can be misleading\\\" [13] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,475,395,700],\"text\":\"Further, individuals with unique attributes, attitudes, and\\ncharacteristics, possibly distinct from patient populations, are\\nlikely to engage in the specific types of behaviors enumerated\\nby the proxy signals. Apart from the inclusion of “ noisy ” data,\\nthe unique ways in which the proxy diagnostic signals are\\ndefined and construed can lead to a variety of biases in the\\npredictions, despite the impressive sample sizes they promise.\\nThis resonates with what boyd and Crawford noted, that “ big-\\nger data are not always better data [13] ” and what Olteanu et\\nal. discuss at length surrounding methodological pitfalls of\\nbig data [70] . In this work, we systematically examine these\\nmethodological gaps in the validity of these proxy diagnostic\\nsignals, and explore how validity issues impact their potential\\napplication in clinical decision-making.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,709,127,726],\"text\":\"3 DATA\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,810],\"text\":\"We use public and non-public data (gathered using appropri-\\nate protocols) from two prominent social media sites, Twitter\\nand Facebook, for the purposes of this paper. We begin by\\nintroducing four datasets used in this paper, followed by a\\ndescription of how they were collected.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,821,310,839],\"text\":\"Gathering Proxy Diagnostic Signal Data\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,395,923],\"text\":\"The first three datasets correspond to the three proxy diag-\\nnostic signals we adopt based on the topical focus and the\\nexisting literature, and which were introduced above. We con-\\nsider them as proxies (or \\\"proxy datasets\\\") of schizophrenia\\ndiagnoses in individuals.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,251,747,572],\"text\":\"Affiliation Data. Our first dataset is motivated from prior\\nliterature that used behaviors signaling affiliation (e.g. fol-\\nlowing, hashtag usage) to mental health resources, related\\nto schizophrenia, as diagnostic information. Adopting the ap-\\nproach of McManus et al. [63] ( $N=96$ ), we used a Twitter ac-\\ncount named @sardaa (Schizophrenia and Related Disorders\\nAlliance of America), a support organization for people with\\nschizophrenia and their caregivers, as our starting point to\\nbuild this affiliation dataset. As operationalized by McManus\\net al. [63] and following verification of the account's trustwor-\\ntiness with our clinical coauthors, we considered all follow-\\ners of the account @sardaa as individuals with a schizophrenia\\ndiagnosis. Using the official Twitter API, we obtained the list\\nof all followers of @sardaa ( $N=1847$ ) and consistent with Mc-\\nManus et al. [63] collected their timeline data for the year 2014.\\nWe also collected profile information of these individuals in-\\ncluding number of posts, chosen language on Twitter (filtering\\nfor English), number of followers and number of followees,\\nleading to a final sample of 861 Twitter users. Descriptive\\nstatistics of this data are reported in Table 2 and Figure 1 (a).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,573,747,782],\"text\":\"Self-report Data. For the second dataset, we adopt the proxy\\ndiagnostic signal of mental illness self-reports utilized in many\\nprior works (e.g., most prominently [65] ), introduced in the\\nprevious section. Per Mitchell et al.'s approach [65] (N = 174),\\nwe used a list of key phrases developed in Ernala et al. [10] to\\nidentify self-reports of schizophrenia on Twitter from 2014.\\nFollowing manual filtering to remove noisy examples, without\\nloss of generality, we collected the historic timeline data of all\\nauthors of these self-reports (N = 412). We also collected the\\nsame metadata information as above, such as, total number of\\nposts, chosen language on Twitter (filtering for English), total\\nnumber of followers and total number of followers/friends.\\nDescriptive statistics are reported in Table 2 and Figure 1 (b).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,783,747,913],\"text\":\"Clinically Appraised Self-report Data. Our third proxy\\ndataset is inspired from the third body of work that used\\nexternal expert appraisals on social media data to obtain diag-\\nnostic signals of mental illnesses. Following Birnbaum et al.'s\\napproach [11] (N = 146), we began with a sample of 635 indi-\\nviduals who had self-reported their diagnosis of schizophrenia\\non Twitter in 2014. A sample of each individual's timeline, con-\\nsisting of the self-report post, 10 preceding and 10 succeeding\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 134\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 4\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,267],\"text\":\"posts was then passed to two clinical coauthors $^3$ for appraisal.\\nThe experts annotated each self-report sample on a three point\\nscale: genuine , noisy , and maybe categories and achieved high\\ninter-rater agreement (Cohen's $k$ = 0.81 between genuine and\\nnoisy). This third type of diagnostic signal provided Twitter\\ndata of 153 individuals whose self-reports were clinically ap-\\npraised to be genuine. As before, we collected all metadata\\nassociated with their Twitter profiles, descriptive statistics of\\nwhich are given in Table 2 and Figure 1 (c).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,278,206,295],\"text\":\"Matched Control Data\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,394,427],\"text\":\"The predictive task of identifying individuals with schizophre-\\nnia necessitates comparisons to matched control Twitter users\\nwho do not provide an equivalent proxy diagnostic signal. Ac-\\ncordingly, we used the Twitter streaming API to obtain a\\nrandom sample of public posts and extracted their authors.\\nThen, we gathered their timeline data for 2014 and profile\\ninformation ( N = 640). We filtered out any individuals who\\nhad mentions of schizophrenia in their posts.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,427,394,747],\"text\":\"Then, we adopted a statistical matching approach [83] to\\nensure that the control users and the individuals in each of\\nour proxy datasets are comparable by trait attributes. Since\\nsocial media behaviors are a reliable indicator of people's\\npersonality, psychological states, and even demographic at-\\ntributes [91] , we included the following covariates for the\\npurpose of matching: total number of statuses, chosen lan-\\nguage on Twitter, total number of followers and total num-\\nber of followers. Through an iterative $k$ -nearest-neighbor\\nmatching ( $k$ =115) based on the well validated Mahalanobis\\ndistance metric [82, 87] , we compared the covariates of each\\nindividual's Twitter content in each proxy dataset (affila-\\ntion, self-report, appraised self-report) with that of each of\\nthe control users obtained above, and identified a set of most\\nsimilar control users based on a heuristically chosen distance\\nthreshold. For the affiliation dataset, we obtained a matched\\ncontrol sample of 539 users. We obtained 345 and 107 matched\\ncontrols for the self-report and the clinically appraised self-\\nreport datasets respectively. The descriptive statistics of these\\nmatched controls are given in Table 2 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,756,367,774],\"text\":\"Schizophrenia Patient Data and Healthy Controls\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,778,394,890],\"text\":\"As the fourth dataset, we include social media data of patients\\nclinically diagnosed with schizophrenia and that of clinically\\nverified healthy controls, based on a clinical examination or\\nDSM-5 [4] criteria. This data was collected as a part of a\\nresearch study involving the paper's authors, aimed at iden-\\ntifying technology-based health information to provide early\\nidentification, intervention and treatment to young adults\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,485,746,739],\"text\":\"with schizophrenia. The research protocol was approved by\\nthe Institutional Review Board (IRB) of the coordinating insti-\\ntutions as well as local IRBs at participating sites. Individuals\\nbetween 15 and 35 years old were recruited from various\\ninpatient and outpatient psychiatric departments at the coor-\\ndinating and its partner institutions. Participants were eligible\\nif they had a primary psychotic disorder like schizophrenia,\\nbased on clinical assessment scales (e.g., the Psychiatric Di-\\nagnostic Screening Questionnaire or PDSQ [112]) as well as a\\nformal clinical examination facilitated by Structured Clinical\\nInterview for DSM-5, or SCID [98] — we note that all of these\\ndiagnostic tools are backed by sound theoretical underpin-\\nnings. Healthy controls who had already been screened for\\npsychiatric disorders and consented to prior studies were also\\nrecruited. All participants were asked to request, extract, and\\nshare entire archives of their Facebook and Twitter data.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300364_pdf_shortened_page_4_figure_009.png\",\"bbox\":[440,120,723,434],\"reading_order\":9,\"tags\":[],\"alt_text\":\"The image displays four scatter plots, each illustrating the relationship between the number of users and the number of tweets for two classes: Schizophrenia and Control. On all plots, the y-axis represents '#users' (0-16) and the x-axis represents '#tweets' on a logarithmic scale (10^0 to 10^7). Red squares denote the Schizophrenia class, and blue dots represent the Control class, generally showing that fewer users are associated with higher tweet counts.\"},{\"label\":\"figure_cap\",\"bbox\":[421,439,745,484],\"text\":\"Figure 1: Distribution of \\\\users and \\\\posts for the target and\\ncontrol classes per dataset: (a) Affiliation Data, (b) Self-report\\nData, (c) Appraised Self-report Data, (d) Patient Data.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,740,746,883],\"text\":\"The consented participants included 88 patients who had\\nbeen diagnosed with schizophrenia. Of these 88, 73 partici-\\npants consented to provide their Facebook data, whereas 15\\nprovided their Twitter data. Additionally, 55 healthy controls\\nwere recruited through the study, out of which 32 provided\\ntheir Facebook data and 23 participants provided their Twitter\\ndata. We use all linguistic content from participants' Facebook\\nand Twitter archives i.e. status updates and comments made\\non Facebook, and posts shared on Twitter.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,883,746,947],\"text\":\"As Twitter was the primary data source for all of the proxy\\ndiagnostic signals, we conjectured that the small sample of\\npatients and healthy controls with Twitter data (N = 58) could\\npose a challenge to building robust machine learning models.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,911,394,953],\"text\":\"1The experts are clinical psychiatrists working at a large psychiatry\\nhospital in [blinded city], with extensive expertise providing treatment and\\ncounseling to individuals with early stage schizophrenia.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 134\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,125,395,252],\"text\":\"To combat this issue and to leverage the larger sample sizes\\nwith Facebook data, we conducted linguistic equivalence tests\\nbetween the two data sources, a known approach in the trans-\\nfer learning literature [45] . As language on Twitter cannot be\\ndirectly compared to that on Facebook due to the affordances\\nof the platforms [6] , establishing linguistic equivalence was\\na crucial step before both data sources could be combined in\\nbuilding the patient and healthy control datasets.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,538],\"text\":\"To test for linguistic equivalence, we use semantic similar-\\nity calculated using distributed word vector representations\\nof all linguistic content contained in the Facebook and Twitter\\narchives [75] . Cosine similarity of word vectors is often used\\nto quantify the linguistic similarity between two datasets, and\\na high value indicated that the content in the two datasets\\nwas linguistically equivalent [75] . We found a high cosine\\nsimilarity between the vector representations of the Face-\\nbook and Twitter data across both the schizophrenia patient\\n( $=0.98$ ) and healthy control population ( $=0.84$ ), showing the\\ntwo data sources to be linguistically equivalent. Thus, our\\nfinal dataset comprised either Twitter or Facebook archives\\nof 88 schizophrenia patients and 55 healthy controls. The\\ndescriptive statistics for the combined patient and healthy\\ncontrol dataset are reported in Table 2 . Of the total number of\\nposts, 99 % came from the Facebook archives of the patients\\nand the healthy controls, and the remaining 1 % were sourced\\nfrom their Twitter archives.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,549,198,567],\"text\":\"4 METHODOLOGY\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,569,218,586],\"text\":\"Rationale and Overview\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,590,395,846],\"text\":\"We adopt quantitative data triangulation as our methodolog-\\nical framework. Triangulation is an evaluation approach that\\nuses multiple or heterogeneous methods, or data sources com-\\nplied via varied mechanisms, to develop a comprehensive un-\\nderstanding of a phenomenon, or to elucidate its complemen-\\ntary aspects [73] . Specifically, this approach is used to confirm\\nthe results of a research, and provide external validation to\\nexisting findings [35] . In essence, triangulation is an attempt\\nto map out, or explain more fully, the richness and complexity\\nof human behavior by studying it from more than one stand-\\npoint. Using this approach, we assess the efficacy of the three\\nproxy diagnostic signals in identifying diagnoses of individu-\\nals with schizophrenia, both within their corresponding proxy\\ndatasets, as well in the data of schizophrenia patients. This\\nway, we seek to establish their internal and external validity\\nrespectively. Figure 2 gives an overview of our approach.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,857,227,875],\"text\":\"Classification Framework\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,878,394,942],\"text\":\"We set up a binary classification task to distinguish between in-\\ndividuals with schizophrenia identified by each proxy dataset\\nand its corresponding matched controls. We built four models:\\nthree based on the proxy datasets denoted as the Affiliation ,\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,320,746,354],\"text\":\"Self-report and Appraised Self-report Models and one on the\\nclinically validated patient data known as the Patient Model .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300364_pdf_shortened_page_5_figure_010.png\",\"bbox\":[464,125,702,286],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A flow diagram illustrates various data inputs on the left, including Affiliation, Self-reports, Matched Control, Schizophrenia Patient, and Healthy Control Data. These data inputs connect to specific models on the right, such as Affiliation Model, Self-report Model, Appraised Self-report Model, and Patient Model. Groups of models are further labeled with brackets as \\\"Internal Validity\\\" and \\\"External Validity.\\\"\"},{\"label\":\"figure_cap\",\"bbox\":[423,297,741,315],\"text\":\"Figure 2: Schematic diagram of our proposed methodology.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,356,748,579],\"text\":\"Preparing Training and Validation Data: We use the proxy\\ndatasets and their corresponding matched control data in their\\nentirety for training and validating the above proxy classi-\\nfiers. For the Affiliation Model , the positive examples (Class\\n1) comprised the Twitter data of the 861 users while the neg-\\native examples (Class 0) consisted of the 539 matched control\\nusers. The positive examples for the Self-report and Appraised\\nSelf-report Models spanned the data of 412 and 153 users re-\\nspectively, while the corresponding negative examples in-\\ncluded the Twitter data of 345 and 107 matched controls. For\\nthe Patient Model , we selected a random sample of 80 % of the\\npatient dataset for model training and validation, resulting\\nin 68 patients with schizophrenia in the positive class, and 46\\nhealthy control participants forming the negative class.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,581,747,661],\"text\":\"Preparing Unseen Test Data: We incorporated the held-\\nout 20 % patient data as an unseen test dataset, that could be\\nconsistently used across all models ( Affiliation , Self-report ,\\nAppraised Self-report and Patient ) for triangulation. This com-\\nprised 20 patients with schizophrenia and 9 healthy controls.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,662,748,919],\"text\":\"Features: Linguistic features from text data have been widely\\nadopted and are known to be largely successful in predicting\\nmental health states using social media data [20, 31] . A rich\\nbody of literature in psycholinguistics has identified the asso-\\nciation of linguistic usage to emotion and behavior, including\\nmental health states of individuals [74] . We adopt two forms\\nof linguistic content as features for classification. First, we\\nbuild a term-frequency, inverse document-frequency based\\nlanguage model using the most frequent 500 n-grams (n=1-3)\\nfrom the preprocessed data upon removal of stop words and\\nURLs. Second, we use three categories of psycholinguistic\\nmeasures: (1) Affective attributes, (2) Cognitive attributes\\nand (3) Linguistic style attributes—from the well-validated\\npsycholinguistic lexicon Linguistic Inquiry and Word Count\\n(LIWC) [20] . Combining the two feature sets together, our\\noverall feature space included 550 numeric features.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,919,746,951],\"text\":\"We built classifiers for each proxy dataset to predict individ-\\nuals with schizophrenia on social media from matched control\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 134\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300364_pdf_shortened_page_6_figure_002.png\",\"bbox\":[88,122,371,429],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image displays four ROC (Receiver Operating Characteristic) curve plots arranged in a 2x2 grid, labeled (a) through (d). Each plot shows a step-like curve with \\\"False positive rate\\\" on the x-axis and \\\"True positive rate\\\" on the y-axis, both ranging from 0 to 1.0. An \\\"ROC curve (area)\\\" value is indicated in the legend of each plot, increasing from 0.20 in panel (a) to 0.82 in panel (d).\"},{\"label\":\"figure_cap\",\"bbox\":[68,432,394,479],\"text\":\"Figure 3: ROC (Receiver Operating Characteristic) curves per\\nclassifier (a) Affiliation Model, (b) Self-report Model, (c) Appraised\\nSelf-report Model, (d) Patient Model.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,500,394,628],\"text\":\"users. To remove correlated features and to improve the predic-\\ntive power of the model, we employed feature selection meth-\\nods [43] , eliminating noisy features and identifying the most\\nsalient variables in predicting the outcome. Specifically, we\\nuse the filter method where features are selected on the basis\\nof their scores in statistical tests for their correlation with the\\noutcome variable. Adopting the ANOVA F-test we reduced the\\nfeature space from 550 features to k -best features per classifier.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,628,394,834],\"text\":\"We experimented with non-linear and ensemble classifica-\\ntion algorithms such as Support Vector Machines, Random\\nForest, and Logistic Regression [36] . For each classifier, we\\ntest its performance in two steps: First, for parameter tuning\\nand assessing internal validity, we used stratified $k$ -fold cross\\nvalidation. We varied model parameters for all classification\\napproaches during the validation step to find the best per-\\nforming model. Second, choosing this best performing model\\nfrom the validation step, we evaluated its performance on the\\nunseen test data for external validity. Across the four classi-\\nfiers, for relative comparison, we report model performance\\nusing a variety of metrics: Receiver Operating Characteristic\\nArea Under Curve (ROC AUC), accuracy and F1 scores.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,845,149,862],\"text\":\"5 RESULTS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,866,170,884],\"text\":\"Internal Validity\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,887,394,951],\"text\":\"We present in Table 3 the cross validation performance of the\\nfour classifiers in distinguishing individuals with schizophre-\\nnia from matched controls. Overall, the Affiliation Model out-\\nperforms the other classifiers with the highest accuracy (Best:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,235],\"text\":\"0.94, Mean: 0.88, std: 0.02) and F1 (Best: 0.95, Mean: 0.91, std:\\n0.02) and a 27 % improvement in accuracy over a ZeroR base-\\nline (Accuracy: 0.61). Upon feature selection to top 450 fea-\\ntures, a penalized logistic regression classifier led to high\\nmodel stability. The reported accuracy of this model is close\\nto McManus et al. [63] , demonstrating that the trained model\\ncan infer distinct patterns between the two classes.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,746,396],\"text\":\"Although both Self-report and Appraised Self-report models\\nimprove over their ZeroR baseline (accuracy: 0.54, 0.44 respec-\\ntively), the Appraised Self-report Model performs better (Best:\\n0.88, Mean: 0.80, std: 0.03) than the Self-report Model (Mean:\\n0.72, Best: 0.79, std: 0.02) across all metrics. The ROC AUC for\\nthe Self-report and Appraised Self-report Model as reported in\\nTable 3 are 0.80 and 0.85 respectively. A penalized, logistic\\nregression classifier again performed best on both of these\\ndatasets, based on the $K$ -best features (=350 respectively) that\\nwe select for downstream testing.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,746,602],\"text\":\"Comparing the performance of the proxy classifiers on their\\nrespective validation sets, we find that the Appraised Self-\\nreport Model has higher precision than the Self-report Model .\\nThis was also observed by Birnbaum et al. [10] : the clinician\\nannotation task eliminated inauthentic noisy samples leading\\nto a high precision sample of genuine self-reports. This reveals\\nthat contextual cues picked by the experts, such as mentions\\nof medication, mood stability, symptomatic expression pro-\\nvide a strong validation of the self-reports. Since both datasets\\nwere sampled from self-reports of schizophrenia in 2014, we\\nconjecture that incorporating clinical appraisals improved\\nperformance by eliminating false positives, or ambiguous\\nself-reports from the positive class.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,603,746,666],\"text\":\"Finally, the Patient Model trained on patient data performs\\nmodestly, although better compared to the proxy classifiers,\\nwith average accuracy of 0.72 (best: 0.75) and average F1 score\\nof 0.77 (best:0.79) across 5-fold cross validation $^4$ .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,677,525,695],\"text\":\"External Validity\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,699,746,778],\"text\":\"Next, to examine their external validity on unseen patient\\ntest data, we present the performance of the proxy classifiers.\\nFigure 3 (a-c) presents the ROC plots, per proxy classifier,\\nshowing the trade-off between true positive rate (sensitivity)\\nagainst the false positive rate (1-specificity).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,778,746,890],\"text\":\"Among the three proxy classifiers, the Affiliation Model\\nshows poor external validity with the lowest accuracy (0.21),\\nthe lowest F1 (0.14), and the lowest AUC (0.2) on the 20 %\\nsample of unseen patient data (refer Table 3 ). The next best\\nperforming model is the Self-report Model outperforming the\\nAffiliation Model with a 27 % improvement in the overall ac-\\ncuracy (0.48), 47 % improvement in F1 score (0.61) and 18 %\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,899,746,952],\"text\":\"2 Given the relatively small sample sizes, to check for overfitting, we\\nexamined model stability through the standard deviation of evaluation met-\\nrics across folds. A low standard deviation of 0.02 indicated that despite low\\nsample sizes, the model had stable performance.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 134\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 7\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300364", "source_image_path": "test_data/3290605-3300364/3290605-3300364_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300364/results/output_json/3290605-3300364_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"tab\",\"bbox\":[71,123,743,215],\"text\":\"
Class 1Class 0Cross validationTesting
PR$\\\\bar{I}\\\\bar{I}$AccAUCPR$\\\\bar{I}\\\\bar{I}$AccAUC
Affiliation Model8615390.890.940.910.890.950.280.10.150.210.20
Self-report Model4123450.720.810.760.720.800.630.60.610.480.38
Appraised Self-report Model1531070.810.880.840.800.850.650.750.700.550.51
Patient Model68460.760.800.770.720.760.930.70.80.760.82
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This table presents performance metrics for four different models: Affiliation, Self-report, Appraised Self-report, and Patient Model. It includes counts for Class 1 and Class 0, along with \\\"Cross validation\\\" and \\\"Testing\\\" results, each detailing Precision (P), Recall (R), F1-score (f1), Accuracy (Acc), and Area Under the Curve (AUC). Several values are bolded, indicating potentially highlight-worthy scores.\",\"figure_path\":\"tables/3290605-3300364_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[194,217,620,233],\"text\":\"Table 3: Average model performance on the validation and unseen test datasets.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,257,395,449],\"text\":\"improvement (0.38) in the ROC AUC. Although this indicates\\nthat self-reports might be a better diagnostic signal than affili-\\nation, the performance of this classifier is still weak compared\\nto its performance during the validation step (test of internal\\nvalidity). Lastly, among the three proxy classifiers, we see the\\nstrongest external validity or best performance for the Ap-\\npraised Self-report Model . This classifier shows a 9 % and 55 %\\nimprovement in F1 (0.70), and 7 % and 34 % improvement in ac-\\ncuracy (0.55) over the Self-report and Affiliation Model respec-\\ntively. Although the AppraisedSelf-report Model demonstrates\\nthe strongest external validity so far, there is substantive de-\\ncrease in its performance compared to the validation phase.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,448,395,513],\"text\":\"Summarily, testing the proxy classifiers on unseen patient\\ndata revealed poor external validity and that relative per-\\nformance between the validation and testing steps was not\\npreserved when tested in a clinical setting.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,524,368,541],\"text\":\"Comparison of Classifiers on Unseen Patient Data\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,544,395,640],\"text\":\"Triangulating the three proxy datasets corresponding to their\\ndiagnostic signals, we compare their predictive performance\\nwith the Patient Model , again trained on the 20 % sample of\\nunseen patient test data. Through this, we establish an em-\\npirical estimate of the error incorporated by using the proxy\\nclassifiers, when applied on patient populations.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,640,395,798],\"text\":\"First, we report the performance of the Patient Model . From\\nTable 3 , we see that this model outperforms the proxy classi-\\nfiers, in distinguishing healthy controls from schizophrenia\\npatients, giving lower false positives and false negatives. We\\nalso find that this is a highly precise model (precision: 0.93),\\ncorrectly predicting schizophrenia patients as the positive\\nclass. The performance, however, is affected by low recall, and\\nwe find lower precision for the negative class due to the false\\nnegatives (=6) wherein schizophrenia patients are wrongly\\npredicted as healthy controls.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,798,395,943],\"text\":\"We use the performance of the Patient Model as gold stan-\\ndard and examine the error incorporated by each of the proxy\\nclassifiers. We use F1 and ROC AUC to situate these differ-\\nences. We note the highest difference in performance exists\\nbetween the Patient Model and the Affiliation Model . The Pa-\\ntient Model outperforms the Affiliation Model by 65 % in F1\\nand 62 % in AUC. Comparing the Patient Model with the Self-\\nReport Model , we observe a 19 % and 44 % gain in F1 and ROC\\nAUC respectively. This indicates that the online behavior of\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,257,747,449],\"text\":\"self-reporting a mental illness diagnoses might be a better\\ndiagnostic signal than the affiliation behavior. Finally, the\\nAppraised Self-report Model shows least difference in perfor-\\nmance when compared to the Patient Model with 10 % and\\n31 % difference in F1 and AUC respectively. This indicates\\nthat when using self-reports as a diagnostic signal, clinical\\nappraisal leads to better predictions. In short, the triangula-\\ntion step reveals variability in predictive performances of the\\nproxy diagnostic signals when tested on unseen patient data,\\ndemonstrating trade-offs when proxy signals are used for pre-\\ndicting clinical mental health states, versus when information\\nis gathered directly from patients.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,459,713,478],\"text\":\"Deep Dive into Performance of Proxy Classifiers\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,481,746,529],\"text\":\"To evaluate beyond performance metrics and to reason about\\nthe poor external validity of the proxy classifiers, we present\\na deeper analysis of the proxy classifiers' performance.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300364_pdf_shortened_page_7_figure_013.png\",\"bbox\":[419,537,743,643],\"reading_order\":13,\"tags\":[],\"alt_text\":\"This figure displays four normalized confusion matrices, labeled (a) through (d), each illustrating classification performance for two categories, \\\"HC\\\" and \\\"P\\\". Each matrix shows \\\"True label\\\" on the y-axis and \\\"Predicted label\\\" on the x-axis, with numerical values in the cells indicating proportions, colored by a blue gradient from light to dark. A color bar accompanies each matrix, mapping the blue intensity to the value range.\"},{\"label\":\"figure_cap\",\"bbox\":[421,650,746,711],\"text\":\"Figure 4: Confusion matrix per classifier (a) Affiliation Model,\\n(b) Self-report Model, (c) Appraised Self-report Model, (d) Patient\\nModel. Here HC: Healthy controls (Class 0); P: patients with\\nschizophrenia (Class 1).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,734,746,784],\"text\":\"Error Analysis: We begin by unpacking mismatches in predic-\\ntions made by the proxy classifiers on unseen patient data, in\\nterms of example false positives and false negatives.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,785,747,944],\"text\":\"Unpacking false positive classifications: Consider an example\\n\\nX who is a healthy control, per a clinically validated diagnos-\\n\\ntic assessment. But, the Affiliation Model wrongly predicted\\n\\nthem as having schizophrenia. Examining their social media\\n\\ntimeline, we find (parphrased) posts including excerpts such\\n\\nas, “mental screenshot of notes,” are you bad for my mental\\n\\nhealth” and “use my phone in day mode because I am men-\\n\\ntally ill”. We note that terms like ‘mental’ ( $\\\\beta$ = 2.17), ‘health’\\n( $\\\\beta$ = 1.44), ‘illness’ ( $\\\\beta$ = 1.45) in these excerpts are highly pre-\\n\\ndictive of the positive class in the Affiliation Model , leading to\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 134\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300364/results/markdown/3290605-3300364_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[87,118,730,214],\"text\":\"What Happens After Disclosing Stigmatized\\nExperiences on Identified Social Media: Individual,\\nDyadic, and Social/Network Outcomes\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[279,234,535,295],\"text\":\"Nazanin Andalibi\\n\\nSchool of Information, University of Michigan\\n\\nAnn Arbor, Michigan\\nandalibi@umich.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,305,141,323],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,328,395,632],\"text\":\"Disclosing stigmatized experiences or identity facets on iden-\\ntified social media (e.g., Facebook) can be risky, inhibited, yet\\nbeneficial for the discloser. I investigate such disclosures'\\noutcomes when they do happen on identified social media as\\nperceived by the individuals who perform them. I draw on\\ninterviews with women who have experienced pregnancy\\nloss and are social media users in the U.S. I document out-\\ncomes at the social/network, individual, and dyad levels. I\\nhighlight the powerful role of connecting with others with\\na similar experience within networks of known ties, how\\ndisclosures lead to relationship changes, how disclosers take\\non new social roles as mentors and support sources, and how\\nhelpful connections following disclosures originate from var-\\nious kinds of ties via diverse communication channels. I\\nemphasize reciprocal disclosures as an outcome contributing\\nto further outcomes (e.g., destigmatizing pregnancy loss). I\\nprovide design implications related to facilitating being a\\nsupport source and mentor, helpful reciprocal disclosures,\\nand finding similar others within networks of known ties.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,651,173,668],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,672,394,707],\"text\":\"• Human-centered computing → Social media: Empir-\\nical studies in collaborative and social computing.\",\"reading_order\":8,\"tags\":[\"paper_conclusion\"]},{\"label\":\"sec_1\",\"bbox\":[421,306,502,323],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,328,747,376],\"text\":\"Self-disclosure, stigma, social support, social media, preg-\\nnancy loss, miscarriage, reproductive health, mental health,\\nnetwork-level reciprocal disclosure, reciprocal disclosure\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,382,554,396],\"text\":\"ACM Reference Format:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,397,747,486],\"text\":\"Nazanin Andalibi, 2019, What Happens After Disclosing Stigma-\\ntized Experiences on Identified Social Media: Individual, Dyadic,\\nand Social/Network Outcomes, In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland UK. ACM, New York, NY, USA, 15 pages. https:\\n//doi.org/10.1145/3290605.3303067\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,502,549,519],\"text\":\"1 INTRODUCTION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,748,826],\"text\":\"When people experience distress or stigma due to life ex-\\nperiences (e.g., mental illness, abuse, job loss) or identity\\nfacets (e.g., sexuality, gender), they often feel the need to\\nshare these experiences, identities, or associated challenges\\nwith others [76] . Social media platforms provide a novel\\ncontext for people to engage in such expressions in ways\\nthat are not possible otherwise. People may use platforms\\nlike Reddit, Tumblr, or Instagram that can support some de-\\ngree of perceived anonymity and network separation (that\\nis, from one's physical world network and identity), or ded-\\nicated topic-based spaces (e.g., subreddits) to talk about a\\nvariety of stigmatized topics such as experiencing abuse [8] ,\\nmental illness [10, 28] , parenthood challenges [3] , or gen-\\nder transition [43] to name a few. The combination of the\\nabove features make disclosures on these spaces less risky\\nthan disclosing on identified social media , as they facilitate\\nsafe support exchange [7, 14, 34, 79] , reciprocal disclosures\\n[7] , connecting with similar others [2, 7] , and performing\\nidentity work when facing stigmatized life transitions [43] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,748,954],\"text\":\"Identified social media are platforms where one is typically\\nconnected to others they know in the physical world (e.g.,\\nfamily, friends, colleagues), and use their physical world iden-\\ntities [5, 46] . While disclosing to and exchanging support\\nwith anonymous similar others who do not belong to one's\\nnetwork of known ties tends to be helpful, it often is not\\nenough for many [5] . In fact, some share about stigmatized\\nexperiences on identified social media (e.g., Facebook) after\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,394,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute, requires prior special\\npermission and/or a fee. Request permissions from permissions@acm.org.\\n© 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":16,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"fnote\",\"bbox\":[69,899,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":17,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,927,264,953],\"text\":\"ACM ISBN 978-1-4053-5970-2/19-03...$15.00\\nhttps://doi.org/10.1145/3260565.3300367\",\"reading_order\":18,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 137\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 1\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,124,394,492],\"text\":\"they do so on platforms like Reddit [5] . Additionally, rela-\\ntionships developed in anonymous online spaces tend to be\\nshort-lived [23] and less personal [88] ; therefore, if one is\\nlooking for longer term support or relationship as a result\\nof their disclosure, they may find it harder to achieve that\\nin anonymous spaces. People use identified social media to\\ndisclose stigmatized experiences such as negative emotions\\nand grief [16] , a relationship breakup [44] , or loss of a preg-\\nnancy [5] in a one-to-many manner. Individuals balance their\\nneeds such as the need for support with needs for privacy\\nand impression management in deciding to engage in such\\ndisclosures [9, 48] . Sometimes such disclosures occur due\\nto reasons that go beyond the individual's needs; for exam-\\nple, people may engage in disclosures because they want\\nto raise awareness and educate others [5, 21] , because they\\nwant to avoid certain audience reactions [5, 55] , or because\\nthey see others disclose and feel less stigma attached to their\\nown eventual disclosure [5] . Decisions leading to such dis-\\nclosures are multi-faceted and challenging in person and on\\nidentified social media [5, 9, 33, 80] . Disclosures are in part\\nimportant due to their outcomes. When they do happen, they\\ncan lead to benefits (e.g., social support [4, 10] ), or unwanted\\noutcomes (e.g., rejection and further stigmatization [15] ).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,492,394,857],\"text\":\"In fact, immediately relevant to self-disclosures in stig-\\nmatized contexts when they do happen after complicated\\ndecision-making processes, are their outcomes. Outcomes\\n(stemming from responses to disclosures or not) encompass\\nwhat happens once disclosures are made [22] . In the con-\\ntext of stigmatized identities, research identifies individual,\\ndyadic, and social/contextual outcomes for in-person dyadic\\ndisclosures [22] . Human-Computer Interaction (HCI) and So-\\ncial Computing research on self-disclosure outcomes for the\\ndiscloser in sensitive settings has largely focused on social\\nsupport and wellbeing (sometimes mediated through social\\nsupport) [19, 45, 73] . But what else happens when people\\nmake such disclosures on identified social media to large\\ndiverse audiences to whom they are not anonymous? What\\noutcomes do disclosers perceive as a result of their disclo-\\nsures and reactions from their networks, and how do they\\nmake sense of these outcomes? I address these questions in\\nthis paper. By understanding the outcomes associated with\\nstigmatized disclosures occurring on identified social media\\nas made and perceived by the individuals who perform them,\\nI contribute to our knowledge about how social comput-\\ning systems can be designed to facilitate desired disclosure\\noutcomes and hinder unwanted outcomes for the disclosers.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,858,394,954],\"text\":\"To examine the disclosure outcome phenomena, I focus\\non pregnancy loss disclosures on identified social media as\\na central context of inquiry. The cultural focus on happy\\nendings compounds experiences of those whose pregnancies\\ndo not end happily [57] . Pregnancy loss provides a uniquely\\nimportant context to investigate the perceived outcomes of\",\"reading_order\":4,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[420,124,746,315],\"text\":\"stigmatized self disclosures on social media because 1) it\\nis a common [78] yet stigmatized reproductive health com-\\nplication associated with negative wellbeing effects (e.g.,\\ndepression) [81] , 2) it often receives unsupportive reactions\\nfrom others if disclosed in in-person settings [25, 47] , and\\n3) survivors often feel isolated and alone yet need to talk\\nabout their experiences and associated feelings [36] . I draw\\non interviews with women in the U.S. who have experienced\\npregnancy loss within the past two years, used social media\\nto talk about their experiences with pregnancy loss, and were\\nover 18 years of age with a lens for the outcomes they per-\\nceived as a result of their relevant social media disclosures.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,746,571],\"text\":\"I organize findings by adopting a disclosure model rooted\\nin the Communication literature suggesting in-person dis-\\nclosures have outcomes on the individual, dyad, and so-\\ncial/contextual levels [22] . I find that participants perceived\\ntheir social media disclosures about pregnancy loss to have\\noutcomes on the individual, dyad, and what I refer to as the\\nsocial/network levels. Participants perceived some of these\\noutcomes to come about due to disclosures themselves, and\\nothers due to responses to disclosures. I outline reciprocal\\ndisclosures' importance and unique outcomes: these include\\ndestigmatizing pregnancy loss, increased awareness about\\nthe stigma associated with pregnancy loss, increased aware-\\nness about the prevalence of pregnancy loss within one's\\nnetwork leading to less loneliness, connecting with similar\\nothers in one's network, reframing one's own experience, re-\\nlationship change, and sometimes feeling unacknowledged.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,572,746,842],\"text\":\"I show how certain disclosure reasons indicated in prior\\nwork (e.g., disclosing motivated by others' disclosures, also\\nknown as Network-Level Reciprocal Disclosures [5] ), are\\nalso disclosure outcomes. I find that when people disclose\\ntheir experiences with pregnancy loss to networks of known\\nties on identified social media, incredibly powerful and help-\\nful interactions and subsequent outcomes can originate from\\na variety of ties with various perceived strength levels (as\\nperceived by the discloser), and through a diverse set of com-\\nmunication channels with different privacy levels. Finally, I\\nshare design implications based on these findings including\\ndesigning for helpful reciprocal disclosures, finding similar\\nothers within networks of known ties, and facilitating sup-\\nport exchange and mentorship. I argue that designers and\\ntechnologists should explore future designs that account for\\nboth separations from and connections within one's network\\nof known ties.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,881,532,897],\"text\":\"2 PRIOR WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,901,719,918],\"text\":\"2.1 In-Person Sensitive Self-Disclosure Outcomes\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,922,746,954],\"text\":\"Studies related to in-person settings show that disclosures\\ncan have a variety of outcomes on the individual [63, 90] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 137\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,124,394,379],\"text\":\"behavioral [72] , wellbeing [86] , relationship [56] , and so-\\ncial/contextual [27] levels. Traditional Communication liter-\\nature provides high-level models describing self-disclosure\\nprocesses (e.g., [22, 41] ). Greene et al. categorize outcomes as\\nrelated to the discloser, disclosure target, and their relation-\\nship [41] , without a stigma focus. Most closely related to this\\npresent paper, is Chaudroni and Fisher's framework proposed\\nto examine in-person stigmatized disclosure outcomes, due\\nto their focus on dyadic in-person disclosures of “ concealable\\nstigmatized identities ” They propose outcomes on three lev-\\nels: Individual (e.g., psychological, behavioral, health), dyadic\\n(e.g., liking, intimacy, trust), and social/contextual (e.g., cul-\\ntural stigma, norms for disclosure) [22] . Perceived disclosure\\noutcomes also impact one's future disclosures [42] , which I\\nframe as an outcome related to the individual via impacting\\ntheir behavior.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,394,602],\"text\":\"A common theme among disclosure models is emphasiz-\\ning response roles in determining outcomes [41, 42] . Self-\\ndisclosure in sensitive settings is in part complicated because\\nit can lead to benefits such as receiving support [10, 22] , or\\nto negative outcomes such as rejection and further stigmati-\\nzation [12, 15, 63, 85] . Receiving negative or unsupportive\\nresponses to sharing stigmatized information is in fact com-\\nmon [50] , including in the pregnancy loss context [36] . Such\\nresponses can have negative effects, including reducing dis-\\nclosers’ wellbeing [84] . But not all disclosure outcomes are\\nrelated to received responses; for example, wellbeing can\\nimprove both as a result of catharsis or receiving support\\n[22] . In summary, research suggests positive and negative\\nwellbeing outcomes associated with self-disclosure [71] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,603,394,906],\"text\":\"Self-disclosure is also crucial in developing and maintain-\\ning interpersonal relationships [32] . Research has linked\\nself-disclosure to interpersonal relationship attributes such\\nas intimacy, liking, and trust between the discloser and re-\\nceiver, depending on the relationship and situational con-\\ntexts. For example, intimate disclosures in early phases of a\\nrelationship may not enhance liking (the discloser) [1] and\\nmay be seen as inappropriate by strangers [24] . Yet, other\\nresearch suggests expressing negative emotions is associated\\nwith positive relationship outcomes such as gaining support,\\nincreased liking, building larger networks, and increased\\nintimacy in already close relationships [39] . Importantly,\\nreciprocity is one of the most frequently observed disclosure\\noutcomes, as in, when people are disclosed to, they recipro-\\ncate with their own disclosures in response [1, 29, 32, 51] .\\nReciprocal disclosures can increase trust and liking [32] . Dis-\\nclosures can also lead to advocacy and social impact, for\\nexample through “ political disclosures ” to make stigmatized\\nidentities more visible and reduce misconceptions [21] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,394,954],\"text\":\"In summary, this literature suggests that in-person disclo-\\nsures can impact the discloser, their relationship with the\\nrecipient, and the social context within which the disclosure\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,173],\"text\":\"occurs. These outcomes can be related to wellbeing, intimacy\\nand liking, receiving reciprocal disclosures, gaining social\\nsupport, and visibility.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,184,720,216],\"text\":\"2.2 Computer-Mediated Sensitive Self-Disclosure\\nOutcomes\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,219,747,395],\"text\":\"Studies related to self-disclosure and online platforms have\\nfocused on two broad spaces: 1) platforms that support some\\ndegree of anonymity through disaggregation from one's so-\\ncial network of known ties and/or using pseudonyms, and\\n2) identified social media. While anonymous participation\\nin stigmatized contexts is helpful, it often is not enough [5] .\\nAlthough people may resort to more private means of seek-\\ning support [17] or employ anonymity [8, 74] in stigmatized\\ncontexts, sometimes they do engage in such disclosures on\\nidentified social media [5, 44, 80] . This paper focuses on the\\noutcomes of disclosures occurring on identified social media.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,746,602],\"text\":\"Generic disclosures on identified social media can lead to\\nincreased tie strength [18] , access to social capital and social\\nsupport [35, 40, 54] , increased feelings of connectedness in\\nthe case of `positive' disclosures [69] and improved subjec-\\ntive wellbeing [13, 59] . Broadly, these studies show that some\\nof the outcomes observed in in-person settings described in\\nSection 2.1 , also apply to social media. It is worth noting that\\nthese studies have often either not distinguished between dif-\\nferent types of disclosure content (e.g., depending on factors\\nsuch as stigma or valence) or suggest differences between\\n`positive' and `negatively'-valanced content [69] . These ob-\\nservations further confirm that attention to topic and its\\nsensitivity is key in understanding disclosure outcomes.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,603,747,955],\"text\":\"Studies related to sensitive disclosures on identified social\\nmedia have examined shared content [8, 10, 70] , motivations,\\nreasons, and ways of sharing [5, 43, 66, 80, 87] , and outcomes\\nrelated to finding support and wellbeing [10, 45] . Some of this\\nwork differentiates between responses from weak and strong\\nties as a result of disclosing one's distress. Most relevant is\\nBurke and Kraut's who found positive links between talking\\nwith strong ties (e.g., spouse, family) on Facebook and im-\\nprovements in stress and social support after losing a job (a\\ndistressing event) [17] . The same study found that weak ties\\n(e.g., acquaintances) do not provide these benefits [17] . On\\nwellbeing and support, research suggest that self-disclosure\\nonly affects wellbeing through responses that increase a\\nfeeling of connection [37, 60] ; others suggest no mediating\\neffects of response measures on wellbeing [30] . Yet others\\nsuggest not receiving responses or unsupportive responses\\nhave negative wellbeing effects [83] . Other work has linked\\ndisclosures of transgender identity on Facebook to increased\\nstress, though support from one's network mitigates some of\\nthis stress [45] , and supportive response to such disclosures\\nis linked to increased wellbeing [43] . This research thread\\nsuggests disclosure on identified social media is associated\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 137\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 3\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,171],\"text\":\"with both positive and negative wellbeing effects, sometimes\\nmediated through received responses, similar to in-person\\nsettings.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,171,395,459],\"text\":\"Disclosure reciprocity has also received attention. Re-\\nsearchers have observed reciprocity in internet chatrooms\\n[31, 77] , online forums [11] , and support forums such as Red-\\ndit [8] to name a few. In computer-mediated settings, people\\nmay over-interpret disclosure intimacy and reciprocate with\\nmore intimate disclosures [49] . Higher anonymity degrees af-\\nforded through temporary technical identities [58] facilitate\\nreciprocal disclosures through comments on abuse-related\\nsubreddits [8] . Relatedly, Andalibi and Forte introduce the\\nconcept of Network-Level Reciprocal Disclosure (NLRD) [5] .\\nThrough NLRD, people disclose content on their own social\\nmedia profiles to their own networks (rather than comment-\\ning on and responding to someone else's post); they do so\\nbecause they see others' posts and perceive less stigma asso-\\nciated with disclosing, and not because they intend to respond\\nto any other individual disclosure [5] . They frame NLRD as\\na disclosure motivation, rather than a perceived outcome of\\none's initial disclosure.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,459,395,762],\"text\":\"This literature identifies sensitive social media disclosure\\noutcomes as related to receiving social support and recipro-\\ncal disclosures (in response to initial disclosures, not through\\nNLRD — a distinct mechanism), social capital, and wellbeing.\\nPrior social media research does not provide a deep under-\\nstating of reciprocations' outcomes in stigmatized contexts,\\nand their meaning for the individuals who receive them. If\\nand when reciprocations occur, how do original disclosers\\nperceive them? Do disclosers perceive reciprocations as an\\noutcome of their disclosures? Support and wellbeing have\\nbeen a main focus in prior work. I ask what other disclo-\\nsure outcomes are present for individuals who engage in\\nstigmatized disclosures on identified social media? What\\nhappens after people make complicated decisions and share\\nabout their stigmatized experiences on social media with\\ntheir networks of known ties? Focusing on pregnancy loss\\nas an example of a distressing life experience associated with\\nstigma, guilt, shame, and negative wellbeing effects [67, 68] ,\\nI address these questions in this paper.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,772,189,790],\"text\":\"3 STUDY DESIGN\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,394,936],\"text\":\"This paper draws on data collected as part of a larger project\\nfor which I conducted 27 semi-structured interviews to un-\\nderstand the experiences of women who have experienced\\npregnancy loss and their use or non-use of social media. In\\nthis paper, I focus on the outcomes participants perceived as\\na result of using identified social media in relation to their\\nexperience with pregnancy loss. As detailed below, the analy-\\nsis presented in this paper draws on a subset (N=12) of these\\n27 interviews.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,936,394,955],\"text\":\"Screening survey and recruitment. I began recruiting via\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,459],\"text\":\"sharing a brief screening survey on Facebook and Twitter\\nto my network as well as local flyers. The screening survey\\nallowed me to find interview participants and led to a strati-\\nfic sample in terms of experiences and demographics such\\nas age, used social media, and disclosure or non-disclosure\\nbehaviors. The survey consisted of information about the\\nstudy and minimal inclusion criteria to participate in inter-\\nviews: having experienced a pregnancy loss during the past\\ntwo years, being at least 18 years old, using social media, and\\nliving in the U.S. I did not include the loss's gestational stage\\nas a criterion as it is not linked to the grief experience [67] .\\nThe survey was open to transgender and non-binary people,\\nbut none participated. Questions were about social media\\nuse and any disclosures of loss on them, demographics, and\\ncontact information. The survey was open 11/2016-1/2017\\nleading to 90 responses. Among survey respondents, 36 had\\nnot disclosed the loss on any platform, 51 had disclosed on\\none or more, and three could not recall. Among the 51 who\\nhad disclosed on one or more platforms, 41 briefly shared\\nhow they did so, out of which 22 had shared about their\\nexperience on individual Facebook timelines.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,459,747,651],\"text\":\"I made several passes through the survey data prior to and\\nduring the interview data collection period to select potential\\ninterview participants with the aim of covering a wide range\\nof experiences with loss, disclosure, social media use, and\\nage in aggregate. I recruited through an iterative process to\\nensure participation of a wide age range and inclusion of\\nindividuals who had and had not disclosed on social media.\\nI contacted survey respondents selected for interviews with\\nstudy details and an online consent form. I stopped recruiting\\nparticipants well after I reached saturation and uncovered\\nno new themes. I offered a $25 Amazon gift card to interview\\nparticipants as a token of appreciation.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,747,906],\"text\":\"Interview participants and data collection. This paper\\ndraws on data collected as part of a larger project. Partici-\\npants included 27 women with the average age of 33.6 (range:\\n27-42). One participant was in a relationship with a woman,\\nand 26 were in relationships with men. Everyone except one\\nparticipants reported using Facebook at the time of the inter-\\nview to connect with others they know in the physical world;\\nas such Facebook is the identified social media in this study.\\nEight participants reported no online disclosures about their\\nloss; 19 reported direct online disclosures (e.g., Facebook\\ntimelines, Facebook groups, Reddit). Of these, 12 had dis-\\nclosed on their individual Facebook timelines (focus in this\\narticle), one commented on a friend's post and perceived\\nit as disclosure, and 14 disclosed in support groups. Nine\\nindividuals disclosed in at least two platforms. Participants'\\nlosses were in various pregnancy stages.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,906,747,955],\"text\":\"I conducted semi-structured interviews which allowed\\nparticipants to explain their experiences and have control in\\nthe conversation, and me to systematically cover important\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 137\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,347],\"text\":\"topics. I conducted interviews via participants' preferred\\nmethod of video or voice call. On average, the interviews\\nwere 92.7 minutes long (SD = 12.5, range: 62-115). Only audio\\nwas recorded and transcribed for analysis. I began by sharing\\nthe study's goals and what it entailed, and asked permission\\nto record the conversation. I asked what the participant's life\\nwas like when they found out they were pregnant, and what\\nfollowed next. Follow-up prompts included loss disclosure or\\nnon-disclosure on social media and beyond, reasons for these\\nbehaviors, received responses, and perceived outcomes of\\ndisclosures or non-disclosures. I asked for specific examples\\nwhen possible. In this article, I only report on themes related\\nto perceived outcomes of disclosures on identified social me-\\ndia, which happened to be Facebook for participants.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,395,650],\"text\":\"Analysis. I followed an interpretivist approach to analysis,\\nthrough which in order to understand a phenomenon (i.e.,\\ndisclosure outcomes) I aimed to understand participants'\\nlived experiences, how they reconstructed experiences, and\\nthe meanings they associated to experiences [89] . I used the\\nconstant comparative approach [26] , central to grounded\\ntheory to analyze these data. I conducted iterative open cod-\\ning looking for patterns in the data, allowing for categories,\\ntheir properties, and relationships to emerge. Open coding\\nfacilitated flexibility and creativity in the analysis process\\n[26] . In the process of allocating codes to larger categories,\\nI found that they nicely fit within a framework posed by\\nChaudoir and Fisher [22] in the Communication literature\\nreviewed earlier in this paper. I did not set out to use Chau-\\ndoir and Fisher [22] 's framework to organize these data. I\\nopen coded, developed themes, compared themes with this\\nframework, and adopted it due to its themes' fit with mine.\\nAs such, I organized findings by adopting their framework\\nand extended it to the social media context.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,650,394,778],\"text\":\"Ethical considerations. I chose semi-structured interviews\\nin part to allow participant to have control over the conversa-\\ntion due to the topic's sensitivity. I adopted guidelines posed\\nby Kasket [52] for conducting interviews with bereaved indi-\\nviduals that highlights signs of stress that I could notice and\\nreact to. I will make this work's summary publicly available\\nto contribute back to participants I worked with as well as\\nthe public more broadly. This study was IRB-approved.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,395,954],\"text\":\"Limitations and opportunities. This study's sample was\\nnot representative of U.S. women or those who experience\\npregnancy loss or stigma. I sought a diverse participant\\ngroup, yet this work's goal is not generalizability as with\\nother work with similar methodological orientations. Future\\nwork could evaluate these findings with other populations,\\nwith representative samples, or in other cultures. These data\\nspeak to NLKD and pregnancy loss stigma. Future work\\ncan evaluate NLKD as a disclosure outcome in other stigma-\\ntized contexts. Future work can also examine correlational\\nlinks between certain disclosure motivations, responses, and\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,284],\"text\":\"perceived outcomes. Participants did not regret social me-\\ndia disclosures even when they reported negative outcomes.\\nAlso, participants did not report developing negative atti-\\ntudes towards future social media disclosures, even when\\nresponses were unsupportive. Future work should remain\\nsensitive to issues related to regret, further potential unsup-\\nportive responses on social media, and impacts on future\\ndisclosures. I did observe both regret and attitude shift as\\na result of in-person disclosures, the discussion of which is\\noutside the scope of this paper's intended contribution.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,294,508,310],\"text\":\"4 FINDINGS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,315,747,571],\"text\":\"I organize findings around three high-level themes: social\\nand network-, individual-, and dyad-level outcomes. These\\nthemes are interconnected yet highlight distinct mechanisms;\\nfor example, as I will share below, aspects of social/network-\\nlevel outcomes (e.g., reciprocation) lead to individual-level\\noutcomes in and of themselves. As a reminder, I investigated\\ndisclosure outcomes as perceived by the individuals who per-\\nform them. As such, when I refer to \\\"outcomes,\\\" that is what\\nI refer to. I found that outcomes can 1) relate to responses\\nto disclosures (e.g., feeling supported, others' reciprocating\\nwith stories in response, several reciprocation-related out-\\ncomes), or 2) not relate to responses to disclosures (i.e., NLRD,\\nimpact opposing values, feel catharsis, feel more authentic,\\ntransition to mentor role). In addition to in-text pointers, out-\\ncomes particularly related to responses are identified with\\n\\\"R\\\" in subheadings for easier readability.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,582,670,599],\"text\":\"4.1 Social- and Network-Level Outcomes\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,602,747,954],\"text\":\"4.1.1 Facilitate network-level reciprocal disclosures . Partici-\\npants remarked that their disclosures facilitated others' dis-\\nclosures through what Andalabi and Forte call Network-Level\\nReciprocal Disclosure (NLRD) [5] . By definition, disclosures\\noccurring through NLRD are not in response to any other dis-\\nclosure [5] , as is the case in dyadic in-person reciprocations\\n[32] or in commenting on a social media post. Instead, they\\noccur when one is motivated and inspired by a disclosure by\\nsomeone else in their network, and as a result of reduced\\nstigma perception [5] . For example, P2 shared how a friend\\nof hers posted about her loss experience inspired by P2's\\ndisclosure, and as a result of reduced perceived stigma due\\nto P2's post: “ I made me feel really good because she said\\nthat I had inspired her to share. I kept talking about taking\\nthe stigma away from the conversation because it's important\\nthat we are able to support each other and it's a big deal, and\\nnot being able to talk about it just hurts more. She'd put all\\nof that to her post as well, so it did make me feel really good\\nthat I was actually helping someone...I made me feel good\\nthat I was able to have that conversation and help other people\\nhave that conversation. While disclosures in one's network\\ncan serve as a disclosure motivation [5] , we see that they\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 137\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 5\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,394,156],\"text\":\"also serve as disclosure outcomes as perceived by individuals\\nwho perform disclosures.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,171,395,410],\"text\":\"4.1.2 R: Facilitate reciprocal disclosures in response to disclo-\\nsures. Facilitating reciprocal disclosures in response to the\\nposter was both a common disclosure response received\\nby, and outcome perceived by participants. While recipro-\\ncal disclosures in response to participants' disclosures were\\na perceived disclosure outcome in and of themselves, par-\\nticipants remarked that these reciprocations led to other\\noutcomes in turn. These reciprocations occurred through a\\nvariety of communication channels including one-to-many\\ncomments, private one-on-one electronic channels (e.g., pri-\\nvate messages, text messages, emails), or in-person. They\\nalso originated from various kinds of ties, strong and weak.\\nIn this section, I first describe reciprocal disclosures, and\\nthen discuss the social/network-related perceived outcomes\\nof these reciprocations.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,395,570],\"text\":\"Participants noted the important role of their initial dis-\\nclosures for others to share their own stories in response.\\nAs P3 said: \\\"There's strength in numbers, I'm sure that prob-\\nably 50 of my friends have gone through a miscarriage and\\nmaybe one or two of them have publicly shared that they've\\ngone through it and they want to be a voice and not be silence.\\nIt's hard to be that first person to stand up and say, 'This is\\nwhat I've gone through. It's easier for everyone to follow.' To\\ndescribe reciprocations, P25 said: \\\"I got flooded with, 'Oh, I\\nhad a miscarriage, too.'\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,571,395,699],\"text\":\"Participants also described reciprocal disclosures occur-\\nring through different communication channels with various\\nprivacy levels. As P25 put it: “ There was a lot of comments,\\nand a lot of people, they were like, 'Oh, I'm sorry. This hap-\\npened to us, too,' in the comment section. Then, what I was\\ngetting was a lot of private messages and a lot of offline emails.\\nNon-Facebook, non-social media emails, texts, and calls based\\non, stemming from the Facebook post. ”\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,395,955],\"text\":\"Comparing different communication modes, P20 said: “Some\\npeople didn’t want other people to know that they had gone\\nthrough the same thing so they sent me a private message\\nand some people put it out there that they had.” While some\\nremarked that private messages allowed the reciprocator to\\nmanage their privacy better (compared to public reciproca-\\ntions through a comment), some believed private messages\\nwere more personal and meaningful. For example, P12 said:\\n“I thought it’s probably a little easier to get personal through a\\nprivate message. Some of them I think even just started out with\\nsomething really simple. They, I just wanted to say hello. I’ve\\nbeen through something similar, just let me know if you ever\\nwant to talk. Others started with discussions of relevant per-\\nsonal experiences. . . Some people had different ways of reaching\\nout too. Then I guess some people too, prompted by the Face-\\nbook post, would send an email or a text, rather than use the\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,172],\"text\":\"private message in Facebook too.\\n\\\" She further explained:\\n\\\"I\\nthink most of the really meaningful stuff happened through\\nprivate messaging.\\n\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,747,444],\"text\":\"Reciprocations originated from individuals with whom the\\ndiscloser believed they had relationships of varying closeness\\ndegrees and diverse walks of life, not solely those with whom\\none was close to before the disclosure. For instance, P25 said:\\n“Honestly, they came from everywhere. My husband’s friends,\\nhis coworkers, yeah, people from high school, people from my\\nhusband’s high school. Everybody that was connected somehow\\nthrough Facebook.” Similarly, P12 said: “Most of the people that\\nresponded positively that hadn’t known the news were probably\\njust friends and acquaintances that I hadn’t seen in a long time\\n... It was interesting, because it wasn’t people that I would\\nnormally communicate with, or share details of my life in that\\nkind of way.” Social media can facilitate connections that may\\nnot actualize in meaningful ways otherwise, presenting an\\ninteresting contrast with concerns around context collapse\\nand flattening of one’s network of various realms of life into\\none [65] that can make disclosures difficult.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,451,747,850],\"text\":\"4.1.3 R: Destigmatize pregnancy loss. Participants thought\\nreciprocations in response to their disclosure \\\"normalized\\\"\\npregnancy loss and talking about it. For example, P25 said:\\n\\\"It's somebody trying to reach out to you and to share what\\nhappened to them to probably, in a way, normalize miscar-\\nriages, to let you know that you're not alone, and like I said,\\nto share something about themselves or something to help you\\nto feel better.\\\" Similarly, P10 said: \\\"People don't talk about it\\nuntil, I think, you have an avenue where you can relate, then\\nyou go down there, and you can say, 'Okay, I can ping you,\\nand we can be part of this group together' Basically I was left\\nhanging in the wind for a little bit, and so many women, I have\\nto imagine, are left hanging in the wind about this, thinking\\nthis is so abnormal, and this is so weird, as opposed to no, this\\nis actually really, really common.\\\" Reciprocations also made\\nparticipants feel as though it was more appropriate to talk\\nabout pregnancy loss than they had originally thought. For\\nexample, P15 said: \\\"I guess it made me feel less alone and it\\nmade me feel less inappropriate for sharing the information\\nwith them because they are like, 'I know about this as well it's\\nnot just some weird unsolicited story that you are sharing with\\nme. It's something that I've experienced too.'\\\" This perceived\\nsocial/network-related outcome refers to reassessing one's\\nbeliefs about the appropriateness of disclosures, leading to\\nreduced stigma perception.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,746,954],\"text\":\"4.14 Influence opposing values about relevant topics . Partici-\\npants remarked that their discourses impacted some mem-\\nbers of their social networks' opinions and attitudes. For\\nexample, P13 shared how her aunt had an opinion change\\nabout reproductive rights as a result of P13's social media\\nposts: \\\"I was just saying to my husband the other day. You\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 137\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,124,396,364],\"text\":\"know, I don’t know why I keep posting things that I feel like\\nmy conservative family is going to read and they’re going to\\nhave some change of heart. Why do I keep doing this? Like\\nit’s been years and nothing has changed. But then actually, I\\nhad a post just the other day about planned parenthood and\\nthat same aunt, she said, “Well, you know how I feel about\\nabortion but I softened my stance on planned parenthood and I\\nunderstand that they do a lot of good things. I don’t know how\\nmuch credit I can take for that but she is certainly one of the\\npeople who has read and engaged with my posts related to my\\npregnancy losses and reproductive rights. I suppose sometimes\\nthere’s a conversation happening there.” Participants noted\\nthat disclosures facilitated constructive conversations and\\nreflections leading to attitude changes on relevant topics\\n(e.g., reproductive rights) in their networks.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,375,258,392],\"text\":\"4.2 Individual-Level Outcomes\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,395,395,553],\"text\":\"4.2.1 R: Feel supported. Participants largely reported receiv-\\ning various kinds of support on and beyond social media due\\nto their social media disclosures. These included acknowl-\\nedgments, emotional support, reciprocations, sympathies, or\\nmore tangible forms of support from sending food to light-\\ning a candle to remember participants' loss. For instance, P9\\nshared: \\\"I did have everything varying from just sorry to hear\\nabout your loss, we love you, to a couple of people that said\\nthat they had experienced a loss too and will light a candle for\\nboth my loss and theirs on this special night or whatever.\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,554,396,826],\"text\":\"Social media disclosures also led to tangible, in-person, and\\nmore in-depth supportive interactions. For instance, P12 said:\\n\\\"There's a cousin of my husband... I never knew that about\\nher, and I think it really surprised me how people did want to\\ntalk about it. Maybe not publicly, through the comments, but\\nwanted to share their stories privately. She in particular offered\\na lot of support, whether I just needed to talk to somebody, or\\nreally I think she offered anything that we needed. A lot of\\npeople make that offer in time of need, but don't necessarily\\nmaybe mean it when you actually then follow through. I ended\\nup mostly through text messaging, but she really was helpful.\\nI think out of all the people who contacted me, probably the\\nmost. Some people brought meals over. A lot of people said,\\n\\\"What can we do?\\\" At that point there really wasn't anything\\nwe needed, but I think a lot of people show their support and\\nlove through baking and cooking food.\\\" Such instrumental and\\ncontinuous support was uniquely helpful for participants.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,826,396,954],\"text\":\"Participants found caring reactions from non-traditionally\\nclose ties to be uniquely meaningful. P13 said: \\\"The other\\nthing that means a lot is when it's a friend but not somebody\\nthat I'm really close to who expresses some sort of love or sym-\\npathy or caring because I think I expect it from people I'm close\\nto. When it's someone whom ... maybe even an acquaintance,\\nbut somebody I respect but don't have a very close relationship\\nwith or at least not right now and I see that they've read it and\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,747,299],\"text\":\"they comment in a way that is very loving and shows me that\\nthey're thinking about me and their feeling emotional about\\nthe situation, that means a lot to me because I feel like it's not\\nsomething that they had to...” In a similar context, P18 said:\\n“It would be hard to know what to say and to put it out there\\nfor everybody else to read in case you weren't saying the right\\nthing. It feels like it would be hard for me to do that and that\\nsome people took the time to do that felt meaningful.” Partici-\\npants noted that interacting with their posts was likely not\\neasy for many, especially from weaker ties. So, when they\\nreceived support from them, it meant a lot to them.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,306,748,898],\"text\":\"4.2.2 R: Increased awareness about the prevalence of pregnancy\\nloss leading to less loneliness within one's network of known\\nties. Reciprocations made participants acutely aware of how\\ncommon pregnancy loss is. As P15 said: \\\"I think the only thing\\nthat I found surprising about people's responses was the number\\nof people who said, 'It happened to me too or it happened to my\\nwife too or it happened to my cousin too.' There is such a huge\\nproportion of the people that I shared this with had a very close\\npersonal experiences with the same event.\\\" This heightened\\nawareness was present even if participants were aware of\\nrelevant statistics as factual information, as P9 mentioned:\\n\\\"I don't even know how I know about it, but I've always known\\nfrom even a young age that miscarriages are fairly common,\\nbut I didn't realize how common until it happened to me. It's\\none in four pregnancies end in miscarriage and that's a huge\\nnumber. I guess you always think that happens to people, but\\nyou don't realize how common it is until it happens to you...\\nwhen I made that post and a bunch of people commented to me,\\nwhether privately or on my actual Facebook post, then again\\nit's like wow, all of these people experienced a miscarriage\\ntoo. I think that's sad in a way because nobody ever talks\\nabout it, nobody openly talks about it.\\\" Such reciprocations\\nmade participants feel less alone. As P1 said: \\\"You just always\\nthink it doesn't really happen that often, but it really does.\\nAnd I think social media has made that easier to find out\\nthat it really does because before, if I didn't have Facebook,\\nI wouldn't have known how many women in my life have\\nalready been through these steps. Friends from high school\\nwho have gone through it. I wouldn't know that I'm not so\\nalone in it. And other women wouldn't know that they're not\\nso alone in it.\\\" Disclosures on identified social media led\\nto reciprocations that led to an increased awareness of the\\nprevalence of pregnancy loss within one's network, through\\nwhich participants felt less alone. This increased awareness\\n- an individual-level outcome – about one's network of\\nknown ties in and of itself was crucial in making disclosers\\nfeel better.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,904,747,954],\"text\":\"4.2.3 R: Connect with similar others in one's network of known\\nties. Disclosures and subsequent reciprocations' outcomes\\nwent beyond increased awareness and less loneliness as a\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 137\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300367", "source_image_path": "test_data/3290605-3300367/3290605-3300367_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300367/results/output_json/3290605-3300367_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,507],\"text\":\"result. It also led to connecting with others, which was a\\nhelpful process for many. For example, P11 said: “... Anyway,\\nthey come out of the woodwork. Turns out that a high per-\\ncentage of people you know have had miscarriages, and will\\nshare that with you when you share that you've had one. Yeah,\\nthat was helpful.” Connecting with individuals that one knew\\nand respected who have been through a loss and survived\\nwas extremely meaningful and helpful for many. On this\\nnote, P1 said: “And when other women, who I admired and\\nrespected said to me, 'I have been there, I have done that, this\\nhas happened to me, it made me realize that, that was not true,\\nand it made me say these women have survived this, and I can\\nsurvive this, and I don't, I'm not the only one who understands\\nwhat it's like to, to love somebody you have never met. And,\\nso, when you're not alone in something that makes you feel so\\nalone, it helps. It's like me, drowning in the ocean, and some-\\nbody holding your hand and saying, 'I've got you, we'll float\\ntogether,' and for a while, that's all you do, is you float together,\\nand so every little light that says, 'I've been there,' is one that\\nkeeps you from going into that darkness of, 'I won't survive\\nthis.'\\\" These responses made participants feel understood\\nand validated and helped them imagine that they can bounce\\nback from this trauma because others that they know and\\nrespect did.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,507,395,730],\"text\":\"Reciprocal disclosures from members of one's network of\\nknown ties on identified social media was more meaning-\\nful than those from anonymous strangers (e.g., on forums).\\nAs P22 said: \\\"The outreach that I received on Facebook was\\ndefinitely more meaningful. I think because the face to face re-\\nlationship was there, even if it's somebody I was not always in\\ncontact with anymore. It was people who were not necessarily\\ngoing through it at the moment because at BabyCenter, most\\nof the ladies there are currently struggling with that or dealing\\nwith it in some way, whereas on Facebook it was friends who\\nI knew this happened years ago and have since had kids or\\nhave had other things happen in their lives. I think it was just\\nmore meaningful in that sense. It's real faces that I know and\\nrealize.\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,954],\"text\":\"Not only responses from other women one knew per-\\nsonally were particularly meaningful, but also responses\\nfrom others who shared other identity facets like profession\\nhelped. For example, P21 said: “I think that it was nice to\\nknow that or I feel like sometimes I felt like I should know\\nmore than I did or understand more than what I did about that\\nwhole process. It was nice to know that other women are in\\nmedicine despite their backgrounds or equivalently not sure\\nabout what’s going on or can’t explain why these things hap-\\npen.” Disclosures led to reciprocations from a wide array of\\npeople with whom the discloser had various kinds of rela-\\ntionships. While prior work establishes the important role of\\nanonymous interactions in sensitive settings [8, 34, 61] , here\\nwe see that connecting with others one somehow knows\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,172],\"text\":\"and/or shares one or more identity facet (e.g., profession)\\nis also helpful and can occur as a result of disclosures to\\nnetworks of known ties.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,181,747,453],\"text\":\"4.2.4 R: Increased awareness about the stigma associated with\\npregnancy loss for others in one's network of known ties. While\\nthrough reciprocations participants learned that pregnancy\\nloss is common and they were able to connect with similar\\nothers in their networks of known ties, reciprocations also\\nmade participants aware of how much silence and stigma\\nothers who experience pregnancy loss associate with it. As\\nP2 said: \\\"To be honest, it was a little overwhelming because\\nthere was so many people who could relate that I didn't know.\\nThat just reinforced that people don't talk about it and it's\\nthis taboo conversation.\\\" Similarly, P20 said: \\\"I found out that\\na lot of people that I knew actually had gone through the\\nsame thing that I had and I didn't know that. I guess it's a\\ntaboo thing to talk about if you've been through one.\\\" This\\nperceived outcome – an individual-level outcome – pertains\\nto increased personal awareness of norms that informed\\nothers' disclosure behaviors in one's network.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,464,747,752],\"text\":\"4.2.5 R: Feel unacknowledged and unheard. Reciprocal disclo-\\nsures did not always leave a positively perceived outcome.\\nThis was often the case when participants perceived recipro-\\ncations to not acknowledge potential differences between the\\ntwo experiences, or solely engage in sharing one's own expe-\\nrience. For instance, P25 referenced a reciprocal disclosure\\nby her husband's cousin who had shared her experience with\\nan earlier loss: \\\"I felt a little resentment for being compared\\nto a first trimester loss, which is entirely unfair from a logisti-\\ncal standpoint. People share their experiences so that they can\\nforge an understanding or what have you, and I was thinking,\\nyeah, but you weren't 16 weeks and your water didn't break\\nand you didn't go through it.\\\" Others also noted the impor-\\ntance of simply acknowledging an initial disclosure. While\\ndisclosures led to reciprocations which then led to positive\\noutcomes such as less loneliness or less stigma perception,\\nthey could also sometimes contribute to feeling unacknowl-\\nedged, unheard, or unsupported.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,761,747,955],\"text\":\"4.2.6 Transition into supporter and mentor role in one's net-\\nwork. Many participants transitioned into a new social role\\nwithin their networks and sometimes extended networks af-\\nter sharing about their loss on social media. This role entailed\\nassuming a mentorship role through becoming a source of\\nsupport relying on personal experience with pregnancy loss\\nand their openness about it. For example, P1 said: \\\"Those\\nposts work as not just a, 'Hey, this is how I'm feeling. And this\\nis what we're going through and this is an update on me,' but\\nit's also a learning experience and kind of an awareness... And\\nI've had people who've had miscarriages since then who have\\nsought me out first and said, 'I think I'm having a miscarriage\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 137\",\"reading_order\":9,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 8\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300367/results/markdown/3290605-3300367_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[130,117,686,184],\"text\":\"How Guiding Questions Facilitate Feedback\\nExchange in Project-Based Learning\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[161,201,323,264],\"text\":\"Amy Cook\\n\\nCarnegie Mellon University\\nPittsburgh, Pennsylvania\\n\\namyshann@andrew.cmu.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[163,275,322,342],\"text\":\"Salma Elsayed-Ali\\n\\nWilliam and Mary\\nWilliamsburg, Virginia\\n\\nshelsayedali@gmail.wm.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[494,203,648,265],\"text\":\"Jessica Hammer\\n\\nCarnegie Mellon University\\nPittsburgh, Pennsylvania\\n\\nhammerj@cs.cmu.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[475,277,667,341],\"text\":\"Steven Dow\\n\\nUniversity of California San Diego\\nSan Diego, California\\n\\nspdow@ucsd.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,352,141,368],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,373,394,629],\"text\":\"Peer feedback is essential for learning in project-based disci-\\nplines. However, students often need guidance when acting\\nas either a feedback provider or a feedback receiver, both to\\ngain from peer feedback and to criticize their peers' work.\\nThis paper explores how to more effectively scaffold this\\nexchange such that peers more deeply engage in the feed-\\nback process. Within a game design course, we introduced\\ndifferent processes for feedback receivers to write questions\\nto guide peer feedback. Feedback receivers wrote four main\\ntypes of guiding questions: improve, share, brainstorm, cri-\\ntique. We found that “ improve ” questions tended to lead to\\nbetter feedback (more specific, critical, and actionable) than\\nother question types, but feedback receivers wrote improve\\nquestions least often. We offer insights on how best to scaf-\\nfold the question-writing process to facilitate peer feedback\\nexchange.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,640,172,657],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,660,412,709],\"text\":\"• Applied computing $\\\\rightarrow$ Collaborative learning .• Human-\\ncentered computing $\\\\rightarrow$ Computer supported cooperative\\nwork .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,722,149,739],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,744,324,761],\"text\":\"Project-based learning, peer feedback systems.\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,353,554,368],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,369,746,455],\"text\":\"Amy Cook, Jessica Hammer, Salma Elaysed-Ali, and Steven Dow.\\n2019. How Guiding Questions Facilitate Feedback Exchange in\\nProject-Based Learning. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow,\\nScotland, UK . ACM, New York, NY, USA, 12 pages. https://doi.org/\\n10.1145/3290605.3300368\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,470,549,487],\"text\":\"1 INTRODUCTION\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,491,747,618],\"text\":\"Peer feedback exchange is an essential activity for project-\\nbased learning, especially in open-ended and iteration-driven\\ndomains like design [3][9] . Providing peer feedback to oth-\\ners helps feedback providers learn to evaluate work and un-\\nderstand the instructor's standards [28] . Receiving feedback\\nfrom others helps feedback receivers develop self-assessment\\nabilities and learn to use feedback to inform their iterative\\ndesign choices [6][19] .\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,808],\"text\":\"However, there are several known challenges to peer feed-\\nback exchange. First, the quality of peer feedback is highly\\nvariable. Some students give \\\"better\\\" feedback than others,\\nand feedback receivers may not know how to distinguish\\ngood feedback from bad. Second, one goal of peer feedback\\nexchange is to help students align with instructor standards,\\nbut this goal is not always met. In order for students to\\nreach that goal, they need to engage in meta-cognitive and\\nreflective processes to self-assess their own learning and per-\\nformance [5][13] . However, prior work shows that students\\noften struggle to reflect on feedback even when prompted\\n[9][17] .\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,747,954],\"text\":\"One method instructor use to address these challenges is\\nto provide rubrics for feedback providers to use when they\\ngive feedback to their classmates. These instructor-authored\\nquestions are meant to scaffold the feedback process and\\nguide students towards providing high quality feedback that\\nis specific, critical, and actionable [20][22][27] . However,\\neven when instructor-authored rubrics are used, feedback\\nproviders sometimes still struggle to write specific, critical,\\nand actionable feedback for their peers [17] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,778,393,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@emc.org.\\n© 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,899,393,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[71,925,268,953],\"text\":\"ACM ISBN 978-1-4603-5970-2/19-05 ...$15.00\\nhttps://doi.org/10.1145/3290605.330068\",\"reading_order\":22,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 138\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,395,364],\"text\":\"This paper investigates the effect of a new method for\\naddressing these challenges: student-authored guiding ques-\\ntions. We implemented guiding questions in a college-level\\neducational game design course. The feedback process was\\nconducted using an existing digital peer feedback system.\\nWe identified and analyzed several indicators of effective\\nand thoughtful feedback exchange. We developed a quali-\\ntative coding scheme for what kinds of questions feedback\\nreceivers write. We analyzed how much and what kind of\\nfeedback was elicited by these questions. We used self-report\\ndata to determine which questions and feedback were most\\nvalued by feedback receivers and instructors. We also in-\\nvestigated how other factors, such as the question-writing\\nprocess (individual or collaborative), may have impacted the\\ntypes of questions feedback receivers wrote.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,364,395,555],\"text\":\"We found that improve questions tended to produce more\\nspecific, critical, and actionable feedback than other ques-\\ntions types. Also, feedback receivers who wrote questions\\ncollaboratively learned to internalize the instructor's val-\\nues and standards, and to recognize the value of improve\\nquestions, while feedback receivers who wrote questions in-\\ndividually valued other less effective question types instead.\\nThis work provides preliminary support for implementing\\nstudent-authored guiding questions as an interactive learn-\\ning activity to scaffold more effective peer feedback exchange.\\nWe discuss implications for in-class learning technology, key\\nopen questions, and future work.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,573,197,590],\"text\":\"2 RELATED WORK\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,594,395,756],\"text\":\"Peer feedback plays a pivotal role in project-based learning\\nand design education, providing students with the opportu-\\nnity to learn from one another and to iterate on and improve\\ntheir projects [19][20] . Receiving peer feedback is also a criti-\\ncal component of self-regulated learning [6] , and giving peer\\nfeedback to others can facilitate learning that transfers to a\\nstudent's own project [18] . Both giving and receiving peer\\nfeedback offers a unique learning opportunity for students\\nto become better acquainted with self-assessment, commu-\\nnication, and project improvement [6][26] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,773,328,790],\"text\":\"Methods for Implementing Peer Feedback\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,395,857],\"text\":\"While some classrooms opt for verbal peer feedback ex-\\nchange, others elect to use a written format either by hand\\nor digitally when exchanging peer feedback. These methods\\nhave trade offs.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,955],\"text\":\"First, verbal peer feedback enables all members of a group\\nto hear the feedback, but can simultaneously prevent ev-\\neryone in the group from participating and can easily be\\nforgotten unless recorded [24] . Second, exchanging tradi-\\ntional paper-based peer feedback allows for tangibility and\\nflexibility, but may harbor logistical challenges come time\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,747,284],\"text\":\"for collection and distribution [15] . Third, digital peer feed-\\nback systems are a relatively novel way of exchanging peer\\nfeedback [9][23][25] . Digital feedback exchange can be as\\neffective as handwritten feedback, encourage more peer-\\nto-peer interaction, and offer logistical and organizational\\nadvantages. However, digital methods of exchanging peer\\nfeedback may be distracting and challenging to adopt [24] .\\nUsing technology during peer feedback exchange has not\\nonly enabled peer feedback, but also gives us a new lens for\\nunderstanding the dynamics of feedback exchange.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,309,653,328],\"text\":\"Qualities of Successful Peer Feedback\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,747,491],\"text\":\"Successful peer feedback is specific, critical, and actionable\\n[20][22] . Prior researchers developed a set of conditions that\\ndetail how formative assessments contribute to and have\\nthe potential to improve student learning; they state that\\nfeedback has to be specific, detailed, and facilitative in order\\nfor it to be useful [13] . Successful feedback also indicates the\\nshortcomings of a project or provides a critical judgment on\\nthe handling of a particular aspect of a project [16] . Care\\nshould be taken to be critical of students' performance and\\ncontent rather than personal characteristics [13] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,491,747,571],\"text\":\"Feedback should also provide an opportunity for feedback\\nreceivers to close the gap between their current performance\\nand the desired outcome [20] , and should motivate feedback\\nreceivers to act upon the feedback received, thus improving\\ntheir work and increasing their learning [13] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,747,652],\"text\":\"For this study, we use those criteria - specific, critical, and\\nactionable - to evaluate peer feedback quality. Other factors\\nalso influence the success of peer feedback exchange, such\\nas the quantity of feedback received [26] and the amount of\\ntime that passes before feedback is received [17] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,676,665,694],\"text\":\"Challenges to Successful Peer Feedback\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,698,747,809],\"text\":\"Despite the substantial value that can be derived from peer\\nfeedback, several challenges still exist during peer feedback\\nexchange. First, peer feedback quality depends on the exper-\\ntise of the person providing feedback [ 8 ] . Experts frame and\\nanalyze problems differently than novices. Thus, students\\nmay not be equipped to provide specific peer feedback, and\\npeer feedback quality can be unreliable.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,889],\"text\":\"Second, students may feel anxious or hesitant to pro-\\nvide feedback on peers' work, especially when being criti-\\ncal [10][16] . However, prior work shows that constructive\\ncriticism positively impacts feedback quality and should be\\nencouraged.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,747,954],\"text\":\"Third, peers may choose not to accept feedback especially\\nif it is critical, potentially viewing it as invalid or as an in-\\naccurate representation of their work [26] . Peers may not\\nview each other as \\\"knowledge authorities\\\" but rather as\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 138\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,173],\"text\":\"equal-status learners, so they may be hesitant to accept judg-\\nment or advice from peers [14] . Therefore, students may not\\nbe open or receptive to criticism of their work.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,183,365,201],\"text\":\"Using Rubrics to Guide Peer Feedback Exchange\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,205,395,411],\"text\":\"Instructors sometimes use rubrics to scaffold the peer feed-\\nback process in hopes of addressing the above challenges.\\nA rubric is \\\"a document that articulates the expectations\\nfor an assignment by listing the criteria, or what counts,\\nand describing levels of quality from excellent to poor\\\" [2] .\\nRubrics can help novices frame their feedback according to\\nthe evaluation criteria, and can encourage peers to provide\\ncritical feedback. Prior work has investigated how students\\ncan use rubrics not just to evaluate, but also to learn. In\\nparticular, students reported using rubrics to \\\"guide or reflect\\non feedback from others\\\" [2] , and existing peer feedback\\nsystems have successfully used structured rubrics authored\\nby the instructor to guide feedback [17][25][27] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,411,395,572],\"text\":\"Students may learn more from authoring their own rubrics\\nthan from using a general rubric authored by the instructor\\nfor the entire class [7] . Student-authored rubrics may help\\nincrease a student's sense of ownership over the feedback,\\ngiving them a stronger motivation to engage with critique.\\nStudent-authored rubrics also provide opportunities to both\\nincrease reflection about what type of feedback is desired\\nand guide feedback providers. These opportunities drive our\\ninvestigation into how rubrics can best be implemented with\\nin-class peer feedback systems.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,582,370,600],\"text\":\"ICAP Framework for Types of Learning Activities\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,395,699],\"text\":\"ICAP is a theoretical framework that suggests guidelines\\nto improve student engagement in learning activities [7] .\\nIt classifies learning activities into four types: interactive,\\nconstructive, active, and passive . As students transition from\\nbeing passively engaged to interactively engaged, their levels\\nof learning should also increase.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,699,395,955],\"text\":\"Using the example of a lecture, students receiving and\\ndigesting information without overtly doing anything else\\nwould be considered a passive learning activity. To make\\nthe lecture into an active learning activity, students would\\nneed to manipulate the information they received. For ex-\\nample, they might take notes. A constructive learning ac-\\ntivity, which promotes deeper learning gains than active or\\npassive activities, would be where students generate some\\noutput of knowledge in response to the information received,\\nsuch as formulating and asking a question or drawing a con-\\ncept map. However, constructive activities are done individ-\\nually, which restricts mutual exchange and the potential gen-\\neration of new ideas. Thus, an interactive learning activity,\\nwhere students engage in knowledge creation (a construc-\\ntive learning activity) while discussing with their peers , would\\nproduce the highest learning gains according to ICAP theory.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,758,316],\"text\":\"ICAP theory might help explain why feedback providers\\nstruggle to use instructor-authored rubrics. Understood through\\nthe lens of ICAP theory, using instructor-authored questions\\nto guide feedback providers is an active learning activity,\\nbecause feedback receivers are engaging with questions they\\nreceived from the instructor, but not constructing something\\nnew. To make this aspect of peer feedback process construc-\\ntive, feedback receivers could produce the questions them-\\nselves instead of simply using instructor questions. To make\\nthe process interactive, feedback receivers could write these\\nguiding questions collaboratively with their teammates in-\\nstead of individually.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,316,748,410],\"text\":\"Writing guiding questions has the potential to help feed-\\nback receivers invest more and to think more critically about\\nwhat they need from the feedback process [7] . However,\\nwe know little about how students write questions for peer\\nfeedback and how these questions affect the responses from\\npeers and instructors.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,411,747,492],\"text\":\"This work investigates the process of engaging students\\nin writing questions to guide the peers providing feedback.\\nWe used ICAP theory to inform the design of our interven-\\ntions. Asking students to prepare guiding questions for peer\\nfeedback exchange raises the following research questions:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[432,495,747,544],\"text\":\"(1) What kinds of guiding questions do students write?\\n(2) (How) do students and instructors respond differently?\\n(3) How do the guiding questions affect the feedback?\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,547,747,613],\"text\":\"To explore these questions, we conducted a study where\\nteams in a project-based course wrote questions for their\\npeers for a feedback-exchange activity, and we analyzed how\\nstudents wrote and responded to questions.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,623,504,640],\"text\":\"3 METHOD\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,644,497,660],\"text\":\"Participants\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,663,748,778],\"text\":\"34 graduate students and 1 instructor in a project-based edu-\\ncational game design course at a US university participated\\nin a 6-week-long study. Students were assigned to a team of\\napproximately 3 students to complete an educational game\\ndesign project. Students remained on the same team for the\\nduration of the project. The 10 teams chose their own team\\nname and their project topic.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,788,478,804],\"text\":\"Platform\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,748,955],\"text\":\"We used a digital peer feedback system, called PeerPresents,\\nto facilitate feedback exchange. This system was designed\\nfor open-ended in-class feedback on team presentations\\n[23][24] . In this system, feedback receivers can write ques-\\ntions to guide feedback providers. The system generates a\\nURL that can be shared with the feedback providers. Feed-\\nback providers can pick any username to use within the\\nsystem. They provide feedback by typing into a text box\\nto answer each of the presenters' questions. They can also\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 138\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300368_pdf_shortened_page_3_figure_002.png\",\"bbox\":[160,133,648,335],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This diagram outlines a six-week educational process, beginning with a pre-survey and training in Week 0. It proceeds through three in-class presentations (Pitch, Interim 1, Interim 2) from Week 1 to Week 5, detailing roles for feedback receivers and providers. The process concludes with an instructor interview in Week 6.\"},{\"label\":\"figure_cap\",\"bbox\":[159,369,654,387],\"text\":\"Figure 1: Students completed study tasks before and after each in-class feedback exchange.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,405,394,487],\"text\":\"read and react to feedback provided by others. Afterwards,\\nthe system's reflection interface allows teams to read and\\norganize the feedback they have received. These last two\\nfeatures (reactions and the reflection interface) are novel to\\nthis peer feedback system.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,486,394,615],\"text\":\"Initial pilot evaluations revealed this system allows stu-\\ndents to receive immediate and diverse feedback, and stu-\\ndents reported providing more feedback with this system\\nthan other methods [23] . Further evaluation showed this\\nsystem to be as effective as a paper-based feedback exchange\\nin terms of feedback quality and quantity, but the digital\\nsystem provided additional ways for students to participate\\nand required less work from the instructor [24] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,630,134,647],\"text\":\"Procedure\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,650,394,906],\"text\":\"Figure 1 outlines the study procedure and indicates when\\nstudents completed each study task. As an introduction, all\\nstudy participants completed a pre-survey about their prior\\nexperiences and attitudes towards giving and receiving peer\\nfeedback digitally. They were then trained during class on\\nbest practices of writing feedback. Participants were asked to\\nidentify what they felt were qualities of helpful peer feedback,\\nthen shown research that indicates specific, actionable, and\\ncritical feedback is most helpful. Participants were shown\\n\\\"unhelpful\\\" feedback comments on a mock presentation and\\nasked to revise the comments to make them more specific\\nor more actionable. Participants were also shown examples\\nof questions they might use to elicit feedback, and asked to\\nturn various forms of \\\"yes or no\\\" questions into open-ended\\nquestions. A detailed description of the training is provided\\nas supplementary material.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,906,394,955],\"text\":\"The teams presented demos of their game design projects\\nin class every other week during the six-week project, for\\na total of three presentations: pitch, interim 1, and interim\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,405,746,439],\"text\":\"2. On presentation days, each student would act as both a\\nfeedback provider and a feedback receiver.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,439,747,661],\"text\":\"As feedback receivers, students completed three tasks.\\nFirst, the day prior to presenting, each team created a set of\\nthree guiding questions that would be displayed in the digital\\npeer feedback tool, to guide the feedback they would receive\\non their project. Teams could choose whether to write their\\nguiding questions collaboratively as a team or individually.\\nFour teams chose an individual process (which would be\\ndefined as a constructive activity in the ICAP framework)\\nand six teams chose a collaborative process (interactive). We\\nobserved one team's collaborative question-writing session.\\nOne researcher sat with three team members while they\\nwrote and discussed questions for 23 minutes. The researcher\\ntook notes on a laptop about what questions students wrote\\nand why students revised or rejected certain questions.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,661,747,726],\"text\":\"Second, teams would present their game demo to their\\npeers during class on each presentation day. Because all 10\\nteams presented each class period, teams were given only 5\\nminutes to present their work.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,726,747,821],\"text\":\"Third, after class ended, feedback receivers rated their\\nteam's guiding questions and the individual feedback com-\\nments received in response to their questions on a scale from\\n1 to 5. Feedback receivers did not rate questions written by\\nother teams or feedback given to other teams. Ratings were\\ncollected using an online survey.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,821,747,900],\"text\":\"As feedback providers, students had only one task. Dur-\\ning each in-class presentation, feedback providers used the\\ndigital peer feedback tool to give feedback to their peers, by\\nanswering the guiding questions written by the feedback\\nreceivers.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,900,746,949],\"text\":\"The instructor was asked to rate each team's questions and\\na subset of the feedback received by each team after each\\npresentation. The instructor was also briefly interviewed\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1013],\"text\":\"Paper 138\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,157],\"text\":\"after the course ended about his experience with this peer\\nfeedback process.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,170,155,188],\"text\":\"Data Analysis\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,192,395,383],\"text\":\"We analyzed student and instructor responses to the surveys\\nand all the questions and comments provided via the digital\\npeer feedback tool. We assessed the quality of guiding ques-\\ntions by coding for question type and analyzing the quality\\nof feedback generated by each question type. We assessed\\nfeedback quality by coding for specificity, critical sentiment,\\nand actionability, as prior research highlighted these fac-\\ntors as markers of effective feedback. We present descriptive\\nstatistics to portray what is going on in this data. We used\\nstandard error of the mean to measure variability. We do not\\npresent inferential statistics, as this exploratory study did\\nnot produce enough data for an accurate hierarchical model.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,408,395,634],\"text\":\"Analyzing the Type of Guiding Questions. We developed a\\ncoding scheme that categorized questions into 4 distinct\\ntypes. To define these types, we first took a random sample\\nof 50 student-authored guiding questions and used a card-\\nsort method to categorize them. We then checked our codes\\nagainst literature that classifies questions for teacher train-\\ning purposes [4][12][21] to see if we had missed any major\\nquestion categories. Three researchers practiced coding on\\nan old data set using the categories derived from the first\\nround of card sorting. The researchers reached agreement of\\n84 % when coding for question type (see Table 1 ). To calcu-\\nlate percent agreement, we divided the number of questions\\nwhere all three researchers agreed on the code for questions\\ntype by the total number of questions that were coded.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,670,392,899],\"text\":\"
Question TypeExamples
Brainstorm"Any ideas about how to go about scoring the game? EX: Individual win-ner, ranking players (1,2,3) ..."
Critique"What do you think about the design of our game board and share cards?"
Improve"How do we make this game less in-timidating to people who are unfamiliar with financial products?"
Share"What are your main motivations for going out to vote on election day?"
\",\"reading_order\":6,\"tags\":[],\"alt_text\":\"A two-column table titled 'Question Type Examples' lists four distinct question types: Brainstorm, Critique, Improve, and Share. Each question type is accompanied by a specific example question provided in quotes.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_4_tab_6.png\"},{\"label\":\"table_cap\",\"bbox\":[68,903,392,932],\"text\":\"Table 1: We coded guiding questions into four types based\\non what the feedback provider is asked to do.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[428,125,742,280],\"text\":\"
General InsightSpecific Insight
General Target"I think the idea is good!""Yes but you might want to make it easily skippable."
Specific Target"I think CTA will really help in your case.""I think the visual style being modern and playful will make it feel fun."
\",\"reading_order\":8,\"tags\":[],\"alt_text\":\"This image displays a 2x2 table titled \\\"General Insight\\\" and \\\"Specific Insight\\\" across its columns, and \\\"General Target\\\" and \\\"Specific Target\\\" down its rows. Each cell contains a quoted example of an insight relevant to its row and column classification.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_4_tab_8.png\"},{\"label\":\"table_cap\",\"bbox\":[420,288,746,335],\"text\":\"Table 2: Analyzing Specificity: Comments were coded for\\nwhether they addressed a specific target and whether they\\noffered or asked for a specific insight.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,372,747,499],\"text\":\"Brainstorm questions ask feedback providers to come up\\nwith new ideas; critique questions ask feedback providers to\\nevaluate aspects of the game; improve questions ask feed-\\nback providers to change existing game elements; share\\nquestions ask feedback providers to provide information\\nor opinions for research and user data. We believe these four\\nquestion categories can be used to code questions beyond\\nthe scope of educational game design.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,505,747,586],\"text\":\"Analyzing Feedback: Specific, Critical, Actionable. A second\\ncoding scheme focused on content analysis of the feedback.\\nWe developed independent coding schemes to address three\\nkey qualities of feedback: specificity (the focus of comments),\\ncriticality (sentiment), and actionability (grammatical form).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,586,746,666],\"text\":\"Specificity. We coded specificity of the target and speci-\\nficity of the insight. We defined the target as the primary\\ngame design element mentioned in the comment. We defined\\nthe insight as the interpretation or judgment of the target or\\nother extraneous details (see Table 2 ).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,666,747,857],\"text\":\"Two members of the research team reached agreement\\nof 86 % for target specificity and 84 % for insight specificity\\nwhen coding comments by practicing coding on an old data\\nset and iterating on a codebook. This codebook defined and\\nclassified what components of a comment would be general\\nor specific in terms of its target and insight. In our codebook,\\nwe stated that targets such as the overall “ game, ” music, and\\n“ environment ” are general, while “ objective, ” “ mechanics, ”\\nand named game elements (e.g. the bird, the tree, the main\\ncharacter) are specific. We also noted that an insight such\\nas “ looks good ” is general, while “ feels natural playing ” is\\nspecific.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,954],\"text\":\"In the first comment in Table 2 , for instance, the target is\\n\\\"idea\\\" and the insight is that it \\\"is good.\\\" Both the target and\\nthe insight are general as they do not delve into the intricacies\\nof any particular game design element, nor do they give any\\ndeveloped interpretation of that element besides stating that\\nit is positive. In the second comment in Table 2 , for example,\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 138\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,394,173],\"text\":\"the target is \\\"CTA (cognitive task analysis). However, the\\ninsight does not elaborate much further on the target, such\\nas explaining how or why the target will \\\"help in your case.\\\"\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,188,395,537],\"text\":\"Sentiment. We also coded feedback comments for their\\nsentiment as Praise, Criticism, Neutral, or Both praise and\\ncriticism. Two members of the research team were trained\\nusing the new coding scheme on an independent training\\ndataset and reached 84 % agreement. In our codebook, we\\ndefined Praise as feedback that expressed a positive value\\njudgment. Praise could be defined both in terms of the work\\nor the person presenting. However, the feedback generated in\\nthis study was overwhelmingly in praise of work rather than\\npeople. We defined Criticism as feedback that expressed a\\nnegative value judgment. Similar to Praise, Criticism could be\\ndefined both in terms of the work or the person presenting,\\nand most of the feedback was critical of work instead of\\npeople. Critical comments most often suggested changes to\\nexisting game elements. We defined Neutral as feedback that\\ndid not express a value judgment or feedback where the value\\nwas unclear. Essentially, Neutral feedback was neither praise\\nnor criticism. Neutral comments included suggestions to try\\nsomething new that did not explicitly critique the current\\nwork. Lastly, we defined Both as feedback that contained\\nboth positive and negative value judgments. Table 3 gives\\nexamples of feedback with different sentiments.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,588],\"text\":\"Grammatical Form. Lastly, we coded feedback comments\\nbased on their grammatical form as being either Actionable,\\nDescriptive, or a Question. Two members of the research\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,392,747,600],\"text\":\"team were trained using the new coding scheme on an inde-\\npendent training dataset and reached 91 % agreement. In our\\ncodebook, we defined Actionable as feedback that offered\\na concrete suggestion for how to fix a problem, called for\\nchange, or gave instructions. We defined Descriptive as feed-\\nback that either stated an observation or described a problem,\\nfeature, or reaction. Lastly, we defined Question as feedback\\nthat asked for more clarification. However, rhetorical ques-\\ntions that were also actionable in nature were counted as\\nActionable instead of as a Question, such as “Perhaps begin\\nwith an on boarding process? With a quick tutorial and a\\npractice round?” Table 4 provides examples for each of these\\nthree distinct comment forms.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[76,628,284,645],\"text\":\"Types of Sentiment and Examples\",\"reading_order\":6,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,648,392,883],\"text\":\"
Praise"I like the third because it creates the most player dynamic."
Criticism"The elements of using a telescope could be made more apparent in the design. Right now it seems to be mainly about navigation."
Neutral"Incorporate worked examples in the game instructions."
Both"Still seems pretty complex and overwhelming for someone who has no idea about design, but it's definitely better than last time."
\",\"reading_order\":7,\"tags\":[],\"alt_text\":\"This image is a table displaying examples of feedback categorized by sentiment. The columns are labeled \\\"Sentiment Category\\\" and \\\"Example Feedback,\\\" showing entries for \\\"Praise,\\\" \\\"Criticism,\\\" \\\"Neutral,\\\" and \\\"Both,\\\" each with a corresponding quote.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_5_tab_7.png\"},{\"label\":\"table_cap\",\"bbox\":[68,887,394,933],\"text\":\"Table 3: Analyzing Sentiment: Comments were coded for the\\nsentiment they expressed: praise, criticism, neutral, or both\\npraise and criticism.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[429,129,635,146],\"text\":\"Grammatical Form and Examples\",\"reading_order\":9,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[426,148,741,310],\"text\":\"
Actionable"Have a tutorial level/example round players can go through to see how the mechanics work"
Descriptive"Immediately this feels it could be great for early elementary kids"
Question"Are your goals just about cooking pasta or can these translate to cooking other things?"
\",\"reading_order\":10,\"tags\":[],\"alt_text\":\"This image presents a three-row table or list. Each row contains a category label on the left (\\\"Actionable\\\", \\\"Descriptive\\\", \\\"Question\\\") and an associated quoted text on the right, providing examples of feedback related to a game or concept.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_5_tab_10.png\"},{\"label\":\"table_cap\",\"bbox\":[421,315,745,347],\"text\":\"Table 4: Analyzing Actionability: Comments were coded\\nbased on their form, actionable, descriptive, or question.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[423,617,502,628],\"text\":\"4 Results\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,634,735,651],\"text\":\"What types of guiding questions do students write?\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,654,747,735],\"text\":\"As described in our coding scheme, we identified four types\\nof questions feedback receivers might ask: brainstorm, share,\\ncritique, and improve. Feedback receivers wrote Brainstorm\\nand Critique questions more often than Share and Improve\\nquestions (see Table 5 ).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[495,768,673,901],\"text\":\"
Question TypeFrequency
Brainstorm39%
Critique38%
Share13%
Improve10%
\",\"reading_order\":15,\"tags\":[],\"alt_text\":\"This is a two-column table listing \\\"Question Type\\\" and \\\"Frequency.\\\" The question types are Brainstorm, Critique, Share, and Improve, with frequencies of 39%, 38%, 13%, and 10% respectively.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_5_tab_15.png\"},{\"label\":\"table_cap\",\"bbox\":[423,905,743,932],\"text\":\"Table 5: Students wrote Brainstorm and Critique questions\\nmore often than Share and Improve questions.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 138\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 6\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,125,395,300],\"text\":\"We also examined how other factors, such as the timing of\\nquestion writing, student values, and the question-writing\\nprocess (individual or collaborative), may have impacted\\nthe types of questions feedback receivers wrote. For timing,\\nwe looked at how question type varied at different phases\\nof the project. For values, we looked at student ratings of\\ndifferent types of questions or feedback, since what you value\\ncan influence what you write. For process, we compared\\nboth student values and the types of questions written by\\nteams working individually or collaboratively to write their\\nquestions.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,308,395,485],\"text\":\"The timing of question writing may affect the type of ques-\\ntions teams write . Feedback receivers wrote different types of\\nquestions during different phases of the project (see Figure\\n2 ). The questions written by each team potentially reflected\\ntheir particular needs at that point of time in the project.\\nCritique and brainstorm questions were consistently the\\nmost common type of question across all three rounds. Most\\nteams asked critique questions during the pitch and interim 2\\nrounds while most teams asked brainstorm questions during\\nthe interim 1 round. This variation across rounds may reflect\\nteams' shift in focus over time.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,493,395,685],\"text\":\"Students value different types of guiding questions than the\\ninstructor. When rating the questions written by their team,\\nfeedback receivers rated improve and share questions as\\nmore helpful than brainstorm or critique questions, as shown\\nin Figure 3 . The instructor believed the value of question\\ntypes was related to the design cycle. In the debrief interview,\\nthe instructor said he believed critique and improve questions\\nwould be useful to students throughout their design process,\\nbut share and brainstorm questions might only be useful in\\nthe beginning of the design process. He felt that once a team\\nhad committed to a design, it would be difficult to incorporate\\nfeedback about completely new ideas. The instructor did not\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,416,746,466],\"text\":\"value share questions as much as the other types of questions;\\nhe rated improve, brainstorm, and critique questions almost\\nequally, as shown in Figure 3 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300368_pdf_shortened_page_6_figure_006.png\",\"bbox\":[88,724,395,873],\"reading_order\":6,\"tags\":[],\"alt_text\":\"A grouped bar chart displays \\\"Question Count\\\" on the y-axis against \\\"Round and Question Type\\\" on the x-axis, categorized as \\\"improve,\\\" \\\"share,\\\" \\\"critique,\\\" and \\\"brainstorm.\\\" Each question type shows three bars representing \\\"Pitch,\\\" \\\"Interim 1,\\\" and \\\"Interim 2\\\" rounds, with numerical values indicating counts for each.\"},{\"label\":\"figure_cap\",\"bbox\":[67,903,394,949],\"text\":\"Figure 2: Questions that asked feedback providers to cri-\\ntique were the most common during the pitch and interim\\n2 rounds. Improve questions were the least common.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300368_pdf_shortened_page_6_figure_008.png\",\"bbox\":[440,131,737,306],\"reading_order\":8,\"tags\":[],\"alt_text\":\"A bar chart displays \\\"Rating\\\" on the y-axis (1-5) against \\\"Question Type\\\" on the x-axis, featuring categories \\\"share,\\\" \\\"critique,\\\" \\\"brainstorm,\\\" and \\\"improve.\\\" For each question type, there are two bars representing \\\"Student\\\" (darker blue) and \\\"Instructor\\\" (lighter blue), each with a numerical rating and error bar.\"},{\"label\":\"figure_cap\",\"bbox\":[420,331,746,390],\"text\":\"Figure 3: Students rated share and improve questions as\\nmore helpful than brainstorm and critique questions. The\\ninstructor rated share questions lower than all other ques-\\ntion types.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,473,746,585],\"text\":\"Collaborative teams recognized the value of improve ques-\\ntions over share questions. Whether teams wrote questions\\nindividually or collaboratively affected how they rated their\\nquestions. Collaborative teams rated their improve questions\\nas the most helpful, with a rating of $4.07 \\\\pm 0.094$ . Individual\\nteams rated their share questions as the most helpful, with a\\nrating of $3.94 \\\\pm 0.129$ .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,586,746,760],\"text\":\"These values may have impacted the kinds of questions\\nteams wrote. All teams wrote more critique and brainstorm\\nquestions than improve and share questions, but there were\\ndifferences between individual and collaborative teams in\\ntheir use of improve and share questions. Individual teams\\nwrote share questions 21 % of the time, roughly three times\\nmore often than collaborative teams, who wrote share ques-\\ntions only 1 % of the time. Individual teams wrote improve\\nquestions only 5 % of the time, while collaborative teams\\nwrote improve questions 13 % of the time, nearly three times\\nmore often.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,772,683,805],\"text\":\"(How) do students and instructors respond\\ndifferently?\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,746,955],\"text\":\"Instructors gave more specific feedback than students. Instruc-\\ntors and students most often provide feedback with spe-\\ncific target and specific insights (see Figure 4 ). Differences\\nin feedback specificity emerge when analyzing the second-\\nmost common type of feedback. Students' feedback often\\nreferred to a specific target (69 % of the time), but students\\nwere less likely to provide a specific insight about that target.\\nIn contrast, instructors almost always provided a specific\\ninsight when giving feedback (80 % of the time), regardless\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 138\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300368", "source_image_path": "test_data/3290605-3300368/3290605-3300368_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300368/results/output_json/3290605-3300368_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300368_pdf_shortened_page_7_figure_002.png\",\"bbox\":[84,134,391,283],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A vertical bar chart compares the \\\"Percentage of Feedback Provided\\\" by \\\"Student\\\" and \\\"Instructor\\\" across four categories of feedback quality. The categories on the x-axis are \\\"General Target, General Insight,\\\" \\\"Specific Target, General Insight,\\\" \\\"General Target, Specific Insight,\\\" and \\\"Specific Target, Specific Insight.\\\" Each category shows two bars, with percentages indicated above them, representing students (dark blue) and instructors (light blue).\"},{\"label\":\"figure_cap\",\"bbox\":[67,309,394,356],\"text\":\"Figure 4: Students gave feedback that focused on specific tar-\\ngets while instructors gave feedback that focused on specific\\ninsights.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,389,394,438],\"text\":\"of whether the target was specific or general. Both for stu-\\ndents and the instructor, feedback with a general target and\\ngeneral insight was the least common type of feedback.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,448,395,625],\"text\":\"Instructors and students were equally critical. Students gave\\na similar amount of praise and criticism compared to the\\ninstructor. We coded feedback sentiment into four categories:\\npraise, criticism, neutral, and both praise and criticism. Across\\nall 29 presentations over three rounds, there were 1,569 com-\\nments made by students and 153 comments made by the\\ninstructor. Proportionally, students gave neutral and critical\\nfeedback nearly as often as the instructor (see Table 6 ). Stu-\\ndents gave more than three times the amount of criticism\\nas praise and more than seven times the amount of neutral\\nfeedback as praise.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,395,732],\"text\":\"Instructors gave more actionable feedback than students. We\\ncoded feedback into three different types: actionable, descrip-\\ntive, and question. We found that 50 % of student comments\\nwere actionable, 44 % were descriptive, and 6 % were ques-\\ntions. 65 % of instructor comments were actionable, 26 % were\\ndescriptive, and 9 % were questions. While students wrote a\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,387,747,435],\"text\":\"similar number of actionable and descriptive comments, in-\\nstructors emphasized actionable over descriptive comments\\nwhen giving feedback.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[126,771,340,898],\"text\":\"
SentimentStudentsInstructor
Neutral60%57%
Criticism27%29%
Praise8%8%
Both4%6%
\",\"reading_order\":8,\"tags\":[],\"alt_text\":\"A table presents a sentiment breakdown comparing 'Students' and 'Instructor' perspectives across categories of 'Neutral', 'Criticism', 'Praise', and 'Both'. Percentages are provided for each sentiment category for both students and instructors.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_7_tab_8.png\"},{\"label\":\"table_cap\",\"bbox\":[67,902,394,933],\"text\":\"Table 6: Students and instructors were equally critical when\\nproviding feedback.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[452,132,713,207],\"text\":\"
Feedback FormStudentsInstructor
Actionable3.65 $\\\\pm$ 0.0383.73 $\\\\pm$ 0.107
Descriptive3.33 $\\\\pm$ 0.0483.19 $\\\\pm$ 0.174
\",\"reading_order\":10,\"tags\":[],\"alt_text\":\"A table displays numerical values for \\\"Actionable\\\" and \\\"Descriptive\\\" feedback, with columns for \\\"Students\\\" and \\\"Instructor.\\\" For \\\"Actionable\\\" feedback, Students rated 3.65 ± 0.038 and Instructor rated 3.73 ± 0.107. For \\\"Descriptive\\\" feedback, Students rated 3.33 ± 0.048 and Instructor rated 3.19 ± 0.174.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_7_tab_10.png\"},{\"label\":\"table_cap\",\"bbox\":[457,216,582,230],\"text\":\"Feedback Sentiment\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[452,241,713,313],\"text\":\"
Criticism3.64 ± 0.0543.51 ± 0.164
Neutral3.47 ± 0.1213.59 ± 0.120
Praise3.25 ± 0.1213.22 ± 0.434
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"The image displays a text table with three rows labeled \\\"Criticism,\\\" \\\"Neutral,\\\" and \\\"Praise.\\\" Each row contains two numerical values presented as a mean ± standard deviation.\",\"figure_path\":\"tables/3290605-3300368_pdf_shortened_page_7_tab_12.png\"},{\"label\":\"table_cap\",\"bbox\":[420,320,746,351],\"text\":\"Table 7: When rating feedback, students and instructors\\nboth valued actionable and critical feedback.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,748,587],\"text\":\"Students and instructors value similar feedback qualities. When\\nasked to rate the feedback, students and instructors rated\\nfeedback similarly (see Table 7 ). Students and instructors\\nboth valued actionable feedback more than descriptive feed-\\nback. Students and instructors both valued praise less than\\ncriticism, although the instructor sample of ratings for praise\\ncomments was small. The instructor valued neutral feedback\\nas much as criticism, while students preferred criticism to\\nneutral feedback.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,598,731,615],\"text\":\"How do the guiding questions affect the feedback?\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,619,748,747],\"text\":\"Improve-type questions yielded more feedback. Questions ask-\\ning for improvement elicited more feedback than other ques-\\ntion types (see Figure 5). Brainstorm questions elicited on\\naverage 14 ± 2.163 comments per question while improve\\nquestions elicited 24 ± 2.163 comments per question on aver-\\nage. However, each question type is only marginally different\\nthan the next, as evidenced by the overlapping confidence\\nintervals in Figure 5.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,753,748,898],\"text\":\"Improve and Share questions produced more specific feedback\\nthan other question types. Improve questions always gen-\\nerated feedback with specific insights. Share and improve\\nquestions also had the highest percentage of specific com-\\nments (76%) compared to 55% for brainstorm questions and\\n41% for critique questions. Critique questions elicited the\\nhighest percentage of feedback with a general target and\\ngeneral insight (16%) compared to less than 5% for all other\\nquestion types.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,904,747,954],\"text\":\"Improve and Critique questions produced more critical feed-\\nback than other question types. Improve, share, brainstorm,\\nand critique questions tended to produce either neutral or\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 138\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 8\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300368/results/markdown/3290605-3300368_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[183,80,632,136],\"text\":\"Exploring the Plurality of Black Women’s\\nGameplay Experiences\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[179,147,346,224],\"text\":\"Yolanda A. Rankin\\n\\nSchool of Information\\nFlorida State University\\nTallahassee, FL, United States\\nyrankin@fsu.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[467,147,634,224],\"text\":\"Na-eun Han\\n\\nSchool of Information\\nFlorida State University\\nTallahassee, FL, United States\\nnh17c@my.fsu.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,237,141,253],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,253,396,513],\"text\":\"Few gender-focused studies of video games explore the\\nplaygame experiences of women of color, and those that\\ndo tend to only emphasize negative phenomena (i.e., racial\\nor gender discrimination). In this paper, we conduct an\\nexploratory case study attending to the motivations and\\ngaming practices of Black college women. Questionnaire\\nresponses and focus group discussion illuminate the\\nplurality of gameplay experiences for this specific\\npopulation of Black college women. Sixty-five percent of\\nthis population enjoy the ubiquity of mobile games with\\ncasual and puzzle games being the most popular genres.\\nHowever, academic responsibilities and competing\\nrecreational interests inhibit frequent gameplay.\\nConsequently, this population of Black college women\\nrepresent two types of casual gamers who report positive\\nplaygame experiences, providing insights into creating a\\nmore inclusive gaming subculture.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,522,172,539],\"text\":\"CCS CONCEPTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[70,542,329,559],\"text\":\"· Human Computer Interaction → User Studies\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,567,343,600],\"text\":\"AUTHOR KEYWORDS: Black women; gaming;\\ngendered game studies; intersectionality\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,606,185,619],\"text\":\"ACM Reference format\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,620,395,685],\"text\":\"Yolanda A. Rankin & Na-eun Han, 2019, Exploring the Futility of Black\\nWomen's Gameplay Experiences. In 2019 CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019) . May 4–9, 2019.\\nhttps://doi.org/10.1145/3296065.3303965\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,701,176,717],\"text\":\"INTRODUCTION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,718,396,796],\"text\":\"Recent reports show that 37 % or more of the player\\npopulation in the U.S. consists of women, confirming that\\nwomen not only play games but comprise a significant\\npercentage of the gaming population [1-3]. Given the\\npopulation of female gamers, numerous studies have\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,237,747,590],\"text\":\"examined the gender disparity that exists within the\\ngaming subculture [4-6]. For example, early research\\nstudies criticized the gaming industry for marketing \\\"pink\\ngames\\\" or video games that reflected gendered stereotypes\\n(e.g., makeover or cooking games) to female players [7,8].\\nMore recently, we have seen an increase in gendered game\\nstudies partly because of the negative portrayal of women\\nin games (e.g., hypersexualized female game characters)\\nand the sexual harassment of female gamers [9-13].\\nSeeking to address the oppression of female gamers and\\nthe underrepresentation of women in the gaming industry,\\nmainstream feminist initiatives such as Feminists in Games\\n[14] have generated much needed discussion around the\\ntopics of gender and diversity, spearheading collaborative\\nefforts to change the status quo. While gendered game\\nstudies, a by-product of such efforts, bring into focus the\\nchallenges that women face, these studies often fail to\\nacknowledge the heterogeneity inherent in the female\\ngamer population, providing little or no information about\\nthe race or ethnicity of women who play video games or\\ntheir experiences [1-3,15-17]. Despite these best intentions,\\nwomen of color gamers are rendered virtually invisible\\nwithin the gaming subculture.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,595,747,947],\"text\":\"Moving beyond the diverse representation of female game\\ncharacters, recent gendered studies have begun to explore\\nthe gameplay experiences of women of color, drawing\\nparticular attention to the overlapping social constructs of\\nrace, gender and identity (among other things) that\\nprovide rich historical and political contexts that shape the\\nlived realities of women of color [18-22] . With the\\nburgeoning interest in women of color gamers,\\nintersectionality has emerged as an analytical framework\\nfor examining the vast array of women of color gamers'\\nexperiences, giving credence to their unique perspective of\\n\\\"outsider-within\\\" standpoint in White American culture\\n[23-26] . Prior intersectional studies in gaming reveal that\\nBlack women, like other women of color, not only endure\\ngender discrimination but are also subjected to racial slurs\\nat the hands of other players [18, 27-28] . As such,\\nintersectionality-based studies tend to emphasize the\\ninjustices faced by Black women, and rightfully so since\\nintersectionality serves as a critical praxis for engendering\\nsocial justice and political change [24, 29-30] . In\\ncomparison, we use intersectionality as a framework for\\ninclusivity, positioning Black women gamers as legitimate\\nmembers of the gaming community.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,813,395,905],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal\\nor classroom use is granted without fee provided that copies are not made or\\nutilized in any way and that copies bear this notice and the full citation on\\nand the full citation on the first page. Copyrights for components of this work\\nowned by others than ACM must be honored. Abstracting with credit is\\npermitted. To copy otherwise, or republish, to post on servers or to redistribute\\nto distribution, to post publicly permitted and/or a free Request permissions from\\npermissions@acm.org.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,906,264,951],\"text\":\"CIR 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Association for Computing Machinery, USA\\nACM ISBN 978-1-4503-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145/3296053.3303869\",\"reading_order\":18,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,997,127,1013],\"text\":\"Paper 139\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,997,744,1013],\"text\":\"Page 1\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[69,82,396,386],\"text\":\"Complementing previous intersectional game studies of\\nwomen of color, we explore the plurality of Black women's\\nchoices regarding entertainment, fun, and leisure time.\\nAcknowledging that Black women represent a\\nheterogeneous population of shared beliefs and culture\\nexpressed in a variety of ways [29] , we pose the following\\nresearch questions: What are the gaming preferences and\\npractices of Black women? What factors promote and/or\\ninhibit their gameplay and why? What trends exist in this\\nparticular population of Black women's gaming practices and\\nhow do they correlate to the larger player demographic? Using\\nan online game questionnaire, we initially inquire about the\\nplaymap experiences of Black college women to\\nunderstand their motivations for gaming. Afterwards, we\\nengage a subset of Black college women who completed the\\noriginal online game questionnaire in a focus group\\ndiscussion to better understand their motivations for\\ngaming, their infrequency of gameplay and their\\nperceptions of themselves as outsiders within the gaming\\nsubculture.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,394,396,607],\"text\":\"This paper makes the following research contributions.\\nFirst, extending both gendered and intersectional game\\nstudies literature [21-22,31-35] , we explore the broad range\\nof gameplay experiences of 69 Black college women, the\\nlargest number of Black women reported in any game study\\nthus far. Second, leveraging Brekhus' reverse markedness\\ntheory [36] , we socially mark Black college women's\\npositive or neutral gameplay experiences, identifying this\\nspecific population as casual gamers while signifying their\\nlegitimacy as members of the gaming community. Finally,\\nresults from this exploratory case study reveal why some\\nBlack women enjoy more positive gameplay experiences\\nthan others, providing insights for creating a more diverse\\nand inclusive gaming community.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,624,301,642],\"text\":\"MOTIVATION AND RELATED WORK\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,648,239,663],\"text\":\"Intersectional Game Studies\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,663,396,955],\"text\":\"Though women of color share the same gender as white\\nwomen, they differ in race, subjugating them to a different\\nreality and set of social injustices that are often ignored by\\nmainstream feminism [25-26,37-38] . Intersectionality, a\\nmore common approach for gendered studies grounded in\\nthe social sciences or humanities, provides a framework for\\nresearchers to explore the complexity and range of\\nexperiences that shape the everyday experiences of women\\nof color [39] . An intersectional framework has been\\nemployed to criticize the portrayal of female game\\ncharacters in popular game titles [32-33] . For example, 90 %\\nof Black female game characters and 43 % of White female\\ngame characters are treated as props or victims of violence\\nin many popular games [40] . Passmore et al. [35] survey\\nmore than 250 players to understand their perception of\\nhow well games promote racial and ethnic diversity. Survey\\nresults reveal that games offer limited options for players of\\ncolor to customize game avatars (e.g., skin tone, size and\\nshape of eyes, nose or mouth, etc.) that reflect their physical\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,82,746,295],\"text\":\"appearance. In another example, the leading Black female\\ngame character in the first-person shooter Residential Evil 5\\nis reduced to \\\"a sexualized mule\\\" used to carry weapons for\\nher White male companion [41] . In the context of\\nevaluating a language learning video game, Black college\\nwomen comment on the lack of diversity (i.e., no female\\ngame characters) and the lack of cultural accuracy (i.e., no\\nSpanish speaking game characters of African descent who\\nlook like them), suggesting that issues of race and gender\\nare more of an afterthought even in the design of\\neducational games [42] . Such results make a compelling\\ncase for more thoughtfully designed, non-stereotypical and\\nnuanced game characters as an integral part of the\\ngameplay experience.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,300,746,667],\"text\":\"Everett and Watkins [40] introduce the idea that games can\\nbecome racialized pedagogical zones – virtual spaces that\\nenable players to learn about and enact race. Players'\\nactions during gameplay can recreate racism and other\\nsocial injustices in the real world that affect marginalized\\npopulations such as women of color. For example, Siyahanh\\n& Gee [43] employ ethnographic methods to unpack Latinas\\nplaymap experiences in the context of familial\\nrelationships, including family members' attitudes about\\ngaming, the amount of time spent playing video games, and\\nthe kinds of games family members played. Results from\\nthis study indicate that males enjoy more playing privileges\\ndue to the location of console systems in their bedrooms\\nand received encouragement to play multiplayer strategy\\ngames with their fathers and male siblings whereas females\\nplayed more mobile games alone and with family members\\n[43] . Gray [44] applies critical ethnography to examine\\nBlack women gamers' posts in support of the \\\"Black Lives\\nMatter\\\" movement in an Xbox Live forum---a virtual space\\nfor gamers to post content outside of gameplay. Gray's [44]\\nanalysis reveals that racial tensions separated Black\\nfeminists from White feminists who had jointly sought\\nsanctuary from members of the GamerGate movement, a\\nmovement that targeted and harassed women gamers.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,673,746,919],\"text\":\"Within the CHI community, only a handful of publications\\nhave intentionally examined the gameplay experiences of\\nwomen of color. For example, Shaer et al. [31] recruit more\\nthan 300 women of different ethnicities and race, including\\nHispanic, Black, South Asian and Native American, to\\ncomplete a survey about their gameplay experiences. In this\\nstudy, women of color gamers experience racial slurs and\\nsometimes hide their racial identities from players to avoid\\nunwanted attention [31] . More recent studies have shown\\nthat players of color, including women of color gamers,\\nenjoy a lesser degree of immersion during gameplay due to\\ngame characters of color with dehumanizing narratives or\\nexplicit acts of racism (i.e., racial epithets hurled at players\\nof color) [35,45] . Because of such egregious conduct, women\\nof color can be discouraged from participating in gaming\\nwith the intended goal of excluding them altogether.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 139\",\"reading_order\":10,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_2\",\"bbox\":[69,82,387,98],\"text\":\"Black Women as Members of the Gaming Subculture\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,98,395,448],\"text\":\"One of the aims of this research is to legitimize Black\\nwomen gamers as members within the gaming community.\\nWe utilize intersectionality as a framework for inclusivity\\nfor two prime reasons. First, intersectionality posits “that\\nthe experiences of women of color are important in and of\\nthemselves.” [25] . Our decision to study the plurality of\\nBlack women’s gameplay experiences comes from a place of\\nempowerment with no need to compare Black women to\\nany group as if there is some invisible standard that\\nvalidates their lived experiences. Harding refers to this as\\n“Black women’s standpoint,” the duality of being included\\nbut only on the periphery of mainstream culture while\\nbeing excluded at the same time [26] . An intersectional\\nframework changes how we as researchers and human\\nbeings understand and respect other people’s lived\\nexperiences. Because Black women are the only ones who\\nhave lived and breathed what it means to be a Black\\nwoman, we seek to engage Black women in conversations\\nabout their gameplay experiences, positioning them as the\\ncentral foci, no longer on the outside looking in. As\\nresearchers, it is imperative that we not only acknowledge\\nBlack women’s gameplay experiences but create\\nopportunities for them to talk about their experiences.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,453,395,835],\"text\":\"Second, we leverage intersectionality as a mechanism for\\ninclusivity, including Black women's gameplay experiences\\nas part of the broader player demographic. In previous\\ngendered game studies, the tendency has been to group all\\nwomen together regardless of their ethnicity or race [7,22] .\\nHowever, this approach ignores the unique experiences that\\nwomen of color encounter in the gaming subculture [19,21] .\\nThe intersectionality inclusion model challenges the myth\\nthat all members of a disenfranchised group think or act\\nalike, accommodating heterogeneity within the group [23] .\\nIn the context of gaming, this creates an opportunity to\\nstudy the variations of Black women's gameplay\\nexperiences, including why some Black women choose not\\nto play video games. Utilizing intersectionality as a\\nframework for inclusion in the context of gaming enables\\nresearchers to explore the continuum of players'\\nexperiences across a diverse player demographic. This is not\\nto say that we should dismiss intersectionality in game\\nstudies that explore players' negative experiences as these\\nnegative experiences are just as important as the positive\\nones and should be represented in the continuum of\\nplayers' experiences. Rather, we posit that intersectionality\\nas a framework for inclusion encompasses a rich array of\\nplayers' experiences, including both positive and negative\\nplaymap experiences as well as those that fall in between.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,842,362,858],\"text\":\"Studying Socially Marked Gameplay Experiences\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,858,395,951],\"text\":\"McCall [46] points out that women of color do not fit\\nneatly into any single 'master category' but rather\\nactualize a wide range of lived experiences, identities, and\\nsocial locations. Just as the large population of women is\\nnon-homogenous, the population of Black women who play\\ngames represents a spectrum of Black women who play\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,82,747,494],\"text\":\"video games as well as those who do not. However, prior\\nresearch of Black women's gameplay experiences using\\nthe lens of intersectionality has emphasized the negative\\nexperiences in which Black women have endured racial\\nslurs or gender discrimination from other players [14,31,44] .\\nSuch negative gameplay experiences are heavily articulated\\nto mark the experiences of Black women gamers while\\ntreating the category of gamers typically used to refer to\\nWhite males as the unmarked category [36] . This\\nexemplifies the phenomenon of studying socially marked\\nexperiences , the mistreatment of Black women gamers\\nbecause of their race and gender, as indicative of the large\\npopulation of Black women. However, when studying\\nmarked experiences within race, an interesting\\nphenomenon occurs. Negative experiences (i.e., racial slurs\\nposted on a website that features Black women gamers\\nduring an eSports promotional event) become socially\\nunmarked and positive or neutral experiences (i.e., a group\\nof Black women in a dorm room taking turns playing\\nTetris) become socially marked. The scarcity of research\\nthat inspects the heterogeneity of Black women's gaming\\nexperiences is lacking and raises the question as to whether\\nracial and gender discrimination are commonplace for Black\\nwomen who play video games. Most importantly, we as\\nresearchers should expect the gameplay experiences of\\nBlack women to be just as varied and to include socially\\nmarked and unmarked gameplay experiences.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[419,506,718,538],\"text\":\"UNDERSTANDING BLACK COLLEGE WOMEN'S\\nGAMESPLAY EXPERIENCES\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,538,747,737],\"text\":\"As an exploratory study to investigate the gaming practices\\nof U.S. Black college women, we hosted multiple game\\nevents on campus to create an informal, social atmosphere\\nto encourage them to share their motivations (or lack\\nthereof) for gaming. Hosting the game events on the all-\\nfemale Historically Black liberal arts college located in\\nthe southeastern U.S. places the authors in a position to\\nexamine the socially unmarked gameplay experiences of\\nBlack women without positioning them as being exotically\\ndifferent from others, especially since the issue of racial and\\ngender discrimination are rendered as mute points at the\\ninitiation of this gendered game study. Our research\\nquestions included:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,743,746,867],\"text\":\"Q1: What are the gaming preferences and practices of Black\\ncollege women?\\nQ2: What factors promote and/or inhibit gameplay among\\nBlack college women?\\nQ3: What trends exist in this particular population of Black\\nwomen's motivations for gaming and how do they correlate\\nto the larger player demographic?\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[419,874,496,890],\"text\":\"Participants\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,890,746,951],\"text\":\"This paper explored the gaming preferences and practices\\nof U.S. Black college women, a vastly underrepresented\\npopulation within the gaming community. Using flyers\\nand word of mouth, we extended an open invitation to\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 139\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 3\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,82,396,356],\"text\":\"students to attend game night, recruiting participants from\\nthe general population of Black women on the all-female\\nHistorically Black College campus. Sixty-nine Black\\nwomen between the ages of 18 and 39 years old who were\\nenrolled in an all-women, Historically Black\\nCollege/liberal arts institution in the southeastern region\\nin the United States voluntarily participated in multiple\\ngaming events (i.e., game night) on campus. All\\nparticipants self-identified as women. Of these 69\\nparticipants, 71 % (49) of participants were 18-20 years old\\nand 29 % (20) were 21-39 years old. Though the sample size\\n(n = 69) for this study was small, this was still a larger\\nnumber of Black women than previous gendered game\\nstudies [31,35] . We were careful not to impose the\\nconstraint that students had to identify as gamers to\\nparticipate in this study since this would have defeated the\\npurpose of recruiting from the general population of Black\\ncollege students.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,363,149,379],\"text\":\"Study Design\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,378,396,653],\"text\":\"As part of building social capital within the community of\\ncollege women, we organized multiple game nights in a\\ncomputer lab on campus to recruit via flyers and word of\\nmouth a substantial number of participants and to increase\\nthe likelihood of participants completing the online game\\nquestionnaire. Refreshments and door prizes were\\nadvertised to entice students to attend and to create a\\nsocial atmosphere for gaming. After signing an IRB\\nconsent form, students first completed the online game\\nquestionnaire before playing a variety of randomly\\nselected video games (e.g., DuoLingo, Hangman, etc.) or\\nboard games (e.g., Guesstures, Taboo, etc.) for\\napproximately 1.5 hours. Because it was important to\\nengage Black women in a conversation about gaming\\n(inclusion in action), we conducted a focus group\\ndiscussion with a subset of participants to better\\nunderstand their responses to the online game\\nquestionnaire.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,659,166,674],\"text\":\"Data Collection\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,674,395,706],\"text\":\"We collected two sources of data: 1. an online game\\nquestionnaire; and 2. a focus group discussion.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,713,204,729],\"text\":\"Pre-Game Questionnaire\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,728,396,851],\"text\":\"We administered an online game questionnaire that posed\\nthe following questions: 1. What types of video games\\nhave you played? 2. How many hours per week do you\\nspend playing video games? The first question gauges the\\ndifferent genres of video games that this population of\\ncollege women prefer to play. The second question\\nmeasures students' typical frequency of gameplay on a\\nweekly basis.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_3\",\"bbox\":[69,858,248,874],\"text\":\"Recorded Focus Group Discussion\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,874,396,952],\"text\":\"To collect multiple perspectives, we recorded and\\ntranscribed the 24-minute focus group discussion in which\\nwe probed 8 Black college women's motivations for\\nplaying video games. We shared the initial results of the\\nonline game survey with participants and used these\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,82,747,219],\"text\":\"results to guide the focus group discussion. The facilitator,\\nthe first author and a Black woman, disclosed her gaming\\nbehaviors as part of the focus group discussion. She asked\\na series of open-ended questions to understand the kinds\\nof games the women played and their motivations for\\nplaying (or not playing) video games. Example questions\\nincluded: Why mobile games? Anybody play World of\\nWarcraft [or] tried? Why don't you play games more often\\nas a popular past time?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,225,507,241],\"text\":\"Data Analysis\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,241,747,638],\"text\":\"In addition to a descriptive analysis of participants'\\nresponses to the online game questionnaire, we also\\nconducted a statistical analysis using Chi Square and\\nfound no significant differences according to age groups'\\npreferences or gaming practices. We transcribed the 24-\\nminute focus group discussion and conducted qualitative\\nanalysis to identify emergent themes. All participants'\\nresponses were transferred into an Excel spreadsheet for\\ncontent analysis. We conducted three passes of content\\nanalysis. In the first pass, both authors separately coded\\n50 % of participants' responses and met to discuss the\\ninitial set of themes. The authors discussed their rationale\\nfor identifying emergent themes and resolved differences\\nthrough discussion to achieve 71 % inter-rater reliability.\\nIn the second pass, the authors separately coded all\\nparticipants' responses to identify 101 unique emergent\\nthemes to achieve inter-rater reliability of 85 % . Examples\\nof emergent themes were participant prefers puzzle games,\\nparticipant plays mobile games in the car, only plays Wii\\nwhen brother or sister wants to play, participant played\\nconsole games when younger, etc. Then similar emergent\\nthemes were grouped into appropriately named categories\\nto identify 16 categories of emergent themes. Examples of\\ncategories included game preferences, gaming behaviours,\\nplays video games with family or friends and used to play\\nvideo games.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,644,479,660],\"text\":\"RESULTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,659,746,706],\"text\":\"Analysis of online game questionnaire responses\\naddressed the research question: What are the gaming\\npreferences and practices of Black college women?\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,712,506,729],\"text\":\"Game Genres\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,728,747,912],\"text\":\"Game genre was surveyed through the multiple-choice\\nquestion what kind of video games do you play? Thirty\\npercent (45/69) of participants admitted to playing mobile\\ngames commonly referred to as casual games while 19%\\n(28/69) played puzzle games. Fifteen percent (23/69) played\\nracing games, and another 14.6% (22/69) of participants\\npreferred to play adventure games. Eight percent (12/69)\\nshowed sports games, 3.3% (5/69) played First-Person\\nShooter (FPS) games, and 1.3% (2/69) preferred to play\\nMassively Multiplayer Online Games (MMOGs). Five\\npercent (8/69) of the participants indicated that they do\\nnot play any video games.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 139\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 4\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[69,82,181,98],\"text\":\"Frequency of Play\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,97,395,220],\"text\":\"Frequency of play was surveyed via responses to the\\nquestion: On average, how many hours per week have you\\nspent playing video games? Fifty-five percent (38/69) of\\nparticipants reported not playing video games on a weekly\\nbasis while 37.7 % (26/69) played video games at least 1 to 3\\nhours per week. Four percent (3/69) of participants played\\nvideo games 4 to 6 hours per week, and 3 % (2/69) played\\nvideo games 10 hours or more per week.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300369_pdf_shortened_page_4_figure_004.png\",\"bbox\":[69,232,396,427],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A pie chart titled \\\"Hours/Week (%)\\\" illustrates the percentage distribution of time spent per week across various intervals. The largest segments represent 53.62% for \\\"None\\\" and 37.68% for \\\"1-3 hours\\\". Smaller segments account for 4.34% for \\\"4-6 hours\\\", 2.89% for \\\"10 hours or more\\\", 1.44% for \\\"7-9 hours\\\", and 0% for \\\"30-45 minutes\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[91,433,371,451],\"text\":\"Figure 1. Hours spent weekly playing video games.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,456,307,473],\"text\":\"Findings from Focus Group Discussion\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,473,395,641],\"text\":\"Though the questionnaire responses gave us a clear\\nindication about this particular group's gaming\\npreferences, the focus group discussion provided an\\nopportunity to engage Black women in a conversation\\nabout gaming. Qualitative analysis of participants'\\nresponses answered the questions: What factors promote or\\ninhibit gameplay among Black college women? What trends\\nexist in this particular population of Black women's\\nmotivations for gaming and how do they correlate to the\\nlarger player demographic? We identified the themes that\\nemerged from the focus group discussion below.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,647,344,663],\"text\":\"Prefer to Play Casual Games & Puzzle Games\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,663,395,877],\"text\":\"This population of Black women identified mobile games\\n(45/69) as the most popular genre of video games they\\nplayed, followed by puzzle games (28/69). When we asked\\nwhy students preferred to play mobile games more than\\nany other genre, students shared that they liked playing\\nmobile games because they were easily accessible via their\\nmobile devices. One student stated, “I personally like\\nplaying games on my phone cause I'm always on my\\nphone so that's why. People are on their phone more than\\nthey are on the computer.” Students identified Temple Run,\\nSwipe Brick Breaker, and Pool (available on Apple\\niMessage) as some of the more popular casual games they\\nplayed. One student voluntarily demonstrated the Swipe\\nBrick Breaker casual game on her mobile device.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,883,392,946],\"text\":\"[Student holds up mobile phone with Swipe Brick Breaker\\non the screen. Facilitator walks over to the student and the\\nstudent begins to play the game. Facilitator watches the\\nstudent.]\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,82,734,129],\"text\":\"P4: And that's how many times you have to hit the block\\num before it uh disappears. So it goes up to...so it just\\nkeeps going.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,134,726,166],\"text\":\"Facilitator: This is cool, I like it. What's the name of the\\ngame again?\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,172,511,190],\"text\":\"P4: Swipe Break\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,197,746,396],\"text\":\"Similar to Brown's [1] report which showed that most\\nAmericans who play video games preferred puzzle games,\\nthe population of 69 Black women confirmed that puzzle\\ngames were the second most popular genre. When we\\nasked why were puzzle games popular, one student\\nreplied, \\\"Uh, I like that they're interactive because you\\nusually with puzzle games you're like playing against\\nsomeone.\\\" While this student's experience with puzzle\\ngames included a social element of gameplay, not all\\npuzzle games invite players to interact with other players.\\nA key attraction of puzzle games is their ability to\\naccommodate solo gameplay experiences but having the\\noption of social interactions is attractive to some players.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,401,746,479],\"text\":\"An interesting finding was that some of the young\\nwomen, who did not know each other prior to\\nmatriculating into college and came from different\\ngeographical locations, played some of the same mobile\\ngames.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,486,623,503],\"text\":\"P1: I used to play uh...Criminal Case.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,509,556,526],\"text\":\"P2: Oh my God! Me too!\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,531,730,564],\"text\":\"P1: I used to play them, but I deleted them off my phone\\nbecause I stopped playing it.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,569,522,587],\"text\":\"P3: Criminal Case.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,593,710,627],\"text\":\"P1: At one point, I was like into the crime stuff and I\\nstarted playing.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,632,746,726],\"text\":\"Upon examination of Criminal Case, we discovered that\\nthis particular casual game required players to find clues\\nto solve a murder while solving a series of puzzles relevant\\nto the crime narrative. Given this population's preferences\\nfor casual games and puzzle games, Criminal Case\\nrepresented the best of both worlds.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,732,745,839],\"text\":\"Several women also shared that they played Wii games\\nwith their family and friends, identifying Wii games as its\\nown genre. This suggested that students did not perceive\\nWii games as a platform, similar to how students\\ninterpreted mobile games to be synonymous with casual\\ngames when mobile games actually represent the platform\\nof play.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,846,746,954],\"text\":\"However, this pointed to the fact that the categories of\\ngames were not necessarily mutually exclusive, and it was\\npossible that we did not accurately represent each\\ncategory which may have led to incorrect identification of\\nsome genres. A more accurate way to capture this data\\nwould be to ask the participants to list the video games\\nthat they play and/or their favorite video games. Another\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 139\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,82,395,114],\"text\":\"question that we did not ask was which platforms for\\ngaming did they play.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,120,395,182],\"text\":\"Several times throughout the focus group discussion, the\\nfacilitator leveraged her experiences playing video games\\nto better understand why this group of women did not\\nplay other genres of video games.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,188,395,265],\"text\":\"Facilitator: Of course, there were a list of games that\\nnobody even mentioned...Are you familiar with massively\\nmultiple player games? The ones where you have to pay a\\nmonthly subscription to play. You go into this fantasy\\nworld...\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,272,207,289],\"text\":\"[Some participants nod.]\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,295,381,313],\"text\":\"Facilitator: You do? Ok. But you don't play those games?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,319,296,336],\"text\":\"[A chorus of \\\"No\\\" from the participants.]\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,341,390,374],\"text\":\"P1: My brother has those games but, I tried playing. I tried\\nto play with him once. I just wasn't interested.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,385,474],\"text\":\"Facilitator: Is it because it cost money? Tell me. I know\\nwhen I was first introduced to Star Craft, I thought it was\\ntoo complicated for me to figure out what to do and...I\\nwas curious to know what if you had experience playing\\nthose games, and so what was that like? So for you, your\\nbrother, it just didn't work out very well?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,479,355,512],\"text\":\"P1: He tried to explain it to me, how to play it, but I\\nwasn't ... trying to learn.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,517,396,808],\"text\":\"Because the facilitator had experience playing FSSs and\\nMMOGs, she self-disclosed this information to tease apart\\nwhy this particular group of women did not play them. It\\nwas not because they were unfamiliar with these genres or\\ncould not afford them. As noted above, one woman shared\\nher experience of trying to play these types of games with\\nher brother, revealing that the learning curve associated\\nwith these games caused her to lose interest. The\\nfacilitator shared that she too had difficulty learning how\\nto play MMOGs, acknowledging that it takes enthusiasm\\nand time to learn how to navigate and manage resources\\nto thrive in such games. We realized that the time\\ncommitment and learning curve became a deterrent from\\nplaying FSSs and MMOGs for this subset of Black women\\nwho had a limited amount of time to play games. In\\ncontrast, casual games allowed Black women who chose\\nvideo games as a form of recreation to play them in\\nsmaller increments of time, creating microflow gameplay\\nexperiences [47–49] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,814,230,831],\"text\":\"Games as a Social Activity\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,831,395,907],\"text\":\"Four women reported that gaming was more of a social\\nactivity shared with family members and friends.\\nInterestingly enough, this group of Black women reported\\nincidents in which they played console games and board\\ngames typically with family members.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,82,745,129],\"text\":\"P1: Then I also played Monopoly. Like when I go to my\\ngrandma's house, she still likes to play Monopoly and\\nBoggle and other board games like that and Scrabble.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,134,747,212],\"text\":\"P2: ...and then we would have family, not for me, but I was\\nlike people come over so then that was like the time when\\neverybody was playing games so like we would play\\nTaboo, Guestures, uhm Game of Life, Sorry, I used to play\\nall those games.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,218,746,266],\"text\":\"P4: I played all those games too but when I was like 8, I\\nused to play this like boxing game my dad had, used to\\nplay with my dad all the time.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,271,747,335],\"text\":\"Facilitator: When I was growing up, we played board\\ngames as a family past time, so especially around the\\nholidays. So Monopoly. Uhm, you mentioned Life, we\\nplayed that. Taboo is our new thing....\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,341,745,388],\"text\":\"P4: I love to play Monopoly, so with my dad and I and\\nwith my sisters. We'll play Monopoly again. I like that. Uh,\\nthe interactions and such.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,394,747,669],\"text\":\"It became clear that gaming was more of a social activity\\nshared with family members and friends. Like DiSalvo et\\nal. [50] the Black women remembered playing video\\ngames with family members when they were younger,\\nespecially console games like Nintendo DS. During the\\nfocus group discussion, the Black women talked about a\\nbrother who tried to teach them how to play a FPS, a\\nfather who would play a boxing game with his daughter or\\nsiblings who wanted their sister to play Wii with them.\\nThis suggested that family members played an influential\\nrole in whether this particular group of women played\\nvideo games. However, board games such as Monopoly\\nremained culturally relevant since family members still\\nplayed these board games for fun. Even the facilitator self-\\ndisclosed her family's practice of playing board games\\nduring the holidays. This made salient the opportunity to\\nstudy familial practices centered around playing board\\ngames.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,675,719,692],\"text\":\"Free Time Spent on Other Recreational Activities\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,692,746,754],\"text\":\"We surmised that the majority did not play video games\\nweekly but played them infrequently, choosing to engage\\nin other activities such as watching Netflix, hanging out\\nwith friends for recreation or just catching up on sleep.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,760,745,838],\"text\":\"P3: I just don't make times for games. If I have free time,\\nunless I'm in the car or something. If I have free time, I\\nwill, more than likely, I'm not going to spend it playing\\ngames on computer or on my phone. I am going to find\\nsomething else to do.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,844,746,953],\"text\":\"P5: Uhm well like when I'm like busy or something, games\\nare not the first thing that come to mind. Like usually I\\nwant to go on Netflix or I want to talk to my friends or\\njust hang out with them or something. But the only time I\\nreally do play any type of games is when I have like\\nnothing else to do, or I want to play the Wii and I'm with\\nmy friends or we want to play Just Dance or something\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 139\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,996,745,1013],\"text\":\"Page 6\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,82,395,113],\"text\":\"like that. But it I really have to be in the mood to play \\ngames 'cause I otherwise I'm just not thinking about that.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,119,319,135],\"text\":\"Facilitator: What do you prefer to do for fun?\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,141,238,158],\"text\":\"P2: Sleep. Eat. Workout. Yoga.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,164,396,272],\"text\":\"P1: For me personally. Like you said I really don’t have\\ntime to play games. And like also I just don’t play. I don’t\\nhave any games on my phone because I personally don’t,\\nwell I used to but like now I personally don’t like having\\ngames on my phone. The only game that I really play that\\ninterests me is like playing something on the Wii. I’ll play\\nthat. Other than that, I really don’t care for games so.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,289,396,566],\"text\":\"Repeatedly, the women conveyed the message that video\\ngames were for kids since they had started playing video\\ngames when they were younger, some as young as 5 years\\nold. They had better things to do with their free time than\\nto play video games as adults. In contrast to Brown's [1]\\nreport which showed that more adult women than young\\nboys play video games in the U.S., the low frequency rate\\nfor gameplay suggested that perhaps a critical mass of\\nBlack women between the ages of 18 and 39 were not\\nplaying video games for leisure. Though this particular\\npopulation of young Black women appreciated the\\nubiquity of mobile games and favored casual and puzzle\\ngames, the demands of college and competing interests\\nprecluded them from spending a considerable amount of\\ntime playing video games. Due to the small sample size, it\\nwas not clear if a substantial percentage of young adult\\nBlack women chose to play video games in their spare\\ntime.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,583,153,599],\"text\":\"DISCUSSION\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,599,396,811],\"text\":\"Using intersectionality as a framework for game studies\\nresearch helps to create a more inclusive gaming\\nsubculture that recognizes and accepts different norms for\\ngaming. Though the concept of intersectionality\\nencompasses many different facets, we focus on the social\\ncontext in which Black college women chose to play or\\nnot play video games. We are equally interested in Black\\ncollege women who play video games as well as those\\nwho do not, thus giving attention to and disclosing\\ndissenting perspectives [30] . Paying close attention to the\\nplurality of gameplay experiences for this particular\\naudience further defines the continuum of players'\\npositive and negative gameplay experiences and those that\\nfall in between.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,818,310,834],\"text\":\"Inclusion as a By-Product of Intersectionality\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,835,396,959],\"text\":\"The game nights and the focus group discussion took\\nplace on the campus of the all-female Historically Black\\nCollege, specifically in the computer lab where students\\nhad guaranteed access to the internet and computers to\\nplay web-based video games. This was significant because\\ncomputer labs at this all-female Historically Black College\\nare gender inclusive learning environments that remove\\nthe barrier of access to technology. (All students do not\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,82,746,310],\"text\":\"own laptops). This also sends the message that Black\\nwomen are welcome to play games in the computer lab.\\nBecause we intentionally recruited participants from the\\ngeneral student population, this particular group of Black\\nwomen ranged from 18 to 29 years of age and included\\ntraditional as well as non-traditional college students\\n(more mature women who were raising families or had\\ndecided to pursue their bachelor's degree later in life),\\nwomen who played video games, women who admittedly\\ndid not play video games, Science Technology,\\nEngineering & Mathematics (STEM) majors, non-STEM\\nmajors, etc. The participants in our game study\\nrepresented a diverse population of Black college women,\\nthereby promoting the principle of inclusion , a by-product\\nof intersectionality [23] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,317,746,516],\"text\":\"Because intersectionality invites the inclusion of those\\nwho are often silenced, ignored or just invisible, the\\ninclusion of marginalized populations challenges the\\nstatus quo. DiSalvo et al. [34] illustrates this by using the\\nGlitch Program to give Black males, another marginalized\\npopulation in gaming, exposure and access to the gaming\\nindustry while challenging their perceptions of who does\\ncomputing. Intersectionality by its very nature is designed\\nto empower people and influence change [29] . We want to\\nempower Black women to believe that the act of gaming,\\nwhether its PC games, console games or even mobile\\ngames, includes them too and that their experiences are\\nrelevant within the gaming subculture.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[419,522,628,537],\"text\":\"Intersectionality Invites Self-Disclosure\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,537,746,797],\"text\":\"The act of self-disclosure, revealing the researcher's\\nrelationship with participants and motivations for doing\\nthe research, has emerged as a new method for conducting\\nintersectionality research involving disenfranchised\\npopulations in the context of Human Computer\\nInteraction (HCI) [24,39] . Self-disclosure requires the\\nresearcher to understand his/her role in conducting\\nresearch, to admit to any assumptions or biases about\\nthe targeted marginalized populations and to leverage\\nindividual experiences relative to the study being done\\n[24] . Similar to the critical design theory framework [38] ,\\nintersectionality views the researcher as a creative agent\\nin the analysis process, placing the researcher within the\\nscope of analysis. Self-disclosure holds the researcher\\naccountable for any assumptions or biases made about the\\nmarginalized populations while simultaneously\\ninterrogating the integrity of the results presented.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,803,746,959],\"text\":\"When using intersectionality as an analytical framework in\\nthe context of HCI, it is important to build social capital\\nwhen working with marginalized populations. While\\nintersectionality places members of the targeted community\\nin close proximity to the researcher, self-disclosure helps to\\nestablish both credibility and rapport and invites intimate\\ndiscussions about participants' life experiences [29] . In the\\nspirit of self-disclosure, the first author leveraged her\\nposition as a faculty member on the all-female Historically\\nBlack College campus to host multiple gaming events over a\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,125,1012],\"text\":\"Paper 139\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300369", "source_image_path": "test_data/3290605-3300369/3290605-3300369_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300369/results/output_json/3290605-3300369_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,81,396,356],\"text\":\"period of 6 months, investing time and resources to become\\nwell-acquainted with the target population and collect data.\\nAdditionally, the first author introduced herself a Black\\nwoman who studies the design and use of educational\\ngames during all campus gaming events, including the focus\\ngroup discussion. She also identified herself as a Black\\nwoman who plays video games but does not proclaim to be\\na gamer. This motivates her interest in addressing the\\nunderrepresentation of women of color in the gaming\\nindustry and their invisibility among the subculture of\\ngamers. It is the first author's goal to render women of color\\nas being visible within the community of gamers. The act of\\nsharing her experience with games and her motivations for\\ninvestigating Black women's gaming behaviors reduces the\\npower distance between the researcher and the members of\\nmarginalized populations, establishes rapport with\\nparticipants, and encourages participants to share their\\npersonal experiences and opinions about games.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,363,335,379],\"text\":\"Non-Incidental Gameplay vs. Infrequent Gameplay\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,378,396,775],\"text\":\"This particular population of Black women largely\\nrepresented casual gamers with the majority preferring to\\nplay mobile and puzzle games. In comparison to FPSs or\\nMMOGs, genres that require players to interact with others\\nto accomplish game tasks, mobile games created more solo\\ngameplay experiences which insulated this particular group\\nof Black women from other players' implicit biases and\\nincidents of racial and/or gender discrimination. Even when\\nBlack women reported gaming as a social activity, it was\\nconducted within the supportive environment of family and\\nfriends, a typical context for gaming in some Black and\\nLatino households [43,50] . To some degree, this explains\\nwhy none of the women in this particular game study\\nreported incidents of racism or gender discrimination\\nduring gameplay. The lack of reported incidents during\\ngameplay, an example of studying the mundane, provides\\ninsights for designing positive gameplay experiences across\\ndifferent genres. For example, game designers of\\nmultiplayer games (e.g., FPSs, MMOGs or strategy games)\\ncould implement mechanisms that enable players to block\\nand report negative social interactions with other players\\nwhile also holding individual players accountable for their\\nbehavior or actions towards others. Doing so creates a more\\ninclusive environment in multiplayer games and sends\\nthe message that neither racial, gender or other acts of\\ndiscrimination will be tolerated.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,781,396,951],\"text\":\"On the other hand, some of the Black college women shared\\nthat they had stopped playing games due to lack of time and\\ninterest. Most participants in the focus group discussion\\nrepeatedly referred to a time when they were younger and\\nplayed games more often, a common gaming practice for\\nyoung Black males [43] . When pressed about how they\\nchose to spend their recreational time, focus group\\nparticipants accredited their lack of interest in gaming or\\ninfrequency of play to spending face-to-face time with\\nfriends, engaging with social media, physical well-being or\\nsimply catching up on sleep due to hectic schedules which\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,81,747,357],\"text\":\"included academic activities and extra-curricular pursuits.\\nParticipants' explanations seemed reasonable since\\nfreshmen college students are adjusting to college life and\\nlearning how to manage their time wisely. Additionally, this\\nconfirmed prior game studies that revealed that more\\nmature women (30 years old and up) than younger women\\nplay games for leisure [16] . Given that this particular group\\nof Black women are between the ages of 18 and 29 years\\nold, this supports the theory of age as a determining factor\\nin players' motivations for gaming [16] . The question\\nremains as to whether we would see the same infrequency\\nof gaming and lack of interest in other women in the same\\nage bracket regardless of ethnicity (future work), and if so,\\nthen the gaming subculture is not at fault. Rather, it would\\nrequire recognizing that the typical lifespan for women\\ninvolves pursuing educational, career and personal goals in\\nearly adulthood, childbearing years which leaves less time\\nfor recreational pursuits such as gaming [49] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,363,717,379],\"text\":\"Casual Gamers on the Continuum of Players' Experiences\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,378,747,806],\"text\":\"Our purpose is to make salient the different gaming\\npractices that exist among diverse population of players to\\ndefine the continuum of players' experiences. Given that\\nmost women who play games do not perceive themselves as\\ngamers [5-5] , it was not surprising when one Black woman\\nexplicitly stated, \\\"Uh, I've never really been a gamer type of\\nperson. Besides maybe things like mobile games on my\\nphone or just playing pool against somebody on iMessage\\ngames but that's about it.\\\" We can understand why the\\nBlack women in our study shared the same perception. The\\ncommon misconception is that the average gamer is either a\\nWhite or Asian male, owns a sophisticated gaming system\\nand spends several hours every day playing games\\n[11,27,51] . Because games played on mobile devices have\\nbecome synonymous with casual games, playing mobile\\ngames is perceived as a sign of a non-gamer [48-49,51] .\\nComments from gamers on game forums, blogs and articles\\nindicate that playing mobile games is for girls/females and\\nthat real gamers play more than just mobile games [52] .\\nThis is one of the reasons why women who play mobile\\ngames do not perceive themselves as members of the\\ngaming subculture. Contrary to this popular misconception,\\nmobile games account for 42 % of the growing global gaming\\nmarket with U.S. sales poised to exceed $ 900 million dollars\\nin 2018 [53] . As evident of market sales, the gaming\\nindustry recognizes the significance of casual gamers in the\\ncontinuum of player experiences and creates games that\\ncater to this player demographic.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[419,818,747,957],\"text\":\"Careful examination of everyday, non-incidental gameplay\\nexperiences translates to the larger player demographic, one\\nof the benefits of reverse markedness [36] . Our initial\\nfindings reveal that this population of Black college women\\nprefer to play mobile games and are casual gamers at best,\\npartly because of the daily routine of their busy lives [54] .\\nGiving the hectic lifestyles of many women players who\\njuggle career demands and/or family obligations, casual\\ngames accommodate an intermittent playing style for this\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 139\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,744,1013],\"text\":\"Page 8\",\"reading_order\":11,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300369/results/markdown/3290605-3300369_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[95,119,717,214],\"text\":\"\\\"If you want, I can store the encrypted password.\\\"\\n\\nA Password-Storage Field Study with\\n\\nFreelance Developers\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[115,233,260,280],\"text\":\"Alena Naiakshina\\n\\nUniversity of Bonn\\n\\nnaiakshi@cs.uni-bonn.de\",\"reading_order\":4,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[334,233,476,279],\"text\":\"Anastasia Danilova\\n\\nUniversity of Bonn\\n\\ndanilova@cs.uni-bonn.de\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[566,233,684,280],\"text\":\"Eva Gerlitz\\n\\nUniversity of Bonn\\n\\ngerlitz@uni-bonn.de\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[191,292,398,342],\"text\":\"Emanuel von Zeppschwitz\\n\\nUniversity of Bonn, Fraunhofer FKIE\\n\\nzeppschwitz@cs.uni-bonn.de\",\"reading_order\":7,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[416,293,620,342],\"text\":\"Matthew Smith\\n\\nUniversity of Bonn, Fraunhofer FKIE\\n\\nsmith@cs.uni-bonn.de\",\"reading_order\":8,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,350,141,367],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,372,394,500],\"text\":\"In 2017 and 2018, Naiakshina et al. [21, 22] studied in a lab\\nsetting whether computer science students need to be told\\nto write code that stores passwords securely. The authors'\\nresults showed that, without explicit prompting, none of the\\nstudents implemented secure password storage. When asked\\nabout this oversight, a common answer was that they would\\nhave implemented secure storage - if they were creating code\\nfor a company.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,500,394,673],\"text\":\"To shed light on this possible confusion, we conducted a\\nmixed-methods field study with developers. We hired free-\\nlance developers online and gave them a similar password\\nstorage task followed by a questionnaire to gain additional\\ninsights into their work. From our research, we offer two\\ncontributions. First of all, we reveal that, similar to the stu-\\ndents, freelancers do not store passwords securely unless\\nprompted, they have misconceptions about secure password\\nstorage, and they use outdated methods. Secondly, we dis-\\ncuss the methodological implications of using freelancers\\nand students in developer studies.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,693,172,711],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[68,715,394,763],\"text\":\"• Security and privacy $\\\\rightarrow$ Usability in security and pri-\\nvacy; • Human-centered computing $\\\\rightarrow$ Empirical studies\\nin HCI.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,351,502,368],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,372,745,403],\"text\":\"Security Developer Study; Developer Password Study; Field\\nStudy; Usable Security and Privacy\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,417,555,432],\"text\":\"ACM Reference Format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,432,746,535],\"text\":\"Alena Naikshna, Anastasia Danilova, Eva Gerlitz, Emanuel von\\nZeszwitch, and Matthew Smith. 2019. \\\"If you want, I can store the\\nencrypted password.\\\" A Password-Storage Field Study with Free-\\nlance Developers. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4-9, 2019, Glasgow, Scotland,\\nUK . ACM, New York, NY, USA, 12 pages. https://doi.org/10.1145/\\n3290605.3300370\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,566,549,583],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,587,747,746],\"text\":\"In recent years, many researchers have investigated end-user\\npassword creation, password use and knowledge [7, 10, 16,\\n27, 31, 33–35, 37] , as well as password composition policies\\nand their effects [19, 20, 25, 28] . Due to end-users' weak\\npassword habits (e.g., password reuse) [17, 29] , attackers can\\nfocus on services with low security mechanisms to target\\nservices with high security standards [8] . Still, only a few\\nstudies have examined developers handling end-user pass-\\nword storage, although these are primarily responsible for\\nend-user password security.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,746,954],\"text\":\"In 2017 and 2018, Naakshima et al. conducted two studies\\nin which 40 computer science students were asked to im-\\nplement the registration process for a university social net-\\nwork [21, 22] . In a qualitative [21] and quantitative study [22] ,\\nNaakshima et al. tested the effect of development framework\\nand task design. Half the participants used plain Java (JSF)\\nand the other half used the Spring framework. Spring offers\\na support library which implements password storage with\\na high level of security. With JSF, the participants had to im-\\nplement salting and hashing on their own. To test whether\\nparticipants would realize the need for secure password stor-\\nage without prompting, the authors gave half the participants\\na task description which did not mention security, while the\",\"reading_order\":20,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[68,818,210,871],\"reading_order\":21,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[70,878,336,905],\"text\":\"This work is licensed under a Creative Commons Attribution\\nInternational 4.0 License.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,912,275,952],\"text\":\"c 2019 Copyright held by the owner/author(s).\\nhttps://doi.org/10.1111/3290653.303037\",\"reading_order\":23,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 140\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,156],\"text\":\"other half were explicitly tasked with implementing a secure\\nsolution.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,156,395,427],\"text\":\"There were several takeaways from these two studies.\\nFirstly, none of the non-primed participants (i.e., those who\\ndid not explicitly get tasked with creating a secure solution)\\nstored passwords securely. Two of them attempted to create\\na secure solution but gave up and handed in a non-secure\\nsolution. Of the 20 participants who were explicitly tasked\\nto create a secure solution, 12 implemented some level of se-\\ncurity. Secondly, when comparing the different frameworks\\n(JSF vs. Spring), more of those participants who implemented\\nsome security achieved a high score for security through\\nSpring's default implementation. In the Spring conditions,\\nall but one participant achieved the highest score of 6 points\\nout of a possible 7. In the JSF conditions the spread was\\nmuch greater with values ranging from 2 to 6. Thirdly, all\\nparticipants who achieved a secure solution used 'copy and\\npaste' to do so; i.e., none of the participants achieved secure\\nsolutions by writing their own code.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,426,395,762],\"text\":\"However, there are a couple of caveats in the above results.\\nFirstly, all participants were computer science students. It\\nis unknown whether these same results would have been\\nobserved for other types of developers. Secondly, the par-\\nticipants were aware that they were taking part in a study.\\nThis could have led them to believe that security was not of\\ninterest in the non-priming conditions. It could also have led\\nthe participants to take security less seriously in the priming\\nconditions, since they knew no real data would be under\\nthreat if they made a mistake or created a sub-optimal solu-\\ntion. This would make the results a study artifact and would\\ninvalidate the study design. This concern is supported by the\\nfact that 15 of the 28 participants who did not implement a se-\\ncure solution stated that they would have done so if they had\\nbeen doing the same task for a real employer. It is of course\\nalso possible that the students' statements were merely an\\nexcuse provided after the fact to explain their behavior in\\na face-saving way. This possibility is supported by the fact\\nthat there are many password-database compromises in the\\nwild [12, 14, 18, 36] in which developers made mistakes just\\nlike the students did in the study.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,762,395,954],\"text\":\"To shed light on this problem, we repeated Naiaakshina et\\nal.'s study with a few necessary modifications with freelance\\ndevelopers whom we hired online through Freelancer.com.\\nWe posed as a start-up company that had just lost a developer\\nand needed help completing our social networking site. We\\nhired 43 freelancers and gave them a regular contract to\\nimplement the registration process for us. This would allow\\nus to see the security properties of code created by real\\ndevelopers who, we hoped, believed our ruse that they were\\nwriting code for a real company which would use genuine\\nuser data. After they had completed their task, they were\\npaid either €100 or €200 and then informed about the real\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,205],\"text\":\"purpose of our study. We then asked if they would be willing\\nto take part in an exit survey in order to give us more insights\\ninto their development process and to test whether they\\nbelieved they were creating code for a company. Our key\\nfindings are:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[437,209,748,739],\"text\":\"• If You Want Security, Ask For It. We found that\\nsecurity prompting had a statistically significant effect\\non whether the participants stored the passwords in a\\nsecure way. Similar to the student sample in [21, 22] ,\\na number of freelancers did not feel responsible for\\nsecurity. Especially in the lower paid group (€100), the\\nmajority of non-prompted freelancers did not think\\nabout security.\\n• Payment. We found no effect of payment (€100 vs.\\n€200) on the final security solutions. However, this\\nbears further examination.\\n• Field vs. Lab Study. Freelance developers are aware\\nthat clients will use their solution in the real world.\\nHowever, the quality of solutions was comparable to\\nthe solutions of students.\\n• Misconceptions. We found a number of freelancers\\nwere reducing password storage security to a visual\\nrepresentation and thus using Base64 as their pre-\\nferred method to ensure security. Additionally, encryp-\\ntion and hashing were used as synonyms, which was\\noften reflected by the freelancers' programming code.\\n• Continuous Learning. A number of freelancers used\\noutdated methods to store user passwords securely.\\nThis phenomenon was also observed in the student\\nsample [21] and shows that freelancers do not update\\ntheir knowledge as well.\\n• Copy and Paste. Similar to students' solutions from\\nthe lab study, we identified freelancers' security code\\non the Internet.\\n• Social Desirability. A number of freelancers reported\\nthey would store user passwords securely even without\\na security instruction. However, these participants sent\\ninsecure solutions as their first submissions.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,753,550,770],\"text\":\"2 RELATED WORK\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,773,746,854],\"text\":\"The related work section is divided into two parts. First, we\\ndiscuss related work in the area of developer and password\\nstudies. Second, for the methodological discussion in sec-\\ntion 6 , we summarize those security developer studies that\\nutilized a sample group of freelancers.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,868,622,886],\"text\":\"Developer and Password Studies\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,889,746,954],\"text\":\"In recent years many studies have been published that inves-\\ntigated end-user password creation, password use and knowl-\\nedge [7, 10, 16, 27, 31, 33–35, 37] , as well as password compo-\\nsition policies and their effects [19, 20, 25, 28] . Even though\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 140\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,204],\"text\":\"mistakes by developers and administrators have greater con-\\nsequences, relatively little work has been done in examining\\nthese actors in the context of password storage. The two\\nstudies on which this paper is based were conducted by Na-\\ntakishima et al. [21, 22] and were described in the introduction.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,205,394,315],\"text\":\"In [39] , Wijayaratna and Arachchilage recruited 10 devel-\\nopers over GitHub to test the usability of the scrypt hashing\\nfunctionality of the Bouncy Castle API. Participants worked\\non their own computers and had to improve the password\\nstorage of a simple web application by using scrypt . The\\nauthors were able to identify 63 usability issues regarding\\nsecure password storage.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,315,394,506],\"text\":\"Acar et al. [3] conducted a study with 307 GitHub users.\\nParticipants were requested to implement 3 security related\\ntasks (URL shortener, credential storage, string encryption).\\nThe authors also asked the developers to complete a question-\\nnaire about their programming experience, security back-\\nground, and occupation. The authors found a significant\\neffect of programming experience on the resulting imple-\\nmentations with regard to functionality and security. Of the\\n307 participants, 162 securely stored user credentials in a\\ndatabase. By contrast, the majority of the insecure solutions\\nleft user passwords vulnerable to rainbow-table attacks or\\nstored them in plain text.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,506,394,634],\"text\":\"Balebako et al. [4] interviewed 13 and surveyed 228 app\\ndevelopers to find out how they make decisions concerning\\nprivacy and security. According to the survey, half of these\\ndevelopers reported that they securely store data in a data-\\nbase. However, the work done by Naiakshina et al. and our\\nstudy show that developers also misreport and/or misunder-\\nstand secure storage. Therefore, we caution against using\\nself-reported data in this respect.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,394,761],\"text\":\"Bonneau and Preibusch [8] identified 150 websites which\\noffered free user accounts relying on user-chosen passwords.\\nThey found that websites with few security features have the\\nworst security practices and assumed they use passwords\\nmainly for psychological reasons, such as building up a rela-\\ntionship with their customers. By contrast, websites storing\\npayment details or personal user data made safer security\\nchoices.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,761,394,954],\"text\":\"In 2007 Prechelt [24] staged a contest where web devel-\\nopers competed using three different web development plat-\\nforms (Java EE, Pearl, PHP) in a two-day event. The result-\\ning code was analyzed for usability, functionality, reliability,\\nsecurity, and structure. While there were some large differ-\\nences in platform characteristics, PHP was found to have the\\nsmallest within-platform variations. Finfner and Wagner [11]\\nalso evaluated the program code of [24] . They checked for\\ncorrelations between the number of vulnerabilities and the\\nprogramming language or the framework's support for se-\\ncurity features. While no correlations between the language\\nand the web-application's security were found, the authors\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,171],\"text\":\"did notice that developers almost never make use of the built-\\nin support for password storage that was offered by many\\nframeworks.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,172,746,266],\"text\":\"Acar et al. [2] examined the effect of documentation re-\\nsources on the security of programmers' code. Developers\\nwere advised to complete four programming tasks: the stor-\\nage of data, the use of HTTPS, the use of ICC, and the use of\\npermissions. The authors found developers who used Stack\\nOverflow created less secure code.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,267,746,331],\"text\":\"Acar et al [1] conducted an online developer study to\\ninvestigate the usability of Python crypto-APIs. They found\\ndevelopers need accessible documentations with secure and\\neasy-to-use code examples.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,331,746,411],\"text\":\"Gorski et al. [15] conducted a controlled online experi-\\nment with 53 GitHub users to test the effectiveness of API-\\nintegrated security advice. They found that 73 % of those\\nparticipants who received a security warning and advice\\nimproved their insecure code.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,422,639,440],\"text\":\"Developer Studies with Freelancers\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,746,553],\"text\":\"Yamashita and Monen [40, 41] invited 85 freelancers from\\nFreelancer.com to answer a survey about developers' knowl-\\nedge of code smells and their interest in them. 32 % of the\\nrespondents admitted to not knowing anything about code\\nsmells. The majority of the participants mentioned being\\nmoderately concerned about the presence of smells in source\\ncode.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,554,747,889],\"text\":\"In a tech report Bau et al. [6] developed a metric for web\\napplication vulnerability scanners. They compared the code\\ncreated by 19 start-ups with those created by 9 freelancers\\nhired from freelance websites. The freelancers were asked\\nto design a complete youth sports photo sharing site with\\na number of features. To highlight their interest in security,\\nthe authors asked the freelancers to follow legal regulations\\nand to secure sensitive contact information. Three differ-\\nent languages (PHP, Java/JS, ASP) and three price ranges\\n( < $ 1000, $ 1000- $ 2500, and > $ 2500) were chosen for the task.\\nFor the analysis, Bau et al. searched for correlations between\\nthe vulnerability rate of a web application and the program-\\nming language, developer's occupation, and their security\\nbackground knowledge. Web applications written in PHP\\nand those implemented by freelancers showed higher weak-\\nnesses. Regarding password storage, a huge gap was found\\nbetween freelancers' knowledge and the resulting implemen-\\ntation. We used the photo sharing scenario as the inspiration\\nfor our own company scenario. However, we substantially re-\\nduced the scope of the task to focus solely on the registration\\nprocess.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,901,529,917],\"text\":\"3 LIMITATIONS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,953],\"text\":\"Our study has the following limitations which need to be\\ntaken into account:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 140\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 3\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,124,394,188],\"text\":\"Sample. We sampled developers from Freelancer.com. This\\nsample is certainly not representative for all developers and\\nmight not even be representative for other freelancer hiring\\nservices.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,394,444],\"text\":\"Deception. The premise of our study hinged on the free-\\nplane developers believing that they were developing code\\nfor a real company and that any vulnerabilities would af-\\nfect real users. In our exit survey we asked whether they\\nsuspected that the task they had been given was part of a\\nstudy and asked for their reasoning. We also analyzed the\\ndeveloper chat for indications that a developer did not take\\nthe task seriously. We only found one participant (N2 $_{300}$ )\\nwho stated that he had taken part in scientific studies before\\nand that he thought the task description was too detailed for\\na normal job and thus he had suspected that it was part of a\\nstudy. We removed this participant from the statistical evalu-\\nation. One other freelancer (P2 $_{100}$ ) indicated that he thought\\nthat the job might be a test job to evaluate him before being\\ngiven bigger tasks. On the whole it seems that our freelancer\\nsample took their jobs seriously.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,444,394,538],\"text\":\"Language. Many of our participants were non-native Eng-\\nlish speakers and in some cases answers were difficult to\\nunderstand. This also created the risk that participants had\\ndifficulty understanding the task description. While this is a\\nrealistic problem for real jobs as well, it is sub-optimal for a\\nstudy.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,650],\"text\":\"We also had one problem during the execution of our study.\\nThe project code sent to the first 17 freelancers already con-\\ntained two security imports (java.security and javax.crypto).\\nThis could have inadvertently primed participants in the\\nnon-prompted conditions that security was important. Luck-\\nily for us, 1 none of these participants implemented a secure\\nsolution.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,662,109,679],\"text\":\"Ethics\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,682,394,923],\"text\":\"The use of deception in research always needs to be critically\\nappraised and should only be used when strictly necessary.\\nSince our goal was to gather real world data, we opted to\\npose as a company and hire freelancers. We informed par-\\nticipants after completion and payment and gave them the\\nopportunity to continue to the questionnaire or withdraw\\nfrom the study. None withdrew from the study and only\\none did not take part in the questionnaire. The participants'\\nfeedback was positive throughout, both in the questionnaire\\nas well as in the reviews they left on the Freelancer site. We\\ninitially offered some of the freelancers €100 and the others\\n€200 to see if that affected security performance. For reasons\\nof fairness, the €100-group was actually paid €200 at the\\nend of the study. The Research Ethics Board of our university\\nreviewed and approved our study.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,123,551,139],\"text\":\"4 METHODOLOGY\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,143,747,304],\"text\":\"As a starting point we adopted the methodology and study\\ndesign frame from [21, 22] , which was described in the In-\\ntroduction. However, instead of using students in a lab envi-\\nronment we hired freelancers from the web platform Free-\\nlancer.com for our study. We kept the priming/non-priming\\nconditions in which participants were either prompted to\\nstore the passwords securely or not. However, we dropped\\nthe Spring condition since the security scores in [21, 22] were\\nmostly homogeneous and we hoped to gain more insights\\nby focusing on JSF.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,315,522,333],\"text\":\"First Pilot Study\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,335,747,542],\"text\":\"In our first pilot study we used exactly the same task as [21,\\n22] . We did not state that it was research, but posted the task\\nas a real job offer on Freelancer.com. We set the price range\\nat €30 to €250. Eight freelancers responded with offers rang-\\ning from €100 to €177. The time ranged from 3 to 10 days.\\nWe arbitrarily chose one with an average expectation of com-\\npensation (€148) and 3 working days delivery time. We gave\\nthis participant the non-prompting task. After approximately\\n21 hours, we received the freelancer's solution which, just\\nlike the students in [21, 22] , stored the passwords in plain\\ntext. As part of the regular approval process we requested\\nthe passwords to be stored securely. After a further 38 hours\\nthe participant submitted code using symmetric encryption.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,542,747,622],\"text\":\"Critically, the participant mentioned in the follow-up chat\\nthat he is familiar with university exercise sheets and is\\navailable for further tasks. Since the task from [21, 22] was\\nframed as a university social networking website, he assumed\\nthe task to be an exercise for university credit. $^2$\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,634,560,652],\"text\":\"Updated Study Design\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,654,747,782],\"text\":\"Since we did not want the freelancers to think the code was\\n\\\"only\\\" needed for course credit but would actually be used\\nin the real world, we decided to change the task framing.\\nWe changed the task from a university social networking\\nplatform to a sports photo sharing social network. To make\\nit more believable we created a web presence for the com-\\npany. Screen-shots from the different pages and the task\\ndescription can be found in the supplemental material.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,782,747,878],\"text\":\"While hiring the freelancers we posed as employees of the\\ncompany and stated that we had just lost our developer and\\nwanted help in finishing the registration code. We provided\\nthe freelancers the platform code as a ZIP file. Participants\\nhad to store user data in a remote database provided by us\\nvia Amazon Web Services (AWS).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,885,747,918],\"text\":\"Second Pilot Study. In a second pilot study we tested the\\nnew task design. The task was posted as a project with a\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,939,237,954],\"text\":\"$^{1}$But unluckily for security in general.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,925,746,953],\"text\":\"2Troubingly, it seems that freelancers are often hired by students to work\\non university assignments.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 140\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,746,1013],\"text\":\"Page 4\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,395,348],\"text\":\"price range from €30-100. Java was specified as a required\\nskill. Fifteen developers made an application for the project.\\nTheir compensation proposals ranged from €55 to €166 and\\nthe expected working time ranged from 1 to 15 days. We\\nrandomly chose two freelancers from the applicants, who did\\nnot ask for more than €110 and had at least 2 good reviews.\\nOne freelancer was prompted for secure password storage\\nwhile the other was not. However, the freelancer website\\nshows who is working on which project and this caused\\nconfusion for the second freelancer who thought the job\\nhad already been done. To avoid this misunderstanding we\\nswitched to recruiting via private messages, which will be\\ndetailed in the next section. Both freelancers provided us\\nwith very positive feedback with regard to our study.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,358,140,377],\"text\":\"Final Study\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,395,475],\"text\":\"For the final study we recruited freelancers via direct mes-\\nsages. We searched for all freelancers and filtered for the skill\\n\\\"Java.\\\" Unfortunately, Freelancer.com's search function also\\nreturns JavaScript developers or developers where we saw\\nno connection to Java, so we manually pruned out developers\\nwhose profile did not include Java skills.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,475,394,523],\"text\":\"Based on our experience in the pre-studies we added two\\npayment levels to our study design (€100 and €200). We only\\naccepted freelancers' submissions if they were functional.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,523,395,955],\"text\":\"The final component of the study was a play-book to con-\\ntrol the interaction with the participants (see supplemental\\nmaterial). Unlike a study in which the experimenter usually\\ndoes not interact with the participants, it is normal and ex-\\npected for the hiring person to interact with the freelancers.\\nFor the communication with freelancers we used the chat\\nfunctionality offered by Freelancer.com. We built a play-book\\nbased on the interactions in the pre-studies and extended this\\nwhenever needed. The play-book dictated how we would\\nrespond to the different queries to keep our interaction as\\nhomogeneous as possible. The three most important interac-\\ntions were as follows: if a participant asked if he or she should\\nstore passwords securely or if a certain method was accept-\\nable, we answered \\\"Yes, please!\\\" and \\\"Whatever you would\\nrecommend/use.\\\" If a participant delivered a solution where\\npasswords were stored in plain text in the database we replied\\n\\\"I saw that the password is stored in clear text. Could you also\\nstore it securely?\\\" These participants are marked as having\\nreceived the security request . We deliberately set the bar for\\nthis extra request low, to emulate what a security-unaware\\nrequester could do; i.e., if it looked like something hashed\\nwe accepted it. After final code submission freelancers were\\ninformed about the real purpose of the project and were\\ninvited to answer a questionnaire. The questionnaire can\\nbe found in the supplemental material and is an extended\\nversion of the one used in [21, 22] . For filling out the survey,\\nparticipants were compensated with an additional €20.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,205],\"text\":\"On Freelancer.com it is common to provide reviews for\\nemployers and employees. In order to make sure that other\\nfreelancers did not discover that we were conducting a study,\\nwe asked all freelancers to avoid mentioning our real purpose\\nin their reviews.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,221,559,239],\"text\":\"Scoring Code Security\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,241,747,449],\"text\":\"Some of the freelancers sent us videos that showed how data\\nwas stored in a database. Additionally, we tested each sub-\\nmission for functionality within our system. For scoring the\\nsecurity of the freelancers' code, we adopted the security\\nscale of Naishika et al. [21, 22] (see supplemental material).\\nThe scoring system contains a binary variable secure indicat-\\ning whether participants used any kind of security in their\\ncode and an ordinal variable security to score how well they\\ndid. The score is based on a range of factors such as what\\nhash algorithm was used, the iteration count, and whether\\nand how the salt was generated. The value of security could\\nrange from 0 to 7, although 6 was the highest score actually\\nachieved in both the freelance and student group.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,449,746,593],\"text\":\"We had to extend the scale because the freelancers used\\ntwo methods which did not appear in the student study. In\\nour study we also saw the use of Base64 encoding and sym-\\nmetric encryption, as well as one occurrence of HMAC . We\\nscored these as follows: both Base64 and symmetric encryp-\\ntion received 0 points for security. HMAC was treated as a\\nhash function with a non-random salt. All code was inde-\\npendently reviewed by three authors. Differences between\\nthe scores were resolved by discussion.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,608,555,627],\"text\":\"Quantitative Analysis\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,629,747,884],\"text\":\"Due to the adjusted study design, we were able to test three of\\nthe seven main hypotheses from [22] . In particular, we tested\\nwhether prompting (H-P1), years of Java experience (H-G1),\\nor password storage experience (H-G2) had an effect on secu-\\nrity. We used the same statistical tests as used in [22] . We did\\nnot use multivariate statistics since we considered our sam-\\nple size too small [30] . We used Bonferroni-Holm corrections\\nfor all tests concerning the same dependent variable. To ease\\nidentification, we labeled Bonferroni-Holm corrected tests\\nwith \\\"family = N,\\\" where N is the family size, and reported\\nboth the initial and corrected p-values (cor-p). With roughly\\n10 participants per condition we could only find large effects,\\ntherefore, absence of statistical significance should not be\\ninterpreted as an absence of an effect. A summary of our\\nstatistical analysis results can be found in the supplementary\\nmaterial.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,901,546,919],\"text\":\"Qualitative Analysis\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,954],\"text\":\"We used inductive coding [32] to analyze our qualitative data\\nfrom the open questions in the survey as well as the chat\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 140\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 5\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[71,123,743,259],\"text\":\"
GenderMale: 39Female: 1Prefer not to say: 1, NA: 2
Age$^{*}$min = 22, max = 68mean = 30.34, median = 29sd = 7.63, NA: 2
University DegreeYes: 37No: 4NA: 2
ProfessionFreelance developer: 29Industrial developer: 7Academic researcher: 1
University collaborator and freelance developer: 1Software engineering lead: 1Undergraduate student: 1, Graduate student: 1
Country of OriginBangladesh: 1India: 14Vietnam: 2
China: 1United States: 3Italy, Mexico: 2
Mongolia: 1Nigeria: 1Pakistan: 4
Sri Lanka: 2Egypt: 1India: 2
General Development Experience [years]$^{*}$min = 2, max = 20mean = 8, median = 8sd = 3.61, NA: 2
Java Experience [years]$^{*}$min = 1, max = 15mean = 6.39, median = 6sd = 2.66, NA: 2
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image is a table presenting demographic and experience data. It summarizes information across categories like Gender, Age, University Degree, Profession, Country of Origin, General Development Experience, and Java Experience. For each category, it lists specific values or ranges with corresponding counts and statistical measures such as mean, median, standard deviation, minimum, and maximum.\",\"figure_path\":\"tables/3290605-3300370_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[285,259,533,286],\"text\":\"* There were no significant demographic differences between the groups.\\nTable 1: Demographics of the 43 Participants\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,323,394,485],\"text\":\"interactions during development. Two researchers indepen-\\ndently searched for themes and categories emerging in the\\nraw data. After coding open questions of a new participant,\\nboth researchers went back to their codes, analyzing them\\nagain for the prior participants as well. After the coding\\nprocess was completed, the codes were compared and the\\ninter-coder agreement by using the Cohen's kappa coef-\\nficient ( $\\\\kappa$ ) [9] was calculated. The agreement was 0.91. A\\nvalue above 0.75 is considered a good level of coding agree-\\nment [13] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,502,145,519],\"text\":\"Participants\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,522,394,825],\"text\":\"As described above, we used Freelancer.com to search for\\ndevelopers with Java skills and manually removed those\\nwho only specified JavaScript in their profile. In total we\\nselected 340 developers of which we had to remove 80 due\\nto the search issue. That left us with 260 remaining Java\\nfreelancers. We randomly assigned these 260 participants\\nto one of our four conditions: Prompting-100 Euro ( $P_{100}$ ),\\nNon-Prompting-100 Euro ( $N_{100}$ ), Prompting-200 Euro ( $P_{200}$ ),\\nNon-Prompting-200 Euro ( $N_{200}$ ) and then contacted them\\nwith the job offer. We did this in batches to balance condi-\\ntions in case of higher uneven rates. A total of 211 did not\\naccept the offer. The most common reasons were as follows:\\n72 did not respond; 63 declined the job because they were\\nnot experienced enough with Java, JSE Hibernate, or Post-\\ngreSQL, which were mentioned in the task description; and\\n22 declined due to lack of time. We hired the remaining 49\\ndevelopers of whom 44 completed the task. One of these had\\ntechnical trouble submitting his solution so we only have 43\\nparticipants in our final sample.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,394,954],\"text\":\"The 43 valid participants reported ages between 22 and\\n68 years (median: 29; mean: 30.34; sd: 7.63) and almost all of\\nthem reported being male (39/43). All but two of our partici-\\npants had been programming in general for at least two years\\nand in Java for at least a year. Most (29) named freelancing\\nas their main profession. Seven indicated to be industrial\\ndevelopers and only two reported to be students. More in-\\nformation on the demographics can be found in Table 1 .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,323,747,484],\"text\":\"We analyzed the effect of the two different payment levels\\non the acceptance rate of freelancers. In the prompted task,\\nwhich asked for a secure solution, 11 of 31 accepted the €100\\noffer, and 14 out of 20 accepted the €200 offer. Fisher's exact\\ntest showed this difference to be statistically significant ( p =\\n0.02, confidence interval [CI] = [0.058, 0.90], odds ratio [OR]\\n= 0.24). In the non-prompted conditions, where security was\\nnot mentioned, 12 of 18 accepted the €100 offer and 11 of 14\\naccepted the €200 offer. The differences point in the same\\ndirection, but were not statistically significant.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,496,738,513],\"text\":\"5 RESULTS OF FREELANCER PASSWORD STUDY\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,516,747,628],\"text\":\"Table 2 and Table 3 show a summary of the participants'\\nsubmission evaluation. $^3$ It took our participants a mean of\\n3.2 days (sd 2.1, median 3) to submit their solution, including\\nthe time to add security if we had to request that. Those\\nparticipants, who delivered an insecure solution at first and\\nwere asked to store the passwords securely, needed a mean\\nof 6.4 hours (sd 7.3h, median 3.17 h) to fulfill our request.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,640,474,658],\"text\":\"Security\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,660,746,708],\"text\":\"Our freelancers used three different techniques to store user\\npasswords: (1) hashing (+ salting); (2) symmetric encryption;\\nand (3) Base64 encoding.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,709,747,867],\"text\":\"Seventeen freelancers used a hash function in their first\\nsubmissions. After receiving a security request, 29 of the\\nfreelancers overall stored user passwords securely by hash-\\ning. Participants who decided to use bcrypt benefited from\\nthe library's automatic salt generation. Also, participants\\nwho used PBKDF2 came across a salt parameter and were\\nthus forced to generate a salt value. By contrast, only 3 of 17\\nparticipants, who used other hash algorithms, implemented\\nsalting. One of them generated a random salt, one made use\\nof the username, and one hard-coded a static salt.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,867,746,901],\"text\":\"Three freelancers used symmetric encryption in order to\\nsecurely store user passwords in their first submissions. After\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,911,746,953],\"text\":\"*Table 2 considers participant $N2_{100}$, who suspected the task was part of a\\nresearch study. This participant was not included in Table 3 and was also\\nexcluded from the statistical tests in the following sections.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 140\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[71,122,743,570],\"text\":\"
ParticipantPrompting PaymentWorking TimeInclude SecuritySecure ScoreFunctionLength in bitsIterationSaltC&PStudySQ
P10011001 Day3min0/0Base64
P20011007 Days00Sym. encryption(3DES)
P30011007 Days01MDS1281
P40011001 Day1h 50min0/1BICrypt18420SecureRandom✓✗
P50011001 Day1h 50min06BCrypt18420SecureRandom✓
P60011001 Day1h 50min03SHA-2562561Username✓
P70011001 Day1h 50min01MDS1281
P80011001 Day1h 50min00BCrypt18420SecureRandom✓
P90011001 Day1h 50min00Base64
P10012001 Day00Sym. encryption(3DES)
P20012001 Day11MDS1281
P30012001 Day11MDS1281
P40012001 Day11MDS1281
P50012001 Day11HMAC SHA-11602Static✓✗
P60012002 Days4h 15min0/00/0Sym. encryption(AES)
P70012005 Days00Base64
P80012005 Days01BFKDF282HA125610000Random✓✗
P90012001 Day11BCrypt1842SecureRandom✓✗
P10012001 Day10Base64
P10012001 Day11BCrypt1842SecureRandom✓✗
P10012001 Day11BCrypt1842SecureRandom✓✗
N10001001 Day4min0/10/6BCrypt1842SecureRandom✓
N20001001 Day6h 20min0/10/2SHA-11601
N30001001 Day6h 20min0/10/2Base64
N40001001 Day17h0/10/1MDS1281
N50001001 Day18h0/10/2SHA-2562561
N60001001 Day21h0/00/0Base64
N70001001 Day25min0/00/0Sym. encryption(AES)
N80001001 Day25min0/00/1MDS1281
N90001001 Day3h 20min0/10/1MD51281
N10001001 Day12h0/10/2SHA-2562561
N12001001 Day12h0/10/2SHA-2562561
N13002001 Day6min0/00/0Base64
N14002001 Day6min0/00/0BFKDF282HA125610000SecureRandom✓
N15002005 Days10min0/10/1MD51281
N16002005 Days10min0/10/2SHA-2562561
N17002005 Days10min0/10/2SHA-2562561
N18002005 Days10min0/10/2SHA-2562561
N19002005 Days10min0/10/2SHA-2562561
N20002005 Days10min0/10/2SHA-2562561
N21002005 Days10min0/10/2SHA-2562561
N22002005 Days10min0/10/2SHA-2562561
N23002005 Days10min0/10/2SHA-2562561
N24002005 Days10min0/10/2SHA-2562561
N25002005 Days10min0/10/2SHA-2562561
N26002005 Days10min0/10/2SHA-2562561
N27002005 Days10min0/10/2SHA-256256\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image is a detailed table displaying data across multiple columns and rows. The columns are labeled \\\"Participant\\\", \\\"Prompting Payment\\\", \\\"Working Time\\\", \\\"Include Security\\\", \\\"Secure\\\", \\\"Security Score\\\", \\\"Function\\\", \\\"Length in bits\\\", \\\"Iteration\\\", \\\"Salt\\\", \\\"C&P\\\", \\\"Study\\\", and \\\"SQ\\\". The table presents information for various participants (P1-P12, N1-N12), showing numerical values, time durations, security parameters, functions, and binary checkmark/cross indicators.\",\"figure_path\":\"tables/3290605-3300370_pdf_shortened_page_6_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[274,572,536,588],\"text\":\"Table 2: Evaluation of Participants' Submissions\",\"reading_order\":3,\"tags\":[]},{\"label\":\"anno\",\"bbox\":[90,591,745,645],\"text\":\"Bold: Participants who at first delivered an insecure solution and received the additional security request. Working time participants took to submit\\ntheir first solution. Include Security: Time participants needed to add security after the request. C&P Security code was copied and pasted from the\\nInternet. Study: Freelancers who stated that they were aware the project might be a study. SQ: Freelancers who asked which hashing function they\\nshould use.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,661,395,758],\"text\":\"receiving a security hint, 3 additional freelancers decided to\\nuse symmetric encryption. Interestingly, almost all of them\\nused a secret key, which was a combination of our social\\nnetworking website name \\\"SportSnapShare\\\" and some other\\nString (e.g., registration). As noted in the methodology, we\\ndid not consider this as a secure solution.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,759,395,822],\"text\":\"Further, 5 of our participants decided to use Base64 to en-\\ncode the passwords in their first submission. After receiving\\na security instruction, 3 additional freelancers added Base64\\nto their solution. Naturally, this is not a secure solution.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,823,395,902],\"text\":\"Since some participants received a security request, we\\nchecked to see if the security scores of these participants\\ndiffered from those who did not (but who considered security\\nby themselves). We did not find such a difference (Wilcoxon\\nrank sum: W = 200, p-value = 0.83).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,902,395,950],\"text\":\"Next we wanted to see the effects of any of our two\\nvariables task description (prompting vs. non-prompting)\\nand payment (€100 €100 vs. €200). For this we first conducted a\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,661,747,742],\"text\":\"Fisher's exact omnibus test on all four conditions (FET: $\\\\rho$ =\\n0.02). Further, we followed this up with three post-hoc tests\\n(regarding prompting, payment and password storage expe-\\nrience) with Bonferroni-Holm correction to test the variables\\nseparately.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,742,746,871],\"text\":\"Task Design. For the first solution, we received 17 non-\\nsecure solutions from the non-prompted and 8 from the\\nprompted participants (see Table 3 ). For the secure solu-\\ntions, 4 came from non-prompted participants and 13 from\\nprompted. Consequently, task design had a significant effect,\\nwith non-prompted participants delivering fewer initial se-\\ncure solutions (FET: $p = 0.01$ , $cor - p = 0.03$ , OR = 6.55, CI =\\n[1.44, 37.04], family = 3).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,870,746,933],\"text\":\"Payment did not have a significant effect (FET, $p = 0.22$,\\ncor-p = 0.44, family = 3). However, more participants had\\nin secure initial solutions in the €200 conditions. Since we\\nhad a small sample size, we recommend not dismissing the\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 140\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300370", "source_image_path": "test_data/3290605-3300370/3290605-3300370_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300370/results/output_json/3290605-3300370_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[116,123,344,215],\"text\":\"
SecureInsecure
Prompted$_{100}$54
Prompted$_{200}$84
Non-Prompted$_{100}$110
Non-Prompted$_{200}$37
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A table displays data categorized by \\\"Secure\\\" and \\\"Insecure\\\" columns. The rows are labeled \\\"Prompted₁₀₀\\\", \\\"Prompted₂₀₀\\\", \\\"Non-Prompted₁₀₀\\\", and \\\"Non-Prompted₂₀₀\\\". Numerical values are present in each cell.\",\"figure_path\":\"tables/3290605-3300370_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[91,218,370,234],\"text\":\"Table 3: Number of Secure Solutions per Condition\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,279,394,310],\"text\":\"different payment levels yet and looking at this in future \\nwork。\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,311,394,518],\"text\":\"Experience. Acar et al. [3] found a correlation between pro-\\ngramming experience, whereas Naikshina et al. [22] did not.\\nNaikshina postulated that the effect might not be visible\\ndue to the smaller range of experience seen in the student\\nsample. Thus, we also tested whether more Java experience\\nis correlated with higher security scores. We found no effect\\n(Kruskal-Wallis: $\\\\chi^2 = 13.31$ , df = 10, $p$ -value = 0.21). Fur-\\nther we investigated whether previous password experience\\nmight affect the security awareness. We found no significant\\neffect between whether the participants stated that they had\\nstored passwords before and whether their solutions were\\nsecure (FET: $p$ -value = 0.52, $cor - p = 0.52$ , OR = 0, CI = [0,\\n8.91], family = 3).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,518,394,677],\"text\":\"Copy and Paste . Naiakshina et al. [22] found a significant\\npositive effect of copy and paste. Due to the fact that we\\nconducted a field study we could not gather the same level\\nof information on this behavior. We did, however, analyze\\nthe code to see if we could find online sources. We found\\n16 obviously copied examples. Out of these 16 participants,\\n6 copied MD5, 2 symmetric encryption, 4 bcrypt, 3 PBKDF2,\\nand 1 SHA-1 as security methods. We cannot say with cer-\\ntainty that the other solutions were not copied, so we did\\nnot perform any comparisons on this data.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,691,194,709],\"text\":\"Qualitative Analysis\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,712,395,792],\"text\":\"Next, we present a qualitative analysis of the data we gath-\\nered. Based on the inductive coding process we separate our\\nfindings into three phases: (1) the request phase; (2) the im-\\nplementation phase; and (3) the reflection phase. The coding\\noverview can be found in the supplemental material.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,804,197,823],\"text\":\"Phase One - Request\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,826,395,954],\"text\":\"Our participants mentioned several aspects from which they\\ndecided whether to implement what they thought was a\\nsecure solution. While N4 $_{100}$ stated that security is dependent\\non data sensitivity, most of our participants (N6 $_{100}$ , N10 $_{100}$ ,\\nP9 $_{200}$ , P7 $_{100}$ , P5 $_{100}$ , N10 $_{100}$ , N7 $_{100}$ , N2 $_{100}$ , N20 $_{100}$ , N250 $_{100}$ ) stated\\nthat security should be part of the task description from the\\nclient: \\\"I cannot find it in requirements, password encryption,\\ncan you tell me where is it written? I might have missed it\\\"\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,172],\"text\":\"(N11 $_{100}$ ). Interestingly, this was also the case for participants\\nin the prompted conditions, where a secure solution was\\nexplicitly required.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,746,252],\"text\":\"In the non-prompted group we had an interesting case:\\nN10 $_{100}$ sent us a message asking whether he should store\\nuser passwords securely. However, before we could reply he\\nhad already handed in a plain text solution. This happened\\nwithin three hours during the night in our time zone.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,746,381],\"text\":\"As mentioned above, we found a significant effect of prompt-\\ning and non-prompting with our freelancers. Four out of 22\\nnon-prompted developers did add security, which is more\\nthan the 0 out of 20 in the student lab study. $^*$ Yet the lesson\\nremains the same: Even for a task which - for security ex-\\nperts - is obviously security-critical, like storing passwords,\\none should not expect developers to know this or be willing\\nto spend time on it without explicit prompting:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[436,395,735,412],\"text\":\"\\\"If you want, I can store the encrypted password.\\n\\\" (P2200)\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,427,745,459],\"text\":\"So it is absolutely necessary to explicitly state that security\\nis desired.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,473,596,491],\"text\":\"Phase Two - Implementation\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,493,746,764],\"text\":\"Misconceptions. While the task description had a similar ef-\\nfect on the freelancers as on the students, we found some\\ninteresting differences concerning misconceptions about se-\\ncure password storage. For example, some participants in the\\nstudent sample confused password storage security with data\\ntransmission security. This confusion was not found in our\\nfreelance sample. Instead, we found another phenomenon,\\nwhich was not observed in the student sample: the usage\\nof the binary-to-text encoding scheme base64 to \\\"securely\\\"\\nstore user passwords in a database. Eight of our freelancers\\nstored user passwords in the database by using base64 ; 4\\nof them were in the prompted condition and 4 in the non-\\nprompted condition. Of the 18 participants who received the\\nadditional security request, 3 (N 100 , N 100 , P 100 ) decided to\\nuse base64 and argued, for example: \\\"[I] encrypted it so the\\nclear password is not visible\\\" (N 100 ) and \\\"It is very tough to\\ndecrypt\\\" (N 100 ).\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,764,746,909],\"text\":\"We also found misconceptions which were shared by stu-\\ndents and freelancers. Many participants used hashing and\\nencryption as synonyms (e.g., P 5200 , N7100 , N1100 , N1020 ,\\nP200 , N8100 , N10100 , N12100 ). However, this did not lead any\\nof the students to use symmetric encryption methods to store\\npasswords. This misconception was strongly reflected by the\\nf freelancers' code submissions. For instance, when asked how\\nhe stored user passwords, N7100 stated he \\\"used [a] hashing\\nalgorithm . In actual fact, he used symmetric encryption. Six\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[420,924,745,953],\"text\":\"°The difference is not statistically significant (FET = 0.12). However, due\\nto the small sample size this should not be over-interpreted.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 140\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1012],\"text\":\"Page 8\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300370/results/markdown/3290605-3300370_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[105,102,708,197],\"text\":\"Virtual Showdown: An Accessible Virtual Reality\\nGame with Scaffolds for Youth with Visual\\nImpairments\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[101,211,256,286],\"text\":\"Ryan Ledoff\\n\\nMixed Reality Applications\\nMicrosoft\\nRedmond, WA, USA\\nryan.ledoff@microsoft.com\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[318,211,499,317],\"text\":\"Lindsay Ball\\n\\nDepartment of Kinesiology, Sport\\nStudies & Physical Education\\nThe College at Brockport, State\\nUniversity of New York\\nBrockport, NY, USA\\n\\nlball@brockport.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[564,211,713,300],\"text\":\"Amelia Wang\\n\\nHuman Centered Design &\\nEngineering\\nUniversity of Washington\\nSeattle, WA, USA\\n\\naw1998@uw.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[85,336,270,411],\"text\":\"Yi Xuan Khoo\\nDepartment of Computer Science\\nUniversity of Iowa\\nIowa City, IA, USA\\nxiyuan-khoo@uiowa.edu\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[318,336,499,443],\"text\":\"Lauren Lieberman\\nDepartment of Kinesiology, Sport\\nStudies & Physical Education\\nThe College at Brockport, State\\nUniversity of New York\\nBrockport, NY, USA\\nllieberman@brockport.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[548,336,730,411],\"text\":\"Kyle Rector\\n\\nDepartment of Computer Science\\n\\nUniversity of Iowa\\nIowa City, IA, USA\\nkyle.rector@uiowa.edu\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,468,141,485],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,490,395,791],\"text\":\"Virtual Reality (VR) is a growing source of entertainment,\\nbut people who are visually impaired have not been\\neffectively included. Audio cues are motivated as a\\ncomplement to visuals, making experiences more\\nimmersive, but are not a primary cue. To address this, we\\nimplemented a VR game called Virtual Showdown. We\\nbased Virtual Showdown on an accessible real-world game\\ncalled Showdown, where people use their hearing to locate\\nand hit a ball against an opponent. Further, we developed\\nVerbal and Verbal/Vibration Scaffolds to teach people how to\\nplay Virtual Showdown. We assessed the acceptability of\\nVirtual Showdown and compared our scaffolds in an\\nempirical study with 34 youth who are visually impaired.\\nThirty-three participants wanted to play Virtual Showdown\\nagain, and we learned that participants scored higher with\\nthe Verbal Scaffold or if they had prior Showdown\\nexperience. Our empirical findings inform the design of\\nfuture accessible VR experiences.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,466,523,483],\"text\":\"CCS CONCEPTS\",\"reading_order\":12,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,486,742,520],\"text\":\"• Human-centered computing → Accessibility systems and tools\\n• Human-centered computing → Empirical studies in accessibility\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,533,502,547],\"text\":\"KEYWORDS\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,549,732,564],\"text\":\"Virtual Reality; Blind; Low Vision; Youth; Spatial Audio; Haptics\",\"reading_order\":15,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_2\",\"bbox\":[422,579,537,592],\"text\":\"ACM Reference format:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,593,746,672],\"text\":\"Ryan Wedoff, Lindsay Ball, Amelia Wang, Yi Xuan Khoo, Lauren\\nLieberman, Kyle Rector. 2019. Virtual Showcase: An Accessible Virtual\\nReality Game with Scaffolds for Youth with Visual Impairments. In 2019\\nCHI Conference on Human Factors in Computing Systems Proceedings (CHI\\n2019), May 4-9, 2019, Glasgow, Scotland, UK . ACM, New York, NY, USA,\\nPaper 141, 15 pages. https://doi.org/10.1145/3290605.330371\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,697,556,714],\"text\":\"1 INTRODUCTION\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,719,746,887],\"text\":\"Virtual Reality (VR) has grown dramatically over the last\\nseveral years, with new commercial VR experiences such as\\nOculus Rift [41] , Google Cardboard [42] , Samsung Gear VR\\n[43] , and HTC VIVE [44] . VR, a computer-generated\\nsimulation of a 3D environment [45] , is a source of gaming,\\nentertainment, exploration of spaces, physical exertion [13] ,\\nand medical applications [6,12] . While gaming has an\\nimpact on people of all ages, youth are playing video\\ngames; according to Pew Research Center in 2015, 72 % of\\nteens are playing video games [23] .\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,894,746,945],\"text\":\"As prolific as gaming is, and as VR is increasing in\\npopularity, the design of these experiences is excluding\\ncertain segments of the population. For youth who are\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,826,388,902],\"text\":\"Permission to make digital or hard copies of all or part of this work for personal or\\nclassroom use is granted without fee provided that copies are not made or distributed\\nfor profit or commercial advantage and that copies bear this notice and the full\\ncitation on the first page. Copyrights for components of this work owned by others\\nthan thoseauthor(s) must be honored. Abstracting with credit is permitted. To copy\\notherwise, or republish, to post on servers or to redistribute to lists, requires\\nspecific permission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[71,902,250,912],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK.\",\"reading_order\":22,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,913,385,932],\"text\":\"© 2019 Copying is held by the owner/author(s). Publication rights licensed to ACM\\nACM ISBN 978-1-4503-5970-1/95. $15.00.\",\"reading_order\":23,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,933,239,946],\"text\":\"DOI: https://doi.org/10.1145/3290605.3300371\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 141\",\"reading_order\":25,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":26,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,252],\"text\":\"visually impaired (VVI), there remain accessibility barriers\\nto VR experiences. There is prior research designing audio\\n(e.g., [7,13] ) and haptics [13] for 3D virtual experiences.\\nHowever, these experiences are motivated as a complement\\nto visuals, with goals of engagement, persuasion, and\\nimmersion [7,13] , as opposed to a primary cue of\\ninteraction. While there are existing 3D audio games [46–\\n50] , they involve keyboard input as opposed to using one's\\nbody like immersive VR games.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,259,394,494],\"text\":\"To address this gap, we implemented a VR game (Virtual\\nShowdown) that is inspired by an accessible game called\\nShowdown, where people use their hearing to locate and\\nhit a ball against an opponent. We chose Showdown\\nintentionally to avoid designing the visuals (beyond\\ndebugging purposes) because players wear a blindfold. We\\ncould focus solely on audio, verbal, and vibration design in\\nVR. For many YVI this may be their first experience with\\nVR. We implemented the system, made design decisions for\\ngameplay, and designed scaffolds to help YVI learn how to\\nplay. We present our findings from an empirical user study\\nwith 34 YVI to assess the acceptability of Virtual\\nShowdown and the comparison between two types of\\nscaffolds:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,501,393,568],\"text\":\"1 Verbal Scaffolds that provide verbal previews of the ball\\ntrajectory across the table, verbal coaching as the ball\\ncrosses the halfway point of the table, and constructive\\nfeedback if a user misses the ball.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,570,393,636],\"text\":\"2 Verbal/Vibration Scaffolds that provide the same verbal\\ninformation and employ a vibration \\\"metal detector,\\\"\\nmeaning the closer one's hand gets to the right location\\nto hit the ball, the more intensely the vibration they feel.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,636,393,787],\"text\":\"We compared the participants' final scores and levels\\nachieved between conditions. We assessed demographic\\nfactors for both conditions (e.g., age, gender, Showdown\\nexperience). We also determined body movement strategies\\nthat the participants employed while playing the game. We\\nhad participants compare the conditions and found no clear\\npreference. Our work addresses two research questions.\\nWhen YY play a 3D audio VR game that involves targeting\\nand hitting a moving virtual object:\",\"reading_order\":6,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,793,393,861],\"text\":\"1 How do they perform with Verbal Scaffolds versus\\nVerbal/Vibration Scaffolds?\\n2 What are their body movement strategies during\\ngameplay?\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[84,861,342,878],\"text\":\"From our work, we present three contributions:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[70,885,392,920],\"text\":\"1\\nA detailed system design of Virtual Showdown, a VR\\ngame accessible to YCI with 3D audio that encourages\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,102,745,217],\"text\":\"body movement and interaction with moving virtual\\nobjects\\n2 A design of two scaffolds for learning to play Virtual\\nShowdown\\n3 Results of our empirical study with 34 YVI to assess the\\nacceptability of Virtual Showdown and a comparison\\nbetween the two scaffolds with respect to scores\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,219,746,369],\"text\":\"We discuss background and related work with the game\\nof Showdown, 3D audio design and localization, accessible\\ncomputing games and VR for people who are visually\\nimpaired. We describe our Virtual Showdown\\nimplementation and the design of the scaffolds. Then, we\\npresent our empirical user study with 34 participants, along\\nwith our findings from the user study. Finally, we discuss\\nour contribution and its implications making accessible VR\\nexperiences for YVI .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,394,691,410],\"text\":\"2 BACKGROUND AND RELATED WORK\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,415,746,515],\"text\":\"We discuss the game of Showdown, 3D audio design and\\nlocalization, accessible computing games, and VR for people\\nwho are visually impaired (PVI). While our project focuses\\non youth, instead most related work focuses on adults with\\nvisual impairments. Therefore, we will mention when the\\nrelated research is with YVI.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,528,518,543],\"text\":\"2.1 Showdown\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,547,747,648],\"text\":\"Showdown [51] is a sport that is inclusive to players of all\\nvision levels because all players must wear a blindfold\\nduring the game. Two players stand at opposite sides of a\\nShowdown table 1 (Figure 1 ). Like air hockey, the objective\\nis to hit the ball with the bat into the opponent's goal across\\nthe table. The opponent attempts to block their goal. A\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300371_pdf_shortened_page_1_figure_016.png\",\"bbox\":[440,655,727,894],\"reading_order\":16,\"tags\":[],\"alt_text\":\"A worn green game table with raised edges and a clear partition in the middle stands on black legs. On the table are a yellow ball, two orange paddles, and a black and yellow glove. The table is in a room with a red wall and a dark carpeted floor.\"},{\"label\":\"figure_cap\",\"bbox\":[429,901,735,946],\"text\":\"Figure 1. This is a Showdown table with plastic ball,\\nblindfold, and glove grasping a wooden bat at one of\\nour study sites.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 141\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,184],\"text\":\"player can score 2 points for a goal and 1 point if the ball\\nstops or becomes inaudible for $\\\\geq$ 2 seconds on the\\nopponent's side, or if the ball flies off the table. The\\nInternational Blind Spots Federation website has further\\ninformation [51] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,193,394,359],\"text\":\"We chose Showdown as the game to implement in VR\\nbecause of the fast-paced fun nature of the game. In fact, at\\none of our study sites (sports camp for YVI) VVI took\\nadvantage of their access to Showdown by creating\\ntournament brackets. Further, Showdown allows people to\\nmove their bodies during gameplay, which allows a player\\nto be physically active. The non-visual aspect of Showdown\\nallows us to focus solely on the audio, verbal, and vibration\\ndesign to make VR accessible. Finally, we can make\\nShowdown accessible to YVI who do not own a table.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,372,302,389],\"text\":\"2.2 3D Audio Design and Localization\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,392,394,493],\"text\":\"3D audio is used in VR to create realistic virtual\\nenvironments [28] . In fact, Oculus and Microsoft have\\nthorough documentation on spatialized 3D audio [52,53] .\\nDevelopers can use 3D audio to help people localize sounds,\\nwhich is the ability to determine where sound is coming\\nfrom in a virtual environment.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,501,394,684],\"text\":\"Lateralization, the most important cue for localizing a\\nsound source's angular position, involves the difference in\\nthe sound waves coming between one's left and right ears\\n[7] . When listening to 3D audio, it is important to wear\\nheadphones (ideally on-ear or over-ear) to discern between\\nthe left and the right ears. Head-Related Transfer Functions\\n(HRTFs) are also important because they filter sounds based\\non the user's physical characteristics. Because we want\\nVirtual Showdown to work with a wide audience, we use a\\ngeneric HRTF with the Microsoft Audio Spatializer, bundled\\nwith Unity3D and Windows 10 [27] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,693,394,877],\"text\":\"3D audio does not just move horizontally or vertically, it\\nmust also convey distance. Research shows that computers\\ncan simulate the attenuation of a sound source using the\\nInverse Square Law by decreasing volume and intensity as\\nan object moves further away [7] . Sound reflections can\\nalso help convey distance in a virtual environment.\\nCompanies such as Oculus and Microsoft provide the\\nability to reflect sound in 3D environments [52,54] . Virtual\\nShowdown conveys subtle reflections based on the ball's\\nlocation to convey distance without sounding artificial or\\ndistracting.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,885,394,918],\"text\":\"A barrier in 3D sound localization is the cone of\\nconfusion where a person cannot distinguish sound\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,101,745,184],\"text\":\"between the ears $^2$ . To alleviate this issue, VR headsets have\\nhead tracking [27, 53] so that users can tilt or turn their\\nhead to hear the sound from different perspectives. Virtual\\nShowdown uses the Microsoft Kinect Face Tracking SDK\\n[37] to track a user's head.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,193,746,276],\"text\":\"Implementing 3D audio in a game can be\\ncomputationally expensive. Both research [10,22] and\\nindustry [52,53] have optimized acoustics in VR to work in\\nreal time. For instance, Unity3D excludes audio occlusions\\n[35] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,285,746,435],\"text\":\"The related work on 3D audio and localization provides\\nus best practices for Virtual Showdown. However, the goal\\nof the related works – that the sounds are “ complementary\\nto visuals ” or make it “ feel immersive ” in a virtual\\nenvironment [7] – is different than ours, which is to use\\naudio as a primary cue. There is an opportunity to explore\\nhow to implement 3D audio as a primary cue of gameplay\\nalong with verbal and vibration scaffolds to make VR\\naccessible to VVI.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,447,667,464],\"text\":\"2.3 Accessible Computer Games for PVI\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,469,746,702],\"text\":\"Several audio-based games exist for people who are blind\\nwhere they replace visual cues with binaural sound or 3D\\naudio. Audiogames.net has over 638 audio games [55] ,\\nincluding Shades of Doom, AudioQuake, Terraformers, and\\nPB-Games' Showdown [46–49] . PB-Games' Showdown\\nuses recorded stereo audio effects, including left and right\\naudio cues to locate the ball. Based on the sound of the ball,\\nplayers use the left or right arrow keys to move the bat and\\nthe enter key to hit the ball. Giannakopoulos et al. also\\ndeveloped an 3D audio-based tennis game that employs the\\nkeyboard [11] . However, these games are not immersive:\\nthey do not have head tracking to account for the cone of\\nconfusion and the keyboard, not the body, solely controls\\nthe game.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,710,746,861],\"text\":\"VI-Bowling [21] and VI-Tennis [19] (tested with youth\\nand adults who are visually impaired) are accessible games\\nthat involve body movement and moving objects. Both\\ngames use a Wii-Mote along with audio and haptic\\nfeedback to communicate where to aim the ball or when to\\nswing the racket. In Virtual Showdown, we leave the\\ndecisions of aiming and swinging up to the player. We\\nexplore scaffolding to help players learn how to play the\\ngame.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,911,744,935],\"text\":\"2 The cornet of confusion [7] results from identical Interaural Intensity Differences\\n(IIID) and Interaural Time Difference (ITD).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,997,126,1013],\"text\":\"Paper 141\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,997,744,1013],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[68,101,394,336],\"text\":\"Lastly, Smith and Nayar developed a Racing Auditory\\nDisplay (RAD), an accessible implementation of a racing\\ngame that uses 3D audio [3] . In their paper, they classified\\naccessible games for PVI. They found that most games\\neither felt intention-preserving and authentic but had slow\\nplaymap or were efficiency-preserving but felt contrived to\\nplay. The goal is to develop games that are both intention-\\npreserving and efficiency-preserving . The authors presented\\na racing game that used RAD as an example: the user\\ndecides when and how sharp to turn during a fast-paced\\nrace. We designed Virtual Showdown to be intention-\\npreserving in that players can locate the ball and efficiency-\\npreserving by having the ball move constantly during\\nplaymap.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,346,234,364],\"text\":\"2.4 Virtual Reality for PVI\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,368,394,485],\"text\":\"Recently, people have developed accessible VR games. A\\npuzzle game called 'Blind' [56] includes audio cues and was\\nreleased September 18, 2018. Blind Swordsman (2015) [50]\\nuses 3D audio cues to locate enemies, and a player is to\\n\\\"swing\\\" the sword by pressing a button. Virtual Showdown\\npresents a more immersive VR experience by having the\\nplayer move their body to hit the ball.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,493,394,677],\"text\":\"There are research efforts exploring VR for PVI, but to\\nour knowledge, no research in accessible VR games. Zhao et\\nal. [36] created a VR experience to simulate white cane\\ninteractions in a virtual environment. A person uses a white\\ncane modified with haptics, and a VR headset with 3D\\naudio feedback. Torres-Gil et al. [15] created a VR\\nexperience where users walk through the environment\\nwith specialized equipment using 3D audio. There is an\\nopportunity to explore how to convey information about\\nmoving objects that are separate from the person (e.g. ball),\\nand how to scaffold interactions with these objects.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,701,333,734],\"text\":\"3\\nVIRTUAL SHOWDOWN DESIGN AND\\nIMPLEMENTATION\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,738,394,839],\"text\":\"Our goal was to develop an accessible VR game that\\nencourages body movement and interaction with moving\\nvirtual objects. We explain the design and implementation\\nof Virtual Showdown, addressing the challenges of: 1)\\ndimensions and physics emulation, 2) body interaction, 3)\\naudio, 4) vibration, and 5) scoring.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,850,353,867],\"text\":\"3.1 Dimensions and Physics Emulation Design\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,871,394,938],\"text\":\"To develop Virtual Showdown, we used Unity3D [38] to\\ncreate a 3D virtual environment, using a physical\\nShowdown table as a base for our virtual table design.\\nConsidering the challenges of adapting the physical game\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,101,745,151],\"text\":\"to a VR setting, we made several design decisions to create\\na balance between the ability to recognize the game and\\nplayability.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,159,745,243],\"text\":\"First, we made the virtual table smaller in length and\\nwidth (100cm wide and 26cm long) than the physical table.\\nPlayers can reach both edges of the virtual table without\\nexperiencing fatigue, and we kept the aspect ratio the same\\nas the physical table.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,251,745,369],\"text\":\"Second, we made the bat and ball size larger than their\\nphysical counterparts did (by 26 % and 66 % , respectively).\\nThis choice increases the likelihood that the players can\\nlocate and hit the ball with the bat. In a full-featured game,\\nthe size of the ball and bat could be made smaller to\\nincrease the game difficulty as players increase their skills\\nto fulfill the goals of GameFlow [26] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,376,746,510],\"text\":\"Third, we set the Unity 3D physics settings [31] to allow\\nthe ball to bounce easily and experience friction while on\\nthe table. We set the ball's dynamic friction so that it comes\\nto rest quickly so the ball would not roll infinitely,\\nconfusing players with endless spatial audio. We set the\\nbounciness with almost no loss in energy so that beginner\\nplayers could hit the ball at different speeds and still\\nexperience gameplay.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,518,746,668],\"text\":\"Fourth, we controlled the speed range of the ball, which\\nis difficult to do during natural gameplay. Our computer\\nopponent (described in \\\"3.5 Game Design\\\") hits the ball at a\\nspeed range of 40 - 250 Unity3D units, which correlates to\\n1.87 - 8.2ft/s. We made this choice to allow for various\\nlevels of challenge for gameplay. We capped the speed at\\n250 (8.2 ft/s) so that the Unity3D physics engine could\\ncalculate collisions quickly enough to prevent the ball from\\nphasing through the walls and bat.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,679,597,697],\"text\":\"3.2 Body Interaction Design\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,701,745,768],\"text\":\"Players can stand either in open space or in front of a table.\\nA table is preferred because it increases the realism of the\\ngame and decreases fatigue because players can rest their\\nbody on the table.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,776,746,943],\"text\":\"3.2.1 Body Tracking . To track the player's body, we used the\\nMicrosoft Kinect for Windows SDK version 2.0 [37] , C # ,\\nand a Unity3D plugin [57] . We used Kinect's Body Tracking\\n[18] to track the player moving in the game space as a form\\nof \\\"outside-in\\\" VR positional tracking, where the Kinect\\ntracks the position of the body in a space instead of with\\nuser-worn equipment [39] . Xbox One Kinect\\nrecommendations suggest that a player stands 1.4m away\\nfrom the Kinect [16] , but the game will work as long as the\\nKinect is properly tracking the player.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,997,126,1013],\"text\":\"Paper 141\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,997,744,1013],\"text\":\"Page 4\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,102,394,301],\"text\":\"Because the table is optional for gameplay, the Kinect\\ndoes not track the table directly. Therefore, we calibrate the\\nlocation of the table via \\\"the center of the table edge on the\\nplayer's side,\\\" which we call the player's virtual table\\nposition (PVPT, Figure 2 ). The player stands at \\\"the center\\nof the table edge\\\" on their side during calibration. We\\ncalculate PVPT using Kinect's Body Tracking. The Z-axis of\\nPVPT is the minimum distance of the spine, hips, waist, and\\nmid-section. The X-axis of PVPT is the center point of the\\nchest. After calibration, the player can move around the\\ngame space. Without the table, the virtual table follows the\\ncenter of the player's body in case a player drifts over time.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,309,394,409],\"text\":\"3.2.2 Bat Positioning. To determine the bat position, we\\ncalculate the difference between the PVTP and the user's\\ntracked hand position in the Z and X dimensions. We omit\\nthe Y-axis because we cannot assume the table height or\\nthat the player has a table. The user can place their hand as\\nhigh or low as preferred.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,417,394,652],\"text\":\"To calculate the rotation of the bat in the virtual world,\\nwe first detect the Z and X position of the wrist and the Z\\nand X position of the fingertips (Figure 3 ). We create a right\\ntriangle, where the line segment between the wrist and\\nfingertips is the hypotenuse, and the adjacent segment runs\\nparallel to the player's chest (Figure 3 ). Arctangent provides\\nthe angle between these segments. Because the real-time\\nposition of the wrist and hands introduce jitter, we used\\nbuilt-in Unity smoothing functions [52] . Further, we locked\\nthe rotation of the bat to the closest angle of -45, 0, 45, 135,\\nand 180° to keep the bat steady (Figure 3 ). These angles\\nallow the player to hit the ball back to the other side of the\\ntable using straight and angled forehand and backhand\\nshots. A player can use their right or left hand.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300371_pdf_shortened_page_4_figure_005.png\",\"bbox\":[132,680,331,869],\"reading_order\":5,\"tags\":[],\"alt_text\":\"A gray hand holding a controller is shown within a semicircular angular reference, ranging from -45 to +180 degrees. A right-angled triangle is overlaid, with its horizontal side labeled X, vertical side labeled Z, and an angle Phi. The 0-degree line aligns with the side X of the triangle.\"},{\"label\":\"figure_cap\",\"bbox\":[77,873,385,944],\"text\":\"Figure 3. This is a top down view of the available bat\\nrotations for the right hand. Photo attributions:\\nDetachable Switch Controller Armand Right by Chad\\nRemsing from the Noun Project CCBY 3.0, Hand by\\nAlexander Wielf from the Noun Project CCBY 3.0\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300371_pdf_shortened_page_4_figure_007.png\",\"bbox\":[467,104,693,447],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A diagram illustrates a human-computer interaction setup featuring a Kinect v2 sensor positioned above a physical table. A hand wearing a Joy-Con controller is shown near a semi-circular cardboard overlay, labeled 30cm, with a PVTP vector pointing upwards from its center. An X and Z axis coordinate system is also present.\"},{\"label\":\"figure_cap\",\"bbox\":[428,455,735,552],\"text\":\"Figure 2. This is a symbolic diagram with Kinect, Joy-\\ncon, PVT, and cardboard overlay. Photo attributions:\\nGame console by Vangos Pternes from the Noun\\nProject CCBY 3.0. Detachable Switch Controller\\nfrom the Noun Project CCBY 3.0. Text from the Noun\\nProject CCBY 3.0. Hand by Alexander Wielst from the\\nNoun Project CCBY 3.0\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,564,533,581],\"text\":\"3.3 Audio Design\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,585,746,735],\"text\":\"3.3.1 Location of the Audio Listener via Head Tracking . To\\nease body movement, we do not use a VR headset to\\nperform the head tracking. Instead, we track the pitch, roll,\\nand yaw of the person's head with Kinect's Face Tracking\\n[17] . We have the player's head control Unity 3D's main\\ncamera with attached audio listener. In turn, the game\\nconveys the sound of the ball with spatial audio with\\nrespect to the player's head in the virtual world (Figure 4 ).\\nFor example, if the player turns their head to the right, the\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300371_pdf_shortened_page_4_figure_011.png\",\"bbox\":[447,753,717,885],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A 3D virtual environment featuring a \\\"Virtual Showdown\\\" sign is shown, likely from a game or simulation. Overlaid on the right side are user interface elements, including controls for an \\\"Experiment\\\" and a top-down perspective of the virtual space with various icons and sliders. A smaller preview window of the main environment is visible at the bottom right.\"},{\"label\":\"figure_cap\",\"bbox\":[429,889,735,946],\"text\":\"Figure 4. Screen shot of a visual debugging interface\\nshowing a person controlling the camera and audio\\nlistener. Left: camera view, Right: top-down view with\\ncamera and audio listener at the bottom\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 141\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 5\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[69,102,394,133],\"text\":\"camera view and audio listener will turn and face the right\\nside of the table.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,142,394,260],\"text\":\"However, we fixed the Y position of the camera at 25cm\\nabove the virtual table – the same height as the audio\\nsources. While this position is lower than a person's ears in\\nthe real world, we chose this height to exaggerate the left\\nand right audio cues. Lastly, we used Unity's built in\\nsmoothing functions [33] to smooth the Face Tracking data\\nso that the camera and audio listener movements are fluid.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,267,394,453],\"text\":\"3.3.2 Conveying the Location of the Ball. Like real-world\\nShowdown, Virtual Showdown employs audio as the\\nprimary cue in determining the location of the ball. The ball\\nhas a digital sound [30] that oscillates between low and\\nhigh frequencies (648.00 Hz – 735.00 Hz). We chose this type\\nof sound effect based on the Oculus Audio documentation\\n[53] ; a sound that oscillates in pitch is easier to locate than a\\nconstant tone. We used Unity3D to generate the 3D sound\\nbased of the ball with respect to the audio listener. For\\nlateralization, we used Microsoft Audio Spatializer with a\\ngeneric HRTF [27] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,460,395,660],\"text\":\"To help the player infer depth, we created a custom\\nvolume rolloff curve based on Microsoft's\\nrecommendations [29] . We added a Doppler Effect level of\\n0.25 to help convey the direction of the ball's movement.\\nWe also employed a dynamic Audio Mixer in Unity3D to\\nconvey when the ball is on the far side of the table. To\\nconvey when the ball is on the far side, we added slight\\nearly reflections using the Unity3D audio filter SFX Reverb\\neffect [34] . We also applied a low pass filter (cutoff of\\n2975.00 Hz) to exaggerate the sound. When the ball is on\\nthe player's side of the table, we programmatically remove\\nthe reflections and low pass filter to generate a clear sound.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,667,394,768],\"text\":\"Our approach to audio effects is computationally cheap\\nbecause the game is not dynamically calculating occlusions,\\nreverb, and reflections for every location and 3D object in\\nthe virtual environment for every frame. Instead, we add\\nsimplified audio effects based on which side of the table the\\nball is on.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,777,394,927],\"text\":\"3.3.3 Other Sound Effects. The player constantly hears the\\nball sound, but we include other intermittent sound effects\\nwhen the ball collides with a wall, the bat hits the ball, and\\nthe player's hand goes out of bounds. When the ball hits a\\nwall, the ball makes a \\\"bloop\\\" sound effect [30] and then\\nbounces off the wall. The \\\"bloop\\\" has spatialized audio like\\nthe ball. When the bat hits the ball, the system plays a\\n\\\"hitting\\\" sound effect (self-recorded). If the player's hand\\nmoves out of the game boundaries, Virtual Showdown\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,102,746,134],\"text\":\"plays a warning sound effect [30] to notify the user so they\\nmove their hand in bounds.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,142,746,243],\"text\":\"Finally, we dynamically changed the pitch of the ball\\nbased on its velocity. The pitch would modulate on a scale\\nof 80 % to 125 % of the original pitch on a linear scale. At the\\nball's lowest velocity, the pitch was 80 % of the original\\nsound effect. At the maximum velocity, the pitch is higher\\nthan the original at 125 % .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,255,553,272],\"text\":\"3.4 Vibration Design\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,274,747,460],\"text\":\"To provide multimodal feedback (which is helpful during\\ngameplay [20,22] ), we used a Nintendo Switch Joy-Con [58]\\nbecause the controller is small enough for youth (10.21cm\\nhigh, 3.58cm long, and 2.84cm deep), light (1.7oz), and\\nincludes a wrist strap. In this way, players can make body\\ngestures without experiencing fatigue or losing the game\\ncontroller. Further, the Joy-Con supports HD-rumble,\\nwhich are different intensities of vibration [59] . We\\nconnected the Joy-Con to Virtual Showdown with a\\nUnity3D plugin that interfaced C # and the Bluetooth\\nconnection [40] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,466,747,719],\"text\":\"The Joy-Con vibrates with HD-rumble in complement to\\nthe sound effects. Vibrations convey when the player hits\\nthe ball with their bat and when the player's bat moves out\\nof bounds. Because Joy-con's HD-rumble has different\\nintensities [40] , Virtual Showdown uses different vibration\\nintensities based on how hard the player hits the ball. The\\nvibration was set to a low frequency of 160Hz and a high\\nfrequency of 320Hz. The amplitude changes on a linear\\nscale based on the squared magnitude of the collision\\nimpulse. The harder the player hits the ball, the Joy-con\\nvibrates more intensely. When the player's hand moves out\\nof bounds, the vibrations were set from 90Hz-270Hz. As the\\nplayer's hand moved further out of bounds, the frequency\\nincreased linearly to indicate that they needed to move\\ntheir hand back to the table.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,730,533,747],\"text\":\"3.5 Game Design\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,751,747,918],\"text\":\"To conduct a controlled lab study, we preselected the\\ndirections in which the virtual opponent hits the balls\\ntoward the player. Therefore, our game is a Showdown drill\\nsession. The player does not serve the ball. The computer\\nopponent sends 30 balls one at a time along 15 trajectories\\nin a random order. The balls start in three locations on the\\nopponent's side: left, center, and right. Dividing the width\\nof the table (100cm) by the width of the ball (20cm) gives us\\nfive destinations on the player's side: far right, center right,\\ncenter, center left and far left (Figure 5 ).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1013],\"text\":\"Paper 141\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,746,1013],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300371_pdf_shortened_page_6_figure_002.png\",\"bbox\":[140,104,321,419],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a top-down view of a rectangular game or simulation board with various numbered sections. The board includes fields labeled \\\"Trajectory Starting #'s\\\" and \\\"Trajectory Ending #'s\\\" in the middle. At the top are numerical ranges \\\"1-5\\\", \\\"6-10\\\", \\\"11-15\\\", and at the bottom, a grid of numbers 1-15, followed by five circles labeled \\\"1\\\" through \\\"5\\\" with the text \\\"Endpoint #'s\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[78,428,387,486],\"text\":\"Figure 5. Illustration of the trajectories and endpoints.\\nTwo examples: 1) Trajectory 1 starts in the upper left\\ncorner and finishes in the lower left corner; 2)\\nEndpoint 5 is located in the lower right corner.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,494,394,676],\"text\":\"The objective of Virtual Showdown is to earn as many\\npoints as possible, with the highest score being 90.\\nFollowing 'GameFlow's [26] and Brewer et al.'s\\nrecommendation [1] , we added points to keep VVI engaged\\nand give them a task to accomplish. If the player hit the ball\\ninto the opponent's goal, they receive 3 points. If the player\\nhits the ball and it made it at least halfway across the table\\nwithin 8 seconds, they receive 2 points. If the player tapped\\nthe ball, they receive 1 point. Lastly, if the player hit the ball\\ninto their own goal or they did not strike the ball within 8\\nseconds, they do not receive points.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,702,370,718],\"text\":\"4 VIRTUAL SHOWDOWN SCAFFOLD DESIGN\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,724,394,924],\"text\":\"To explore our research questions of how scaffolds with\\nverbal or verbal/vibration hints affect performance and\\nmovement, we included seven levels in Virtual Showdown\\nwith increasing difficulty. Over the play session of 30 balls,\\na player can reach level seven based on their personal\\nprogress. To advance to the next level, a player must hit\\nfour out of the last six balls in a sliding window. In Levels\\n1-3, we employ our scaffolds, while keeping the ball at a\\nconstant speed of 40 Unity units (1.87 fm/s). In Levels 4-7, we\\nremove our scaffolds, and the ball increases at a speed of 10\\nUnity units per level. We present the verbal and\\nverbal/vibration scaffolds explored in our user study.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,102,543,118],\"text\":\"4.1 Verbal Scaffold\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,123,746,405],\"text\":\"Levels 1-3 provide verbal scaffold support to help the player\\nlearn how to interact with Virtual Showdown (Figure 6 ). In\\nLevel 1, Virtual Showdown presents a verbal preview of the\\nball's trajectory. It reveals where the ball will depart from\\non the opponent's side (with respect to the player's right\\nand left side) and where it will arrive on the player's side in\\na complete grammatically correct sentence. Further, the\\nverbal preview uses spatial audio. In Level 2, we present the\\nsame information in Level 1 also using spatial audio, but\\nwith shorter incomplete sentences. The volume rolloff\\ncurve used in the verbal statements is the same as they are\\non the ball. This technique allows users to be acquainted\\nwith the distance before Virtual Showdown releases the\\nball. In Level 3, we present the same phrase as Level 2, but\\nwithout spatial audio. Virtual Showdown presents Level 3\\nprompts with a medium volume in the center of the virtual\\ntable.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,414,746,564],\"text\":\"Fisch's work on making educational games recommends\\nusing hints along with scaffolding when players are\\nincorrect [8] . Hints help lead players in the right direction\\nto help them understand the underlying context of game\\nplay. Therefore, we created midway audio prompts in\\nLevels 1-3. As the ball moves from the opponent's side and\\nacross the halfway point on the table, Virtual Showdown\\nassesses whether the player's hand is in the correct position\\nto hit the ball back. If the player's hand were not in the\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300371_pdf_shortened_page_6_figure_010.png\",\"bbox\":[427,567,741,915],\"reading_order\":10,\"tags\":[],\"alt_text\":\"Three levels illustrate auditory processing with headphones. In Levels 1 and 2, speech bubbles from a left speaker, a central speaker (inside headphones), and a right speaker deliver separate parts of a sentence. In Level 3, a single integrated phrase is heard centrally through the headphones.\"},{\"label\":\"figure_cap\",\"bbox\":[429,919,736,947],\"text\":\"Figure 6. Presented is an example scenario of Levels 1-3\\nwith Verbal Scaffolds.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1012],\"text\":\"Paper 141\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,744,1012],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300371", "source_image_path": "test_data/3290605-3300371/3290605-3300371_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300371/results/output_json/3290605-3300371_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,101,394,150],\"text\":\"correct position, then the game would say, \\\"Move to the\\nright\\\" or \\\"Move to the left.\\\" These quick audio prompts last\\n1.012 seconds.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,158,395,409],\"text\":\"Finally, we present constructive feedback after each ball\\nhit attempt. Previous research demonstrates that a game\\nneeds to not only have feedback on performance, but\\nexplanatory feedback to scaffold users toward doing the\\ncorrect action next time [8,26] . Following the\\nrecommendation of Giannakopoulos et al.'s tennis game,\\nwe provide guidance for all seven levels [11] . If a player\\nmisses the ball, the game provides feedback on how far and\\nin which direction the player had to move their hand. We\\ndivided the constructive feedback evenly between\\nquantifiable distances and metaphors that represent\\ndistance. The metaphors included are “ off by a foot ” , “ by\\nthe length of a pen ” , “ by the length of an arm ” , “ by a pinch ” ,\\nwhile; the quantifiable distances were all presented in\\ninches.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,421,254,439],\"text\":\"4.2 Verbal/Vibration Scaffold\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,395,660],\"text\":\"This condition is identical to the Verbal Scaffold, except\\nthat we add vibrations. We chose not to implement a\\nVibration Scaffold alone because we expected too much\\ndelay in players interpreting previews and constructive\\nfeedback encoded solely as vibrations. Virtual Showdown\\nwould no longer be `efficiency preserving' [3] , where the\\ngame is at a fast pace. We explore a tradeoff between two\\npossible effects: 1) providing multimodal feedback helps the\\nplayer understand the information faster or more clearly,\\nwhich has been shown to help users perform better in video\\ngames [20] ; and 2) providing vibration information will\\ncompete with the player's ability to listen to the moving\\nball due to extra cognitive load [24] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,666,395,886],\"text\":\"In Levels 1-3, we employed tactile dousing (similar to the\\nproximity-sensitive sound coming from a metal detector),\\nas utilized by the work done in Morelli et al.'s VI Bowling\\n[21] . For our tactile dousing, we used the Joy-con HD\\nRumble. In real time, as the player's hand moved closer to\\nthe ball's incoming destination, the Joy-con's vibration\\nincreased. First, if the hand was $\\\\geq$ 30cm away from the\\ndestination, the Joy-con did not vibrate. From 21-30cm, the\\ncontroller vibrated at 10 % its maximum capability. At 11-\\n20cm, the controller vibrated at 30 % its maximum\\ncapability. When the hand was closest (< 10cm), the\\ncontroller vibrated at 50 % . We chose to limit the vibration\\namplitude to 50 % to avoid fatigue from the vibrations [5] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,893,395,944],\"text\":\"While in the Verbal Scaffold, we decreased the detail as\\nthe players advanced from Levels 1-3, with tactile dousing,\\nwe could not decrease the intensities of the vibrations\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,101,745,149],\"text\":\"between levels. Otherwise, players would have to relearn\\nthe relationship between vibration intensity and proximity\\nof hand to the destination.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,175,533,193],\"text\":\"5 USER STUDY\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,203,647,221],\"text\":\"5.1 Participants and Study Locations\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,224,746,424],\"text\":\"We had 34 participants in our study who are visually\\nimpaired (ages 8-20, 13 females, 21 males). Ten participants\\nreported no vision, totally blind, or light perception only.\\nNineteen reported having low vision, two have peripheral\\nvision, one has light sensitivity and color blindness, one has\\nvision in only one eye, and one participant did not know\\n(but used a cane). Twenty-eight had experience with video\\ngames, but only seven had experience with VR. Fifteen had\\nexperience with Showdown. We conducted the user studies\\nin separate rooms or areas during two different sports\\ncamps for YVI. We received permission from the directors\\nof both camps to conduct user studies.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,436,530,454],\"text\":\"5.2 Device Setup\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,458,746,660],\"text\":\"Participants stood at the head of the table to participate in\\nthe study. They held the Joy-con with wrist strap and wore\\non-ear style. Skullcandy Grind Wireless Headphones [25] .\\nAt the center of the head of the table, we taped a semi-circle\\ncardboard piece that matched the size of the virtual goal\\n(Figure 2 ). The cardboard semicircle has a 30-inch diameter.\\nWe told participants to stand in front of the semicircle for\\ncalibration to determine the PVT.P. On the other head of the\\ntable were the Microsoft Kinect, laptop, and experimenter.\\nThere was a video camera on a tripod next to the\\nexperimenter to video record the participant's motions and\\nreactions during gameplay.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,669,551,686],\"text\":\"5.3 Study Procedure\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,691,746,858],\"text\":\"Our study was within-subjects, so participants experienced\\nboth the Verbal and Verbal/Vibration Scaffolds. We\\ncounterbalanced the participants, where 17 experienced\\nVerbal first and 17 experienced Verbal/Vibration first to\\nensure learning effects or fatigue did not bias the\\nconditions. Our independent variable was Verbal Scaffold\\nversus Verbal/Vibration Scaffold. Our dependent variables\\nincluded gameplay measures: final score and final level;\\nattitudinal measures of participant's preference and ease of\\nhitting the balls; and body movement strategies.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,865,746,950],\"text\":\"We gave a tutorial to participants to explain, \\\"If the ball\\nis louder in your right ear, it is on the right side, and if it is\\nlouder in your left ear, then it is on your left side.\\\" We also\\nexplained, \\\"Sometimes the ball is in the center, so it may\\nsound equal in both ears.\\\" We explained to participants that\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 141\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300371/results/markdown/3290605-3300371_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[87,118,727,215],\"text\":\"Moderation Practices as Emotional Labor in\\nSustaining Online Communities: The Case of AAPI\\nIdentity Work on Reddit\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[171,234,314,297],\"text\":\"Bryan Dosono\\n\\nSyracuse University\\nSyracuse, New York, USA\\nbdosono@syr.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[498,234,643,295],\"text\":\"Bryan Semaan\\nSyracuse University\\nSyracuse, New York, USA\\nbsemaan@syr.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,307,141,324],\"text\":\"ABSTRACT\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,329,395,600],\"text\":\"We examine how and why Asian American and Pacific Is-\\nlander (AAPI) moderators on Reddit shape the norms of their\\nonline communities through the analytic lens of emotional\\nlabor. We conduct interviews with 21 moderators who facili-\\ntate identity work discourse in AAPI subreddits and present\\na thematic analysis of their moderation practices. We report\\non their challenges to sustaining moderation, which include\\nburning out from volunteer work, navigating hierarchical\\nstructures, and balancing unfulfilled expectations. We then\\ndescribe strategies that moderators employ to manage emo-\\ntional labor, which involve distancing away from drama,\\nbuilding solidarity from shared struggles, and integrating\\nan ecology of tools for self-organized moderation. We pro-\\nvide recommendations for improving moderation in online\\ncommunities centered around identity work and discuss im-\\nplications of emotional labor in the design of Reddit and\\nsimilar platforms.\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,614,172,632],\"text\":\"CCS CONCEPTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,635,394,669],\"text\":\"• Human-centered computing → Computer supported\\ncooperative work;\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,684,150,701],\"text\":\"KEYWORDS\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[68,705,394,753],\"text\":\"Online Communities; Identity Work; Moderation; Emotional\\nLabor; Reddit; Harassment; Bot; Microaggressions, AAPI;\\nRace.\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,309,555,324],\"text\":\"ACM Reference Format:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,324,747,411],\"text\":\"Bryan Dosona and Bryan Semaan. 2019. Moderation Practices as\\nEmotional Labor in Sustaining Online Communities: The Case\\nof AAPI Identity Work on Reddit. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019) . May 4–9, 2019,\\nGlasgow, Scotland , UK. ACM, New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3299665.303072\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,421,549,439],\"text\":\"1 Introduction\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,443,747,522],\"text\":\"While identity is often an individuated concept [18, 23] , for\\nmany people, identity is a social construct — that is, it is gen-\\nerated through perceived membership in a social group [91] .\\nIn this view, who we are can be defined across a range of\\ncollective factors, such as social class, race, and ethnicity.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,747,666],\"text\":\"The ways in which we come to define our collective, so-\\ncial identities, however, can be complex [87] . Here, we focus\\nour attention on the identity work—a collaborative process\\nthrough which people negotiate their identities—engaged in\\nby Asian American and Pacific Islanders (AAPIs). AAPIs live\\na rich and storied history through which their intersectional\\nidentities have developed over time [50, 72] and are inter-\\nconnected across a range of demographic categories, diverse\\nbackgrounds, and multi-generational perspectives [57] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,666,747,906],\"text\":\"However, the composition of conflicting identities within\\nthe larger AAPI community is diverse and potentially prob-\\nlematic. For example, there have been well-documented ten-\\nsions between people from different countries that comprise\\nthe AAPI identity, such as China and Japan [56] . Further com-\\nplicating identity work is where AAPIs fall at the receiving\\nends of stereotypes that often manifest in inaccurate public\\nperceptions, such as the model minority stereotype [51]— the\\ncultural expectation that AAPIs are exemplary achievers and\\nattain a higher degree of education and socioeconomic sta-\\ntus in contrast to other minority groups [51]— and they are\\noften “othered” as perpetual foreigners [65] . This leads us to\\nquestioning how AAPIs engage in collective identity work\\nin service of managing inter-group tensions and outer-group\\nstereotypes.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,747,955],\"text\":\"Today, AAPIs have access to a range of online commu-\\nnities through which they can engage in collective identity\\nwork. In this paper, we explore the online identity work being\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,787,395,894],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,896,273,950],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n\\n© 2019 Association for Computing Machinery,\\n\\n\\nACM ISBN 978-1-5403-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145%2F960605.3300372\",\"reading_order\":20,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 142\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,252],\"text\":\"engaged in by AAPIs whereby they are working to redefine\\ntheir public identity, challenge existing stereotypes, and ne-\\ngotiate their diverse and often conflicting identities. Online\\ncommunities provide the socio-technical infrastructure for\\npeople to engage in identity work, yet given the complexity\\nof AAPI identity construction, understanding how these on-\\nline spaces sustain these activities beyond Western contexts\\nremains understudied.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,507],\"text\":\"To explore how online identity work spaces are sustained,\\nwe examine the role and daily practices of moderators on\\nReddit—a category of users who, unlike traditional users, en-\\ngage in the work of mediating the interactions and activities\\nof other members of their online communities [47, 48] . More\\nspecifically, we explore how they work toward sustaining\\nthe online community spaces (subreddits) through which\\ncollective identity is formed. Importantly, the practices they\\nengage in are often in service of promoting pro-social behav-\\nior and limiting anti-social behavior. Their primary role is to\\ndevelop productive social norms and mediate the interactions\\nof users as a means of sustaining their online communities\\n[47, 48] . This leads to examining the role moderators play in\\ndeveloping sustainable online communities through which\\nidentity work can be accomplished. To guide our study, we\\nfocus on the following research questions:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[89,511,395,576],\"text\":\"• RQ1: How do moderators shape the identity work of\\nonline communities?\\n• RQ2: How does emotional labor sustain an online com-\\nmunity in AAPI contexts?\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,580,394,659],\"text\":\"Against this backdrop, we apply a lens that combines emo-\\ntional labor [34, 35] , identity work [18, 84] , and public sphere\\ndeliberation [28, 29] to examine the visible and invisible prac-\\ntices of AAPI moderators on Reddit in service of sustaining\\ntheir online communities.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,672,198,690],\"text\":\"2 RELATED WORK\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,693,379,726],\"text\":\"Identity Work as a Collective Process in the Online\\nPublic Sphere\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,394,857],\"text\":\"Identity is constructed in relation to rules and norms in a\\nsocial setting [ 26 ] . Identity is also a multi-faceted construct\\nin that people can have several identities [ 8 ] . For example,\\npeople often identify with a certain race or ethnic group,\\nor they may identify with other affiliations, such as their\\nworkplace or school. When viewed as a social construction,\\nidentity is a moving target, and members of a particular\\ngroup may not agree with public perceptions of themselves.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,953],\"text\":\"As a means of making sense of or changing one's iden-\\ntity, people engage in identity work [84] . This process can\\nbe collaborative as people work together to make sense of\\nidentity for themselves or reconstruct collective identity in\\nan effort to change public perceptions. Studies of identity\\nwork have explored the uses of social media by a number\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"of groups, including those undergoing gender transitions\\n[30], first-time fathers [1], underprivileged college students\\n[64], transnational migrants [54], and disability rights ac-\\ntivists [53]. Beyond scholarship focusing on individual iden-\\ntity work, Schwabe examined subcultural identity work as\\na group process, suggesting how identity work can be un-\\nderstood as part of a process of cultural struggle [79].\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,746,491],\"text\":\"Identity work is a process that can emerge in the public\\nsphere, which as defined by Habermas is a domain of our\\nsocial life through which public opinion is formed [28, 29] .\\nWithin the public sphere, people often engage in deliberation,\\nwhich comprises of the activities through which people share\\ninformation, form opinions, and participate in the political\\nprocess. A critique of Habermas' ideal concept of the public\\nsphere is that it is based on rationality rather than emotion-\\nality. According to Melucci [62] , emotion is an important\\nelement of collective action as \\\"there is no cognition without\\nfeeling and no meaning without emotion.\\\" In a modern net-\\nworked society, digital publics are mobilized and connected\\nor disconnected through affective statements that blend fact\\nwith opinion and emotion, demonstrating the importance of\\naffect in creating feelings of community to sustain involve-\\nment and connections [68] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,491,747,666],\"text\":\"It is well established that in the context of online political\\nactivities, certain communicative acts invite the formation\\nof an ad hoc public sphere — an online space where any in-\\ndividual is free to exchange political information and ideas\\nwith others [82] . For example, users of social media services\\nsuch as Facebook and Twitter can engage in political deliber-\\nation through private groups [5, 7, 82, 83] . Identity work in\\nthe context of AAPI community, then, constitutes a form of\\npolitical deliberation, and today, users have taken to online\\ncommunity platforms, including Reddit, to engage in identity\\nwork as a deliberative, political process [15] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,677,674,694],\"text\":\"Moderation Practices as Emotional Labor\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,699,747,857],\"text\":\"Given the rich socio-historical context through which AAPIs\\nengage in identity work, we are motivated to understand\\nfactors that sustain online community spaces like Reddit in\\nthe face of potential adversity and conflict. To explore this\\nphenomenon, we draw on the conceptual framing of emo-\\ntional labor. Hochschild defines emotional labor as \\\"the silent\\nwork of evoking and suppressing feeling—in ourselves and in\\nothers\\\" [35] . Hochschild focused on the ways that workers in\\norganizations regulate their emotions while interacting with\\na range of stakeholders, such as customers and superiors.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,747,954],\"text\":\"Recent scholarship has found that participation in mod-\\nern sociotechnical systems involves various forms of emo-\\ntional labor. For instance, dominant patriarchal structures in\\npeer production systems like Wikipedia make it challenging\\nfor women editors to participate when they are constantly\\ntargeted by trolls or receiving unwanted sexual advances\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 142\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,298],\"text\":\"[63] . psychological constraints embedded in crowdfunding\\nplatforms like Kickstarter disadvantage introverted person-\\nality types [13] ; and demands to improve reputation ratings\\nin ridesharing services like Uber and Lyft result in added\\nwork for drivers to please their passengers [73] . The proac-\\ntive socialization of online volunteers remains essential for\\nretaining their engagement [31] . In building on this schol-\\narship, we study how moderators of online communities\\nengage in emotional labor in the context of identity work,\\nand how such practices might serve as a way to sustain their\\ncommunities.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,395,506],\"text\":\"Reddit relies on volunteer moderators to keep its platform\\nactive. Similar to users of other large-scale online commu-\\nnities, redditors that continue to visit the platform are in-\\ncreasingly exposed to sponsored advertisements that keep\\nthe company profitable [93] . In Hochschild's words, “a com-\\nmercial logic will penetrate deeper and deeper into what we\\nused to think of as a private, psychological, sacred part of a\\nperson's self and soul ” [35] , the platform has been criticized\\nfor providing a fertile ground for breeding toxic online be-\\nhavior that promotes misogyny and racism [59] . In its visible\\nefforts to ban hate speech, Reddit closed down a number\\nof prominent subreddits that violated its anti-harassment\\npolicy in 2015 [11] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,507,394,730],\"text\":\"Hochschild argues that during times of uncertainty, emo-\\ntional laborers are most likely to sense an organization's\\n\\\"feeling rule\\\" as socially shared norms that guide how people\\nshould try to feel [33] . Hochschild uses the example of flight\\nattendants and the outward positive performance they must\\nuphold in front of airplane passengers [35] . Based on the\\nadvertisements of airline companies that promise enjoyment\\nto their clients, flight attendants are expected to greet pas-\\nsengers with a smile when they board a plane to prompt the\\nway that \\\"passengers ought to feel\\\" [35] . Hochschild draws\\non Goffman's work of the presentation of self [26] to explain\\nthe dramaturgical demands of frontstage (visible to the audi-\\nence) and backstage (invisible to the audience) behavior in\\nthe context of service sector jobs.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,731,395,906],\"text\":\"Emotional labor can be a highly visible, frontstage practice.\\nIn the case of Reddit, as feeling rules reflect patterns of social\\nmembership, moderators are taxed with the emotional labor\\ninvolved in generating and enforcing shared norms with\\nrespect to how redditors should interact with each other. For\\nexample, most subreddits have a visible set of rules typically\\nreferenced in the sidebar of the subreddit, and moderators\\noften engage with their communities in service of enforcing\\nthose rules. Thus, we see that the rules that become institu-\\ntionalized within Reddit are actually institutionalized feeling\\nrules.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,124,558,139],\"text\":\"Moderation on Reddit\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,144,747,270],\"text\":\"Moderators play integral roles as volunteer stewards in shap-\\ning and enforcing the rules and norms of their community\\n[20, 60] . Any redditor can become a moderator by either\\ncreating their own subreddit or being invited by an existing\\nmoderator to moderate a subreddit. The latter may involve\\na vetting process which includes applying for a moderator\\nposition within the community and having one's post history\\nreviewed by the moderation team.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,271,747,414],\"text\":\"Moderators have a range of controls for configuring the\\nsettings of their subreddits. They may edit stylesheets to\\nchange the subreddit's aesthetic, edit the rules page view-\\nable by redditors, view traffic statistics of their subreddits\\nover time, and manage items that are reported for review.\\nModerators are listed on the sidebar of their respective sub-\\nreddit communities. Redditors may reach out to moderators\\nthrough ModMail, a personal messaging tool that forwards\\ninquiries to all moderators of a subreddit.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,414,747,814],\"text\":\"HCI and CSCW scholarship exploring moderation prac-\\ntices have looked at the quality control of user-generated\\ncontent in health discussion boards like WebMD.com [38, 39] ,\\ntools for both deterring antisocial behavior and promoting\\ncontent literary practices on the video streaming site Twitch\\n[22, 80] , and blocklist subscriptions for preventing online ha-\\nrassment on Twitter [21, 44] . More specific to Reddit, studies\\nhave also been conducted with Reddit moderators, exploring\\nhow they took part in collective action against the platform\\nin the 2015 Reddit Blackout [61] , how they negotiated their\\ncontributions as civic participation [60] , how they foster dis-\\ncussion on topics of debate [58] , and how they view their\\nrole in welcoming newcomers to rapidly growing subreddits\\n[45] . Additional studies on Reddit have examined how its\\nsocial voting design contributes to users overlooking high-\\nquality content [24] , how users create throwaway accounts\\nto protect their anonymity in sharing controversial opinions\\n[49] , and how it has become a place for users to self-disclose\\nstigmatized issues [2, 14, 71, 92] . Less is known about the\\nday-to-day emotional costs involved with moderating be-\\nhavior and the resulting practices, or labor, that contribute\\nto the longevity or stagnation of an online community. To\\naddress this gap in scholarship, we investigate how moder-\\nators engage in the emotional labor that sets the stage for\\npro-social behavior.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,844,511,860],\"text\":\"3 METHODS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,864,747,944],\"text\":\"This research is part of a broad, multi-sided investigation of\\nthe use of ICTs within and among populations engaging in\\nidentity work. This particular sub-study draws from a set of\\n21 semi-structured interviews with Reddit moderators from\\na diverse range of API subreddits.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,125,1013],\"text\":\"Paper 142\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 3\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[90,122,370,138],\"text\":\"Table 1: Summary of AAPI subreddits studied.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[68,154,390,329],\"text\":\"
Subscriber CountSubreadit NameCreation DateModerator Count
18,847r/asianamericanJan 2010*11
11,719r/abedesisSep 2013*6
11,382r/asianidentityNov 2015*13
10,614r/asianwoxJan 2017*2
9,305r/speakeSep 2014*33
6,029r/gaysianJan 2012*4
4,047r/asianbeautyadviceMay 2017*7
2,875r/asiandramaJun 20116
2,781r/asianfeminismAug 20132
1,463r/asianamericanfeaturesFeb 20191
1,311r/asianfilmsNov 2014*3
550r/deistwoxJan 2012*5
63r/asianamericanallentilesSep 20171
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table displaying data for various subreddits. It lists the \\\"Subscriber Count,\\\" \\\"Subreddit Name,\\\" \\\"Creation Date,\\\" and \\\"Moderator Count\\\" for thirteen subreddits, primarily focused on Asian American communities, sorted by subscriber count in descending order.\",\"figure_path\":\"tables/3290605-3300372_pdf_shortened_page_3_tab_3.png\"},{\"label\":\"anno\",\"bbox\":[74,334,388,346],\"text\":\"* u/AutoModerator (hot) is listed as a subreddit moderator. Updated 18 April 2018.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,388,219,404],\"text\":\"Participant Recruitment\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,407,395,631],\"text\":\"Between February and April 2018, we recruited 21 partici-\\npants who were listed as moderators on public API sub-\\nreddits. Using Reddit's internal search engine, we used key-\\nwords such as “ Asian , ” “ Asian American , ” “ Pacific Islander , ”\\nand “ AAPI ” to identify subreddits where AAPIs engaged in\\nidentity work through which we could recruit moderators.\\nTopical subreddits were chosen based on relevance to issues\\npertaining to Asian American identity as self-described in\\ntheir respective subreddit descriptions. We employed maxi-\\nmum variation sampling as a purposeful sampling strategy\\n[70] for observing how a phenomenon is understood among\\ndifferent groups of people across a variety of contexts. Thus,\\nour eligibility criteria included anyone who served as a cur-\\nrent or previous moderator for an AAPI-focused subreddit.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,631,395,854],\"text\":\"Moderators were recruited from 13 different APIA subred-\\ndits, 11 of which had a minimum 1,000 subscribers during\\nthe time of data collection. Listed by subscriber count in Table 1 ,\\nthe subreddits varied in the kind of identity work being en-\\ngaged in a public subreddit setting. Private subreddits were\\nexcluded from the study due to their discretionary nature and\\nstrict membership requirements. The first author directly\\nmessaged every single redder listed as a moderator in the\\nsidebar of targeted subreddits. A total of 118 Reddit direct\\nmessage solicitations were sent to moderators of our final list\\nof 18 AAPI subreddits (in addition to the subreddits reflected\\nin Table 1 , the first author reached out to moderators from\\nr/asianparentstories, r/asianmasculinity, r/easternsunrising,\\nr/asianpeoplegis, r/asianeats).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,854,395,951],\"text\":\"The human moderator count for the targeted subreddits\\nvaried greatly (average = 7.15, standard deviation = 8.44; docs\\nwere removed from calculation), with the largest moderation\\nteam count of 33 belonging to r/hapas, and the smallest\\nmoderator count of 1 on both r/asianamericanissues and\\nr/asianamericanathletes. A moderator listed on a specific\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,155],\"text\":\"subreddit does not necessarily imply that the moderator is\\nstill active on the subreddit.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,167,537,184],\"text\":\"Interview Protocol\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,747,331],\"text\":\"The first author conducted semi-structured interviews via\\nvoice and video calling applications like Skype, Google Hang-\\nout, and Discord. One participant (P10) requested that the\\ninterview was done purely through textual exchanges to pre-\\nserve his anonymity. Moderators were required to be at least\\n18 years old to participate in the study. Interviews ranged\\nfrom 30 minutes to more than 2 hours. Recordings were tran-\\nscribed within 24 hours of conversing with each participant.\\nOur Institutional Review Board approved the study.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,747,476],\"text\":\"The interview guide comprised of eight sections: (1) col-\\nlecting demographic information of the moderator, (2) diving\\ninto their motivations behind using Reddit, (3) understanding\\ntheir sense of identity within their community, (4) explor-\\ning factors that influence their deliberation on Reddit, (5)\\nuncovering their moderation practices, (6) unpacking their\\nunderstanding of anonymity, (7) inquiring about the ways\\nthey seek social support, and (8) their perceptions on the\\nReddit platform at large.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,486,507,503],\"text\":\"Data Analysis\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,506,747,699],\"text\":\"The first author analyzed interview transcripts iteratively by\\nusing coding [77] and memoing [25] techniques. He induc-\\ntively developed a codebook that maintained an inventory of\\ncodes with their descriptions [86] . A total of 18 reoccurring\\ncodes emerged related to the challenges moderators faced in\\nmanaging their subreddits, working with their moderation\\nteams, and developing strategies for moderating AAPI com-\\nmunities. The codes were reduced under axial coding into\\nthe 6 themes presented in this paper. We reached a point\\nof saturation after our interview with our fifteenth partic-\\nipant, as no new themes emerged, and the remaining six\\nparticipants confirmed the identified themes.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,709,583,727],\"text\":\"Participant Demographics\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,730,747,954],\"text\":\"As illustrated in Table 2 , a total of 12 participants identified\\nas cis male (57 % ) and 9 identified as cis female (43 % ). The\\nmajority of moderators were aged in their twenties (62 % ).\\nAll but one moderator (P3) identified with having Asian or\\nMixed (with Asian) heritage (95 % ). Moderators were highly\\neducated, as 19 participants attained at least a bachelor's\\ndegree (90 % ), and 8 participants completed an advanced aca-\\ndemic degree (38 % ). We also collected self-reported data on\\nthe average amount of time moderators spent on Reddit dur-\\ning the participant recruitment period: 7 participants spent\\n0-1 hours on Reddit per day, 1 spent 1-2 hours on Reddit per\\nday, 8 spent 2-3 hours on Reddit per day, 2 spent 3-4 hours\\non Reddit per day, 2 spent 4-5 hours on Reddit per day, and\\n1 spent over 5 hours on Reddit per day.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1013],\"text\":\"Paper 142\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"table_cap\",\"bbox\":[86,122,374,139],\"text\":\"Table 2: Summary of participant demographics.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,154,391,376],\"text\":\"
IDSexAgeRaceEthnicityDegree EarnedSubcredit Modeled
P1M20-29AsianIndian AmericanBachelorr/alcedin
P2M20-29AsianPakistaneseDoctorr/alcedin
P3M18-19AsianCambodianHigh Schoolr/alcedin
P4M20-29AsianVietnamese AmericanMasterr/gayan
P5F20-29AsianTaiwanese AmericanBachelorr/taiwanian/byte-dive
P6M20-29AsianChinese AmericanBachelorr/asian/american
P7M20-29AsianChinese AmericanBachelorr/asian/american
P8M20-29AsianChinese CanadianBachelorr/amendity
P9M20-29AsianJapaneseBachelorr/amendity
P10M30-39AsianChineseBachelorr/asian/american
P11F20-29AsianChinese AmericanMasterr/asian/american
P12M20-29AfacedChinese IndianBachelorr/asian/american
P13M20-29AsianHorn AmericanDoctorr/asian/american
P14F30-39AsianThai AmericanPostgraduater/asian/exo
P15M30-39AsianKorean AmericanMasterr/asian/american
P16M30-39AsianIndianDoctorr/alcedin
P17M40-49AfacedChinese, CaucasianBachelorr/japan
P18F20-29AsianChinese AmericanBachelorr/asian/exo
P19M30-39AsianKorean CanadianMasterr/asian/american/athletes
P20M30-39AsianJapaneseHigh Schoolr/asian/exo
P21F20-29AsianBengali AmericanBachelorr/desixox
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table displaying participant data across several columns: ID, Sex, Age, Race, Ethnicity, Degree Earned, and Subreddit Moderated. Each row represents a unique participant, detailing their demographic information and the subreddit they moderate, such as 'r/abedesis' or 'r/asianamerican'. The table lists 21 participants, identified as P1 through P21.\",\"figure_path\":\"tables/3290605-3300372_pdf_shortened_page_4_tab_3.png\"},{\"label\":\"sec_2\",\"bbox\":[69,425,206,443],\"text\":\"Reflexivity Statement\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,447,394,541],\"text\":\"In examining how marginalized communities are studied,\\nreflexively understanding the authors' race and ethnicity\\nmay bring certain affinities into perspective [78] . The first\\nauthor identifies as AAPI and has previously engaged in\\nadvocacy work for the AAPI community. He has also been\\nsubscribed to AAPI subreddits for more than four years.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,558,155,575],\"text\":\"4 FINDINGS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,580,395,692],\"text\":\"We center our results on the emergent themes of emotional\\nlabor involved in the moderation practices of our participants.\\nTo answer RQ1, we report on challenges that arise in their\\nmeta moderation that shape the identity work of their online\\ncommunities. To answer RQ2, we describe their moderation\\nstrategies for managing emotional labor and the underlying\\nworkarounds they employ to sustain their AAPI subreddits.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,709,263,726],\"text\":\"Challenges of Meta Moderation\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,729,395,857],\"text\":\"Here we describe challenges moderators face as manifested\\nin emotional labor from meta moderation. Moderators en-\\ngage in a range of meta practices—practices that exist outside\\nof Reddit itself—as a means for fulfilling their duties as mod-\\nerators, and in managing tensions within moderating teams.\\nThese challenges include: (1) burning out from volunteer\\nwork, (2) navigating hierarchical structures, and (3) balanc-\\ning unfulfilled expectations.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,870,395,951],\"text\":\"Burning out from volunteer work. Six participants (P5, P7, P12,\\nP13, P16, P18) disclosed feeling burned out, or exhausted,\\nfrom their volunteer service as moderators at some point in\\ntheir service. P12 notes how burnout caused by overwork or\\nstress is a gendered issue for her moderation team.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,125,714,190],\"text\":\"\\\"Sadly, we do get a lot of burnout, mostly through\\nour female moderators. As far as keeping every-\\nthing alive, we just keep moving forward. Try and\\nencourage them. But, you know, it's tough.\\n\\\" (P12)\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,192,747,320],\"text\":\"While moderators talk about burnout in different ways,\\nsome continued to serve their volunteer roles for the benefit\\nof others. P16, an Indian American female in her twenties\\nwho moderates for r/destivox (a subreddit devoted for Desi\\ngirls of the South Asian diaspora to talk about life, culture,\\nfashion, and community) underpins the gravitas of keeping\\nher community accessible for people like her, despite the\\nemotional toll she endures to keep her subreddit alive.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[450,323,715,419],\"text\":\"\\\"It's been a tiring job doing this for free and deal-\\ning with a lot of the shit that we've dealt with, and\\nso now I kind of just mostly focus on r'destwox\\nand my private sub and just keeping the commu-\\nnity going and keeping that space open for other\\ngirls who may be like me.\\\" (P16)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,422,748,551],\"text\":\"The majority of participants who have experienced burnout\\nin this study identified as female. These participants shared\\nhow they encountered harassment and misogynist comments\\ndirected either towards themselves or the redditors of the\\ncommunities they moderate. Similar outcomes in volunteer\\nroles have been found among female Wikipedia editors,\\nwhich eventually influence the type of work the editors con-\\nmit to serving in their volunteer roles [63] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,558,748,719],\"text\":\"Navigating hierarchical structures. AAPIs hail from high con-\\ntext societies, such as those in the East, which are hierarchical\\nin nature and emphasize honor and respect-based practices\\nthat maintain positive impressions both within interpersonal\\nnetworks and outwardly in public [32, 81, 96] . We continue to\\nsee hierarchical structures reinforced in the moderation prac-\\ntices of AAPI subreddits, where moderators may be provided\\ndifferent levels of access contingent on the roles they fulfill\\nin each subreddit they moderate. P12 illustrates this point\\nfurther among the moderation team of n-asianamerican .\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,722,715,834],\"text\":\"\\\"Yes, there's actually some hierarchy. The more\\ntenured ones have full moderator powers that in-\\nclude banning. They have a lot more say in what\\nwe wanna do as a whole, from a meta standpoint.\\nThen we have the newer mod permissions. It's\\nmore a support role. Mostly they're in charge of\\njust looking out for threads.\\\" (P12)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,837,747,902],\"text\":\"Hierarchical structures vary across moderation teams, and\\nsome teams found the hierarchy challenging to subvert. P7\\nnotes how uneven levels of moderation access prevent mod-\\nerators from gaining complete control of a subreddit.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,905,714,953],\"text\":\"\\\"Reddit's moderating structure makes it difficult to\\nusurp power... The only way to usurp a moderator\\nis by literally hacking their account.\\\" (P7)\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 142\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 5\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,125,394,189],\"text\":\"The power dynamics stemming from hierarchical moder-\\nation structures influence how moderators interact with one\\nanother. P9 reveals how hierarchical clashes between mod-\\nerators may contribute to the formation of new subreddits.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[99,191,363,272],\"text\":\"\\\"There's four [main moderators] who split from\\nrasianmasculinity [to create r'azidentiality] be-\\ncause we disagree with the moderation tactics of\\nthe top mod. We slowly moved the conversation\\nfrom sexual dynamics into racial politics.\\\" (P9)\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,275,395,435],\"text\":\"Seven participants (P4, P5, P8, P9, P11, P13, P15) elaborated\\non their observations of AAPI subreddits and their history\\nof fragmentation. According to the creation dates of AAPI\\nsubreddits in Table 1 , r/asaianamerican (a subreddit that aims\\nto foster a sense of community among Asian Americans and\\ntheir respective counterparts in the Asian diaspora) is one\\nof the oldest subreddits created for AAPI identity work. P11,\\na Chinese American female in her twenties who moderates\\nfor r/asaianamerican, provides a brief overview of allegiances\\nand defections among AAPI subreddits.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[100,439,363,584],\"text\":\"\\\"On our side of the issue would be r'asianamerican,\\nr'asianfeminism, r'asiantwox, r'asianparentstories.\\nThen all the other Asian communities on Red-\\ndit are some variation of r'asianmasculinity and\\nr'azinidentity—those were actually splinter com-\\nmunities of r'asianamerican because they felt that\\nthe moderation of r'asianamerican was too harsh.\\nThose people moved out of the community and\\ncreated their own.\\\" (P11)\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,588,395,700],\"text\":\"As confirmed in our interviews, the r/asianamerican subred-\\ndit served as the central space for AAPIs to discuss a wide\\nrange of topics on Reddit, which later splintered off into\\nsmaller communities. Those who repeatedly shared philo-\\nsophical disagreements on the direction of r/asianamerican\\nwere banned or censored from the subreddit, thus creating\\nsplintered spin-offs for alternative discussion.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,708,395,916],\"text\":\"Balancing unfulfilled expectations. Three participants (P1,\\nP4, P8) have experienced challenges in keeping pace with\\nthe demands redditors expect out of their subreddit modera-\\ntors. Redditors grapple with maintaining values of the public\\nsphere: inclusion, civility, and rationality [28, 29]. Inclusion\\nmeans that anyone can participate. Civility means that every-\\none must treat others with respect. Rationality means that\\npeople engage in reasoned argumentation and provide facts\\nto support their claims. P1, an Indian American male in his\\ntwenties who moderates for r/abcesido (a subreddit for mem-\\nbers of the South Asian diaspora, colloquially referred to as\\nAmerican Born Confused Desis), feels caught in a dichotomy\\nof doing both too much and too little moderation.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,919,362,953],\"text\":\"\\\"It's always been a fine line to find balance. Some-\\ntimes we had users in the past they say we're 'Not\\nworking'.\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,125,715,156],\"text\":\"mads, and then there's sometimes where we get\\ncriticized for not doing enough.\\\" (P1)\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,159,767,287],\"text\":\"Political differences among influential AAPI redditors also\\nplayed a factor in the splintering of subreddits. P15, a Korean\\nAmerican male in his thirties who moderates for r/asianamerican,\\nattributes political ideology as a factor for subreddits to splin-\\nter into smaller fringe groups. Previous research has shown\\nthat AAPI redditors engage differently between conserva-\\ntive and progressive online communities through a process\\nconceptualized as identity work as deliberation [16] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,289,716,371],\"text\":\"\\\"There was a split within r/asianmasculinity where\\na bunch of people were kicked out. Those people\\nwent on to form r/asianidentity. It had to do with the\\namount of labor that was being invested and per-\\nsonal vendetas, also political differences.\\\" [P15]\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,374,747,470],\"text\":\"In light of the evident splintering within AAPI subreddits,\\nP8, a Chinese Canadian male in his twenties who moderates\\nfor r:Anzidensity (a subreddit that prioritizes the discussion\\nof issues, ideas, and policy that affects the lives of Asians who\\nlive in Western society), recognized how newer moderators\\nwork to change the culture left behind by older moderators.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,473,722,536],\"text\":\"\\\"Our older moderators were in favor of more fringe\\ntopics that might not really get much praise, whereas\\nnewer moderators are more in favor of more mod-\\nerate topics that everybody likes to discuss.\\\" (P5)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,540,746,621],\"text\":\"Moderators are also aware of the increasing importance\\nemotionality plays in online discourse, particularly when\\nfacilitating contentious deliberation. P8 became conscien-\\ntious of how moderation is interconnected with the moods\\nof people browsing the subreddit at that point in time.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,623,715,705],\"text\":\"[\\\"We are] balancing the type of extremist posts\\nwith moderate posts and positive and negative\\nkind of post material. Because I realize as a large\\nsubreddit, the type of topics that we have on our\\nfront page can affect people's moods.\\n\\\" (P8)\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,707,748,851],\"text\":\"Despite their shortcomings, moderators have come to ac-\\ncept the thankless nature of their roles. Outside of their\\nmoderation team, moderators hardly receive any gratitude\\nfor the emotional labor they invest in their community. P4,\\na Vietnamese American male in his twenties who moderates\\nfor r/gaysian (a subreddit for LGBTQ members of the AAPI\\ncommunity) compares redditors as children of a subreddit\\nfamily, with moderators serving a largely unappreciated—yet\\nimportant—parental role in the development of the subreddit.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,853,715,902],\"text\":\"\\\"You can't please everybody and everybody wants\\nsomething different, but they\\n're all children about\\nit.\\n\\\" (P4)\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,905,747,953],\"text\":\"While moderators play a key role in maintaining and up-\\nholding values of the public sphere through meta moderation,\\nwe find that they do not feel fully appreciated by members of\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 142\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"their subreddits, which may negatively affect the recruitment\\nand retention of moderation teams.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,169,352,203],\"text\":\"Moderation Strategies to Manage the Stress of\\nEmotional Labor\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,207,394,286],\"text\":\"In this section, we describe the strategies moderators employ\\nto manage the emotional stress manifest in moderation work.\\nThese strategies include: (1) distancing away from drama, (2)\\nbuilding solidarity from shared struggles, and (3) integrating\\nan ecology of tools for self-organized moderation.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,295,394,440],\"text\":\"Distancing away from drama. Twelve participants (P3, P4,\\nP5, P7, P9, P11, P13, P14, P15, P16, P20, P21) shared their\\nexperiences of observing drama unfold within their online\\ncommunities. P18, a Chinese American female in her twen-\\nties who moderates for r/asiantwox (a subreddit dedicated\\nto Asian women—the TwoX refers to the XX chromosomes\\nthat determine the sex of an individual), describes how she\\nhas become desensitized to threatening messages over the\\ntenure of her moderation.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,445,363,590],\"text\":\"\\\"It is a ton of emotional labor, but I've forced my-\\nself to detach a lot. For example, we got like a\\nsuper, super threatening message in the ModMail\\nthe other day, and I thought it was kind of funny,\\nso I shared it with a friend. She was horrified. She\\nwas like,\\n'I'm so sorry. Wow, I can't believe you\\nhad to read that.\\n' I was like,\\n'Oh... I thought it was\\nkind of funny.\\n' I just have to emotionally divino\\nmyself, otherwise, it'd be too much.\\n\\\" (P115)\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,595,394,628],\"text\":\"P11 also reveals how she separated herself from drama\\nthat unfolds in her subreddit by not intervening in drama.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,633,363,697],\"text\":\"Lots of drama happened in these subreddits, of\\nwhich I wasn't that related to, but it just convinced\\nme that it was not a community that I wanted to\\ninvest more time in...I needed to step back.\\\" (P11)\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,702,394,796],\"text\":\"While discussions on Reddit have the capacity to be in-\\nteresting and meaningful, not all interactions on Reddit are\\nproductive. P12 has repeated observed the futility of arguing\\nwith anonymous people online, particularly redditors who\\nare not open to listening to opposing perspectives or having\\ntheir worldviews challenged.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,801,363,883],\"text\":\"\\\"I don't really directly respond because I know,\\nlike at this point... some of those guys' minds are\\nalready made up and they're not gonna change\\nthem. I just kinda, like, downvote, roll my eyes, get\\na little annoyed, and then just move on.\\n\\\" (P12)\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,888,394,952],\"text\":\"Moderators are acutely aware of how their responses to\\nincendiary dialogue can impact the emotional labor behind\\ntheir moderation. P14, a Thai American female in her thirties\\nwho moderates for r/asianxtoʊ, illustrates that avoiding\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,745,156],\"text\":\"antagonistic redditors serve as an effective means of strategic\\ndistancing.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,159,714,224],\"text\":\"\\\"There some very aggressive antagonistic people\\nand I don't want to attack them, I don't want them\\ntracking me down because I'm not high profile, but\\nI can be found and I don't want that.\\n\\\" (P14)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,227,746,323],\"text\":\"Experienced moderators tend to distance themselves from\\nunnecessary drama that pervades their subreddits, as the\\nvisible work that comes from dealing with drama is not\\nworth their emotional labor. Our empirical evidence draws\\nparallels to Hochschild's work on emotional labor, whereby\\nthe suppression of emotions are felt but not expressed [35] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,330,746,442],\"text\":\"Building solidarity from shared struggles. All 21 interview\\nparticipants experienced microaggressions—indirect, subtle,\\nor unintentional discriminatory exchanges against members\\nof a marginalized group [ 88 , 89 ]— on Reddit targeted either\\ntoward them or members of their community. P8 describes\\nhow microaggressions have a long-term effect on how AAPIs\\nmay view themselves and those similar to them.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,445,715,557],\"text\":\"\\\"Think about the huge and ever-growing list of lies\\nagainst Asians: dog eaters, small penises, hated by\\nwomen, no human rights, organ harvesting, Ti-\\nbetan genocide, Mao's genocide, Tiananmen Square\\nmassacre, uncreative copycats, etc. What is there\\nto be proud of? These Asians get brainwashed into\\nhating themselves.\\\" (P8)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,560,747,689],\"text\":\"Beyond comments that hint at casual slights, moderators\\nalso expressed their interactions with redditors who spew\\nblatant racial biases, discriminatory remarks, and other forms\\nof harassment. Instead of directly responding to the attacks\\ntargeted toward them, moderators vented their frustrations\\ninternally to their moderation teams as a means of seeking\\nsocial support. P16 illustrates how this process of support\\nseeking develops friendship among a team of moderators,\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[452,691,715,787],\"text\":\"\\\"I kind of started meeting some other Asian women\\nand we kind of started realizing that, 'Hey, this\\nharassment that we're facing, we're not the only\\nones.' We reached out to each other, 'Oh, you're\\ngetting this, too.' Oh, these are the same people.\\nI've formed friendships.\\\" (P16)\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,791,746,902],\"text\":\"In response to microaggressions and harassment, modera-\\ntors form solidarity with others in the larger AAPI commu-\\nnity by connecting and welcoming redditors to newly created\\nsubreddits that address a community need. P16 shares the\\nmotivations behind her creation of r/deistvox and how mod-\\nerators who believed in her vision rallied around her and\\nvolunteered to grow her subreddit.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,905,715,954],\"text\":\"\\\"With radesitwor, one of the mods was like,\\n'Hey, I\\nreally want space for Desi girls, because radesis\\nis very male-dominated.\\n' We were like,\\n'Why don't\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,125,1013],\"text\":\"Paper 142\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 7\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300372", "source_image_path": "test_data/3290605-3300372/3290605-3300372_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300372/results/output_json/3290605-3300372_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[100,125,363,189],\"text\":\"we carve out a space for ourselves? ” By that time,\\nI had already had experience with the other sub-\\nso I was like, 'Oh, I'll help run some of the auto-\\nmoderator' and that's how it came about. “P64”\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,193,395,289],\"text\":\"P17, a mixed-race male in his forties who moderates for\\nr/hapas (a subreddit with a reputation for sparking contro-\\nversial topics among those who identify with half-Asian\\nancestry), articulates the way he intervenes in guiding con-\\ntentious and gendered microaggressions surrounding dating\\nwithin the AAPI community.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,291,363,404],\"text\":\"\\\"I didn't like banning the Asian males because I\\nkind of had a sense of camaraderie for them. But\\nthen I also understood, I could kind of see how\\nthey were, it was a little bit of a crowd out and\\nsometimes we had to just cut down the numbers\\nsomehow tactfully so that actual Hapas had more\\nof a voice in their own sub.\\n\\\" (P17)\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,408,395,488],\"text\":\"Here we see P17 engage in emotional labor in negotiating the\\nneed for camaraderie with the need for representation, per-\\nforming invisible work in banning Asian male redditors who\\nwere drowning out the voices of Hapa individuals through\\nmicroaggressive comments.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,489,394,551],\"text\":\"Moderators like P9 are willing to put aside their personal\\ndifferences to see AAPI subreddits more united than divided,\\nunderscoring the need for the community to stand in solidar-\\nity for issues larger than the feuds between AAPI subreddits.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[101,555,362,605],\"text\":\"\\\"We all want the same thing, no matter how much\\nwe hate each other, we should just squash the beef.\\nI forgive.\\n\\\" (P9)\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,608,395,752],\"text\":\"As microaggressions have the potential to be internalized\\nby those that encounter them on a daily basis [89] , moder-\\nators play an important role in creating opportunities for\\nsolidarity by building online spaces that counter disparaging\\nstereotypes surrounding their AAPI identity. These spaces\\nallow AAPIs to reframe how they perceive themselves in the\\nlarger narrative of society and allow moderators to reclaim\\ntheir sense of purpose from the emotional labor invested in\\ntheir online communities.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,761,395,953],\"text\":\"Integrating an ecology of tools for self-organized moderation.\\nBricolage is the act of choosing tools at hand in order to\\ndevelop solutions that enable agency [94] . Twelve partici-\\npants (P2, P3, P4, P7, P8, P9, P11, P13, P16, P18, P19, P21)\\nengaged in bricolage whereby they assembled an ecology\\nof technologies together as a means of building capacity for\\nmoderation work. The Reddit platform lacks a range of fea-\\ntures that moderators need to perform their activities, and\\nwe find that moderators self-organize to develop agency for\\nmoderation work. A common strategy among moderators\\nis to relegate private communication channels for steering\\nthe direction of the subreddit to platforms like GroupMe and\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,188],\"text\":\"Discord, as Reddit's private messaging platform has been\\ndescribed as less usable. P11 shares how she works with her\\nmoderation team to make decisions backstage in a private\\nSlack channel invisible to their subreddit.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,194,714,307],\"text\":\"\\\"We have a team of five to seven people who are\\nsomewhat active. We all sit in a Slack channel.\\nUsually, if people don't know what to do about\\na comment, whether they should allow it or not,\\nthey'll ask other mods. We kind of go on a consen-\\nsus basis, although we sort of divide our team into\\nfull mods and support mods.\\\" (P11)\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,313,746,472],\"text\":\"As illustrated by P11, moderation teams piece together\\nsubtasks (i.e., remove comments, ban users) in their coordi-\\nnated practices that require human intervention. For tasks\\nthat can be automated, moderators may resort to using Au-\\ntoModerator , 1 a customizable bot that monitors new and\\nedited comments in subreddits and acts on them as needed.\\nBots can be configured to detect, flag, and remove content\\nregarded as offensive, inappropriate, or rule-breaking; post\\nregular community discussion threads; and alert moderators\\nif certain types of content are posted.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,477,714,559],\"text\":\"“I would say 50% to 70% of the work is done by\\nw/automoderator. When there’s a post that auto-\\nmod took down, it’ll message us, and we can look\\nat it and be like, ‘This is actually fine,’ or, No. This\\ndoes need to go.” (P11)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,565,746,660],\"text\":\"Our participants also described ways in which they have\\ncustomized their Reddit routines to improve their ability to\\nmoderate their subreddits more effectively. P2 explains how\\nhe uses a third party browser extension to annotate private\\nnotes about a redditor's post history, which remains unseen\\nby the redditor.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,666,714,731],\"text\":\"\\\"People don't realize that as mods we have this\\ntoolbar where we can post notes about individual\\nusers. We can say, 'Over here he was trolling, or\\nover here, he was trying to bait someone.'\\\" (P2)\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,738,745,771],\"text\":\"P16 notes how the users of its subreddit took it upon\\nthemselves to improve their experience with using Reddit.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[453,775,714,856],\"text\":\"“I wish Reddit itself would have those kinds of tools\\nintegrated into the platform, but they don’t. The\\ntoolbar, auto mod, all that stuff, it’s not actually\\nReddit created those kinds of things. It’s users who\\ncreated it and made it better.” (P16)\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,863,746,911],\"text\":\"In implementing a bricolage of tools to facilitate their\\nmoderation practices, moderators engage in invisible work\\nthat does not get seen by the broader subreddit.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,938,624,952],\"text\":\"$^{1}$ https://www.reddit.com/wiki/automoderator\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 142\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 8\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300372/results/markdown/3290605-3300372_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,59],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[309,118,505,146],\"text\":\"In UX We Trust\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_0\",\"bbox\":[95,156,719,213],\"text\":\"Investigation of Aesthetics and Usability of Driver-Vehicle Interfaces and Their\\n\\nImpact on the Perception of Automated Driving\",\"reading_order\":4,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[90,231,282,293],\"text\":\"Anna-Katharina Frison †\\n\\nTechnische Hochschule Ingolstadt\\nIngolstadt, Germany\\nanna-katharina.frison@thi.de\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[307,231,500,294],\"text\":\"Philipp Wintersberger †\\nTechnische Hochschule Ingolstadt\\nIngolstadt, Germany\\nphilipp.wintersberger@thi.de\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[530,231,721,292],\"text\":\"Andreas Riener†\\n\\nTechnische Hochschule Ingolstadt\\nIngolstadt, Germany\\nandreas.riener@thi.de\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[93,308,283,371],\"text\":\"Clemens Schartmüller†\\n\\nTechnische Hochschule Ingolstadt\\nIngolstadt, Germany\\n\\nclemens.schartmuller@thi.de\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[312,308,479,370],\"text\":\"Linda Ng Boyle\\n\\nUniversity of Washington\\nSeattle, WA, USA\\n\\nlinda@uw.edu\",\"reading_order\":9,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[553,308,698,372],\"text\":\"Erika Miller\\nColorado State University\\nFort Collins, CO, USA\\nerika.miller@colostate.edu\",\"reading_order\":10,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[312,387,501,448],\"text\":\"Klemens Weigl*\\nTechnische Hochschule Ingolstadt\\nIngolstadt, Germany\\nklemens.weigl@thi.de\",\"reading_order\":11,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,460,141,477],\"text\":\"ABSTRACT\",\"reading_order\":12,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,481,395,689],\"text\":\"In the evolution of technical systems, freedom from error\\nand early adoption plays a major role for market success\\nand to maintain competitiveness. In the case of automated\\ndriving, we see that faulty systems are put into operation\\nand users trust these systems, often without any restrictions.\\nTrust and use are often associated with users' experience of\\nthe driver-vehicle interfaces and interior design. In this work,\\nwe present the results of our investigations on factors that\\ninfluence the perception of automated driving. In a simulator\\nstudy, N=48 participants had to drive a SAE level 2 vehicle\\nwith either perfect or faulty driving function. As a secondary\\nactivity, participants had to solve tasks on an infotainment\\nsystem with varying aesthetics and usability (2x2). Results\",\"reading_order\":13,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,460,747,526],\"text\":\"reveal that the interaction of conditions significantly influ-\\nences trust and UX of the vehicle system. Our conclusion\\nis that all aspects of vehicle design cumulate to system and\\ntrust perception.\",\"reading_order\":14,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,537,524,554],\"text\":\"CCS CONCEPTS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,558,746,592],\"text\":\"• Human-centered computing → Empirical studies in\\nHCI: Interactive systems and tools;\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,604,502,621],\"text\":\"KEYWORDS\",\"reading_order\":17,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,625,746,658],\"text\":\"automated driving systems; user experience; UX; trust; dis-\\ntrust; SAE J5016; aesthetic; reliability\",\"reading_order\":18,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,666,555,682],\"text\":\"ACM Reference Format:\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,684,749,799],\"text\":\"Anna-Katharina Frison, Philipp Wintersberger, Andreas Riener,\\nClemens Schärmüller, Linda Ng Boyle, Erika Miller, and Klemens\\nWeig. 2019. In UX We Trust: Investigation of Aesthetics and Us-\\nability of Driver-Vehicle Interfaces and Their Impact on the Per-\\nception of Automated Driving. In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland, UK. ACM, New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3290653.303074\",\"reading_order\":20,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,819,549,836],\"text\":\"1 INTRODUCTION\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,840,747,953],\"text\":\"The development of technology has focused on supporting\\nindividual mobility and satisfying human desire for auton-\\nomy, which is one of the most important psychological needs\\n[65]. Each new invention – from the wheel over horse car-\\nriages, steam driven railways, up to the automobile – fun-\\ndamentally changed our daily life and the societies we live\\nin. Automated vehicles (AVs) are a major next step in this\",\"reading_order\":22,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,712,287,724],\"text\":\"$^{*}$Both first and second author contributed equally\",\"reading_order\":23,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,725,243,738],\"text\":\"†Also with Johannes Kepler University.\",\"reading_order\":24,\"tags\":[\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[69,740,313,751],\"text\":\"‡Also with Katholische Universität Eichstätt-Ingolstadt.\",\"reading_order\":25,\"tags\":[\"author_affili\"]},{\"label\":\"fnote\",\"bbox\":[69,776,394,882],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":26,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,884,273,896],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":27,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,898,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":28,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,924,266,952],\"text\":\"ACM ISBN 978-1-4603-5970/2-019-03...3150.\\nhttps://doi.org/10.1145/3200605.330374\",\"reading_order\":29,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 144\",\"reading_order\":30,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":31,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,715],\"text\":\"evolution. AVs promise several benefits, such as less conges-\\ntion and pollution, higher safety, as well as more leisure time\\nand enhanced mobility for diverse target groups (children,\\nelderly, impaired) [51] . However, all these advantages can-\\nnot be delivered instantly. Fully automated “level 5” vehicles\\n[12] that can operate in all circumstances are not expected\\non the market before 2030 or 2040 [50] . In the meantime,\\nautomated driving systems (ADSs) with lower levels of au-\\ntomation are being gradually introduced. During this era of\\nmixed traffic (co-existence of vehicles at different levels of\\nautomation), drivers must be able to cope with automation\\nlimitations and act either as monitoring (level 2) or fallback\\n(level 3) authority [13] . Monitoring over extended periods\\nof time is a challenge, even for “highly motivated human\\nbeings” (c.f., irony of automation [1] ). This is particularly rel-\\nevant as drivers, who are not necessarily well trained domain\\nexperts, are expected to operate a safety critical system in\\npotentially dangerous environments [76] . Recent incidents\\nwith AVs (such as the fatal accidents with Tesla Autopilot or\\nthe Uber self-driving taxi [73] ) confirm that AV technology\\nis highly susceptible to overreliance/overtrust [19] . Since\\nthis problem is already well known from research on dri-\\nver assistance systems such as adaptive cruise control [16] ,\\ntrust calibration for AVs is an issue receiving a great deal of\\nattention [31, 40, 58, 77] . Ideally, users’ trust levels should ap-\\npropriately “match an objective measure of trustworthiness”;\\ne.g., system performance (reliability/ability/predictability to\\nachieve its goals) [45, 57] . However, reality is much more\\ncomplex: trust in automation has many dimensions and is in-\\nfluenced by a variety of aspects, including aesthetics, design,\\nand other factors of user experience (UX) [32] . Conversely,\\nalso UX is impacted by users’ trust in a system. For vehicle\\nmanufacturers, this results in a nearly unolvable paradox.\\nOn the one hand, they should design their systems in a way\\nthat can prevent overtrust/overreliance. On the other hand,\\nthey must maximize UX qualities of their vehicles to main-\\ntain competitiveness.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,954],\"text\":\"In the context of AVs, how the partly overlapping constructs\\nof UX and trust actually influence each other is widely un-\\nknown. Vehicles consist of many subsystems and design\\naspects that may all contribute to users' overall assessment\\nof both constructs and, further on, may cause so called \\\"halo\\neffects\\\" [28, 49, 53, 67, 69, 71] . Hence, this paper aims at re-\\nvealing how both UX and trust influence each other, and\\nhow proper design could simultaneously support UX quali-\\nties while preventing miscalibrated trust. To evaluate this, we\\nconducted a driving simulator study, that, to the best of our\\nknowledge, combines for the first time relevant parameters\\nof both UX (usability, aesthetics) and trust (system perfor-\\nmance/reliability) in a single experiment. In our study, users\\nhad to complete several tasks in an in-vehicle infotainment\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,442,747,697],\"text\":\"system (IVIS) while safely operating an AV in SAE level 2. We\\nutilized a mixed-model design that varies the reliability of\\nan ADS as a between-subjects factor. For the within-subjects\\nfactors, we varied pragmatic (representing usability) and\\nhedonic (representing aesthetics) qualities of the IVIS. For\\na holistic evaluation of UX, trust, affect, and psychological\\nneed fulfillment, we applied a triangulation of subjective\\n(AttractDiff mini [29] , PANAS short [74] , Trust Scale [34] ,\\nNeed Scale [64] , semi-structured interviews) and objective\\n(galvanic skin response, braking behavior) measures. For all\\nsubjective measures, we emphasized participants to assess\\nthe AV as a whole and not distinguish between subsystems.\\nThe results of our study give insights in how the stream of\\nexperiences combining performance, usability, and aesthet-\\nics of different vehicle subsystems correlate and influence\\neach other.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300374_pdf_shortened_page_1_figure_005.png\",\"bbox\":[419,117,749,367],\"reading_order\":5,\"tags\":[],\"alt_text\":\"The image shows the interior view from a car's driver's seat, featuring the steering wheel, instrument panel, and a central infotainment screen. A large projection in front of the vehicle displays a driving simulation of a highway lined with trees and mountains in the background, which is also visible in the rearview mirror.\"},{\"label\":\"figure_cap\",\"bbox\":[420,375,746,419],\"text\":\"Figure 1: Study setup showing the driving scenario and an\\nexample of the IVIS used to investigate the interaction be-\\ntween UX and trust.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,708,703,725],\"text\":\"2 UX AND TRUST: THEORY AND PRACTICE\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,729,746,794],\"text\":\"In the HCI community, UX and trust research are two areas\\nwhich are often considered in isolation. However, similarities\\nbetween both constructs cannot be denied and, thus, we\\npropose to consider them in a holistic way.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,803,494,821],\"text\":\"Similarities\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,825,747,954],\"text\":\"Trust in automation can be defined as \\\"attitude that an agent\\nwill achieve an individual's goals in a situation characterized\\nby uncertainty and vulnerability\\\", and is built upon analytic,\\nanalogical, and affective processes [45] . Trust is sensitive to\\nindividual traits (such as age, personality, etc.) and states\\n(self-confidence, emotional state, etc.), properties of the au-\\ntomation (complexity, task difficulty, etc.), as well as design\\nfeatures (appearance, ease of use, communication style, etc.).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 144\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,315],\"text\":\"[32] , and is the result of processes happening before ( “dispo-\\nsitional trust” ), during ( “situational trust” ), and after ( “learned\\ntrust” ) system interaction [32] . In contrast, UX can (accord-\\ning to ISO 9241/210) be defined as a “person’s perceptions and\\nresponses resulting from the use and/or anticipated use of a\\nproduct, system or service”. Thereby, experience can “occur\\nbefore, during and after use”, and “[...] is a consequence of\\nbrand image, presentation, functionality, system performance,\\ninteractive behaviour and assistive capabilities of the inter-\\nactive system, the user’s internal and physical state resulting\\nfrom prior experiences, attitudes, skills and personality, and\\nthe context of use”.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,316,395,826],\"text\":\"Although trust and UX have separate definitions, they seem\\nto be influenced by similar factors and processes. Hence,\\nit is not surprising that trust is a mentioned (however, not\\nyet focused) construct in UX theory literature. The term\\ntrust is regarded as a component of UX [44] , users' personal\\nquality of experience [79] or as (context-dependent [35] ) per-\\nceived value [66] . Desmet et al. [15] mention trust within\\ntheir general set of 25 emotions relevant in human-product\\ninteraction. Although trust is not an emotion itself, a product\\ncan help users to feel confident and courageous if it is per-\\nceived as trustworthy. Thus, designers need to decide which\\npsychological needs they want to fulfill. Distler et al. [17]\\nrevealed the need of security as one of the most important\\nneeds for AVs (in the driving domain, the term \\\"need for\\nsafety\\\" would presumably fit better than \\\"security\\\", but for\\nreasons of consistency we stick to the original formulation\\nprovided by [64] throughout the paper). In order to fulfill\\nthis need, a specific form of interaction has to be selected\\nwhich aims at expressing trustworthiness and thereby trig-\\ngers trust [26, 37, 41, 46] . In this sense, trust can be regarded\\nas subjective sentiment and evaluative feeling dependent on\\nthe fulfillment of users' higher goals, such as the psychologi-\\ncal need of security [23, 27] . To provide examples, Väätäjä\\net al. [70] include trust as item in the AttrakWork question-\\nnaire to measure a products' hedonic quality and Roedel et\\nal. [62] chose trust as relevant UX factor when evaluating\\nuser acceptance and experience of ADSs at different levels of\\nautomation. Hence, a question that could arise in this regard,\\nespecially considering that both constructs are discussed as\\nvery broad, fuzzy and hard to understand [52, 43, 60, 78] , is,\\nwhether or not trust and UX can be considered the same in\\na specific context?\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,837,140,854],\"text\":\"Differences\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,394,954],\"text\":\"The main difference becomes visible when looking at the\\ngoals both constructs aim to achieve. UX research tries to\\nmaximize the quality of interaction by satisfying psycho-\\nlogical needs and thereby providing pragmatic and hedonic\\nquality [23, 25] . For designers, there is no upper limit – the\\nmore these qualities are supported, the better. Thus, previous\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,572],\"text\":\"research focused on the impact of visual aesthetics, usability,\\nand branding on users' perceived trustworthiness, predom-\\ninantly in the area of e-commerce systems [18, 37, 47] and\\nwebsites [49] . These studies aimed to increase users' per-\\nceived trustworthiness and, consequently, enhance UX. In\\ntrust research however, maximizing trust is not the major\\ngoal. Here, the challenge is to precisely adjust users' subjec-\\ntive trust levels to a systems' actual performance ( “ calibration\\nof trust ” [57] ) while taking the operational and environmen-\\ntal context into account [45] . Thus, although trust may need\\nto be raised in many situations, an upper limit should not be\\nexceeded to prevent users from overreliance. In the domain\\nof automated driving, recent studies addressing trust can\\nbroadly be divided into two areas. Those dealing with dis-\\ntrust to reduce automation disuse, and those that address the\\nproblem of overtrust/overreliance to prevent misuse [57] . For\\nboth issues, various resolution strategies have been proposed.\\nTrust may be raised by increasing system transparency, us-\\ning various techniques such as why-and-how information\\n[38] , symbolic representation [31] , augmented reality [77]\\nor anthropomorphic agents [39, 75] . An often proposed so-\\nlution to deal with overtrust is the provision of uncertainty\\ndisplays in different forms and modalities [34, 40, 58] . In this\\ncontext, a problem that we see in many trust studies is that a\\ndistinction between the two constructs (trust and UX) is not\\nmade. For example, was the aim of an experiment actually to\\naddress trust/reliance or were mainly UX aspects evaluated\\nwhich potentially overlap with trust?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,582,568,599],\"text\":\"Research Opportunities\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,603,747,954],\"text\":\"Lindgaard et al. [49] claim that so called “halo effects” are a\\nreason for the interrelation of usability, aesthetics, and trust\\nin websites. These effects emerge from the paradox of “what\\nis beautiful is usable” [67] or “I like it, it must be good on all\\nattributes” [71] , already mentioned by [24, 28, 59] . The in-\\nterference model [28, 71] proved the existence of evaluative\\nconsistency (i.e., “halo effects”), which assumes that users\\ninterfere unavailable attributes from a general value to keep\\ntheir overall judgment consistent. Hence, there is an indirect\\nlink between beauty which leads to goodness and, with it,\\npragmatic quality. In contrast, a probabilistic consistency is\\na conceptually or causally linked judgment (high aesthetics\\nexpects a high perceived hedonic quality). According to this,\\nTuch et al. [69] identified negative affects, such as frustration\\nfrom poor usability, as a mediator variable that potentially\\ndecreases perceived aesthetics. Further, Minge et al. [55] dif-\\nferentiate between pragmatic “halo effects”, where usability\\nimpacts perceived visual attractiveness, and hedonic “halo\\neffects”, where visual aesthetics influences perceived usabil-\\nity. Consequently, we wonder if trust in automation can be\\ninvestigated in the absence of UX to draw useful conclusions.\\nA central question that arises is, how the two constructs\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 144\",\"reading_order\":9,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 3\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,189],\"text\":\"are correlated in the context of AVs? Similar to [49] , we ex-\\npect halo effects of aesthetics and usability as biasing factors\\nfor trust, what could become highly relevant for the future\\nimplementation of automated driving technology.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,200,173,217],\"text\":\"3 USER STUDY\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,220,394,315],\"text\":\"We conducted a driving simulator study to investigate the\\ninteraction (potential correlation and \\\"halo effects\\\" of UX and\\ntrust) between an ADS's performance/reliability and relevant\\nUX factors (usability/aesthetics) of in-vehicle interfaces, as\\nwell as their effect on the perception of AVs in general; aiming\\nto answer the following research questions:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,315,393,347],\"text\":\"Q11: How does IVIS design (usability and aesthetics) affect\\nUX of AVs with varying system performance?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,393,379],\"text\":\"RQ2: How does IVIS design (usability and aesthetics) affect\\nusers' trust in AVs with varying system performance?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,384,395],\"text\":\"RQ3: Is there a correlation between UX and trust in AVs?\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,406,199,423],\"text\":\"Experimental Design\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,426,394,523],\"text\":\"We applied a full factorial mixed-model design varying the\\nperformance of the ADS as between-subjects factor, and aes-\\nthetics and usability of the IVIS as within-subjects factor\\n(each on two levels). Each participant had to perform various\\ntasks on four different IVISs that represented all combina-\\ntions of usability (good/bad) and aesthetics (nice/ugly).\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,534,145,551],\"text\":\"Study Setup\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,394,619],\"text\":\"The experiment was conducted in a high-fidelity driving\\nsimulator (remodeled VW Golf on hexapod platform) and\\nan IVIS on a tablet PC installed on top of the center console\\n(see Figure 1 ).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,626,394,914],\"text\":\"Driving Scenario. We simulated an AV at SAE level 2 (i.e.,\\ncombination of longitudinal and lateral control) driving on a\\n2-lane highway using IPG CarMaker, inspired by the setting\\nused in [3] . The AV drove with a constant speed of 120km/h\\non the left lane and was confronted with 12 lead vehicles\\ndriving at lower speed (70km/h). In such a situation, the ADS\\ndetected the lead vehicle and reduced the speed to prevent a\\ncrash (similar to an ACC system). As soon as the ego vehicle\\nslowed down to 70km/h, the lead vehicle performed a lane\\nchange to the right, allowing the ego vehicle to accelerate\\nagain to the target speed. In the high-performance condition\\n(group A), all 12 lead vehicles were successfully detected\\n(thus, no manual interventions were necessary). In the low-\\nperformance condition (group B), the ADS (randomly) failed\\nto detect the lead vehicle in 3 out of the 12 cases (75 % relia-\\nbility), generating the need for interventions – participants\\nthus had to brake manually to prevent a crash (however, they\\nnever had to manually engage in lateral control).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,394,954],\"text\":\"In-Vehicle Infotainment System. We implemented four vari-\\nants of IVIS in HTML/Javascript on a 10.2\\\" table (Google\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"Pixel C). The IVISs consisted of a main navigation and three\\ntypically available subsystems (a phone/call screen including\\na list of contacts, a media player including a collection of al-\\nbums/songs as well as different radio stations, and a climate\\ncontrol), see Figure 3 .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300374_pdf_shortened_page_3_figure_015.png\",\"bbox\":[423,221,743,339],\"reading_order\":15,\"tags\":[],\"alt_text\":\"Two car infotainment screens display a climate control interface with sliders for \\\"Temperatur\\\" (24) and \\\"Lüftung\\\" (5), alongside buttons for A/C, FRONT, and REAR defrost/airflow. The screens differ in their bottom navigation bars, with the left showing phone and music icons, and the right showing a green phone, red square, and blue cloud icon.\"},{\"label\":\"figure_cap\",\"bbox\":[426,348,740,365],\"text\":\"Figure 3: A/C menu of the nice (left) and ugly (right) IVIS.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,379,747,745],\"text\":\"The visual design was selected from a set of examples\\ncreated by groups of undergraduate students during a design\\nclass. Students were provided a specific menu/navigation\\nstructure and instructed to create an IVIS skin. All designs\\nwere evaluated using the UEQ [42] on a 7-point semantic dif-\\nferential scale from -3 (negative) to +3 (positive) with at least\\n5 participants. We utilized the results of the subscale “At-\\ntractiveness(Att-UEQ)” and selected the IVISs with the best\\nand worst values. While the nice design has a mean value\\nof ATT-UEQ=1.92 (excellent with respect to the UEQ bench-\\nmark dataset [63] ), the ugly design shows mean value of only\\nATT-UEQ=0.45 (bad compared to the benchmark). This pro-\\ncess aimed as guidance to confirm our subjective selection\\nof a nice and ugly IVISs, however, was no controlled experi-\\nment. To provide a potentially “bad” usability, we followed\\nthe definition provided in ISO 9241-11 that states usability\\nto be the “extent to which a product can be used by specified\\nusers to achieve specified goals with effectiveness, efficiency\\nand satisfaction in a specified context of use” [33] . Thus, we\\nchose to manipulate the IVISs reliability by semi-randomly\\ncalculating the chance for a successful button-press action,\\nwhere at least two and at most 8 clicks were required for a\\nsuccessful action.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,757,588,773],\"text\":\"Participants and Procedure\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,777,747,954],\"text\":\"In total, 48 participants (16 female, 32 male) aged between\\n19 and 26 ( $M_{age}=22.09$ , $SD_{age}=1.89$ ) years, all undergrad-\\nuate students, voluntarily participated in the experiment.\\nEach participant was assigned to either group A (high ADS\\nperformance) or group B (low ADS performance), potential\\ndifferences between the groups considering gender and age\\nwere counterbalanced. No participant had to be excluded\\ndue to simulator sickness or technical problems. After com-\\npleting a short questionnaire assessing demographics, each\\nsubject conducted a 3-minute test drive to become famil-\\niar with the AV. Then, we instructed participants that they\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 144\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300374_pdf_shortened_page_4_figure_002.png\",\"bbox\":[70,92,743,313],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A horizontal timeline depicts a research study flow, starting with demographics and a test drive. This is followed by repeated data collection stages arranged in two parallel rows, one featuring a red car icon and the other a black car icon, each stage measuring physiological responses, braking behavior, and subjective scales like AttrakDiff and PANAS. The timeline concludes with a semi-structured interview.\"},{\"label\":\"figure_cap\",\"bbox\":[68,321,746,353],\"text\":\"Figure 2: Study procedure: The top row represents the drives with low, the bottom row drives with high ADS performance. The\\nred color indicates decreased qualities (finger usability, tablet aesthetics, driving simulator performance).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,365,395,829],\"text\":\"will experience four different types of AVs with different\\nIVISs. We further told them that manual braking interven-\\ntions could be necessary due to automation failures, and that\\nsafely completing the drive has the highest priority. After-\\nwards, participants experienced four consecutive 5-minute\\nlasting trips while experiencing the 4 different IVISs (in ran-\\ndomized order). Within each condition, participants had to\\ncomplete seven tasks on the IVISs with two levels of complex-\\nity. Easy tasks consisted of a single instruction only (such\\nas \\\"call John\\\"), while complex tasks required participants to\\nremember multiple steps (such as \\\"switch to Radio Disney\\nChannel and adjust the volume to 8\\\"). The task instructions\\nwere presented auditory (pre-recorded sound files). Success-\\nful completion of a task was indicated with a notification\\nsound and the next task was issued 35 seconds afterwards.\\nIn case all seven tasks were completed before finishing the 5-\\nminute lasting drive, the experimental condition was stopped\\nearlier. The selection of tasks from the set was randomized\\nover the conditions, and quasi-randomized within the sce-\\nnarios (each task was only presented once during the entire\\nexperiment). After each condition, participants had to com-\\nplete a survey including a set of different standardized scales\\nto assess trust and UX in the AV (see Figure 2), whereby\\nwe repeatedly instructed them to assess the AV as a whole,\\nsingle system based on their experiences. Additionally, a\\nshort semi-structured interview with all participants was\\nconducted after the experiment to reveal further insights\\ninto their thoughts and attitudes. The whole experiment\\nlaster approx. 90 minutes for each participant.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,842,167,858],\"text\":\"Data Collection\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,862,394,911],\"text\":\"To be able to evaluate the proposed research questions, we\\ntriangulate a set of subjective and objective measures derived\\nfrom established theory as emphasized in the following.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,920,394,953],\"text\":\"Subjective Measures: To assess UX and trust, we utilized mul-\\ntiple subjective scales. We used the AttrAidDiff mini [29] with\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,365,747,733],\"text\":\"a 7-point semantic differential scale ranging from 0 (low)\\nto 6 (high). Thereby, the subscale attractiveness (ATT), con-\\nsisting of two items for beauty and goodness, assesses the\\noverall perception combining both pragmatic (PQ) and hedo-\\nnic quality (HQ). Since for all subscales Cronbach's $\\\\alpha$ resulted\\nin acceptable values ( $> .60$ , see Table 1 ), we calculated mean\\nscale values. All UX qualities are intercorrelated (Pearson's\\ncorrelation coefficient), ranging from r=.412 to r=.880 across\\nall conditions. HQ and PQ showed least (r=.60, HQ) and ATT\\nhighest intercorrelations (r=.60). As UX is also dependent on\\nthe satisfaction of psychological needs [27, 30], we further\\nutilized the need scale (same version as used in [27] with\\n7-point Likert scale) and focused on the needs most relevant\\nin the context of AVs: autonomy (AUT), competence (COM),\\nstimulation (STI), and security (SEC) [21]. Also here, rela-\\nbility of all subscales was acceptable ( $\\\\alpha > .70$ , see Table 1 ).\\nIntercorrelation between the subscales across all conditions\\nranged from r=.26 to r=.81. Further, system interaction leads\\nto particular (positive and negative) emotion [14] resulting\\nfrom need fulfillment [27, 30]. Thus, we included the short\\nversion of PANAS also with a 7-point Likert scale [53, 74].\\nPA and NA did not correlate (r < .12) and reliability of all\\nsubscales was acceptable ( $\\\\alpha > .70$ , see Table 1 ).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,733,747,829],\"text\":\"To evaluate subjective trust we used the trust scale provided\\nby Jian et al. [34] . This scale consists of two subscales for\\ntrust (T) and distrust (DT) (7-point Likert) and is widely used\\nto assess trust in automation or robotic systems [36, 58] . Also\\nhere, Cronbach's $\\\\alpha$ resulted in acceptable values while T and\\nDT showed a negative correlation $(r > -0.80)$ .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,838,747,952],\"text\":\"Objective Measures. Galvanic Skin Response (GSR) is com-\\nmonly used as an indicator for the sympathetic nervous\\nsystem. Changes in skin conductance have been linked to\\narousal [10, 11] , (cognitive) workload [6, 9] , usability [48] ,\\nuser experience [22] , but also trust [56] . Signal peaks, so\\ncalled Skin Conductance Responses (SCRs), indicate such\\nactivation while the general signal level is subject to bias\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 144\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,42,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,42,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[75,123,384,303],\"text\":\"
Dep. VariableItemsCronbach's $\\\\alpha$Ref.
UX Quality
Attractiveness (ATT)2 (Beauty and Goodness).65[29]
Affordability (AQ)4.77[29]
Hedonic Q (HQ)4.79[29]
Competence
Autonomy (AUT)3.84[27, 64]
Competence (COM)3.86[27, 64]
Stimulation (STI)3.83[27, 64]
Security (SEC)2.77[27, 64]
FA
Positive (PA)5.75[74]
Negative (NA)5.85[74]
Trust
Trust (T)6.91[34]
Distrust (DT)5.87[34]
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This table presents measurement properties for various dependent variables, categorized under UX Qualities, Needs, Affect, and Trust. For each variable, the table lists the number of items, its Cronbach's alpha reliability coefficient, and relevant references.\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[75,304,386,323],\"text\":\"Table 1: Summary of subjective methods employed.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,345,395,650],\"text\":\"by individual differences, room temperature, etc. [6] . We\\nutilized a professional 500 Hz physiological measurement\\nsystem from g.tec medical engineering (www.gtec.at) and\\nattached two skin electrodes to the volar (inner) middle pha-\\nnges (muscle limbs) of the non-dominant hand's middle\\nand ring fingers (see guidelines by [7, 8] ). Since GSR is sensi-\\ntive to motion artifacts, we instructed participants to behave\\nnaturally but also to prevent waving their hand excessively.\\nWe used Ledab for Matlab [4] to extract all SCRs since the\\nimplemented Continuous Decomposition Analysis (CDA) is\\nsupposed to be more robust at discriminating single SCRs\\nthan traditional peak-detection methods [5] . For the evalua-\\ntion, we utilized the number of SCRs, which is argued to be\\nless affected by individual differences and other forms of bias\\n[6] . To evaluate driving behavior, we recorded participants'\\nbrake pedal actuation and calculated three parameters – the\\nnumber of brakes representing the quantity of manual in-\\nterventions, the average duration of a brake pedal actuation,\\nand the average brake intensity (on a scale from 0 to 1).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,660,150,677],\"text\":\"4 RESULTS\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,680,395,953],\"text\":\"In the following we present a detailed analysis of the col-\\nlected data with respect to our research questions (all re-\\nsults with $p < .05$ are reported as statistically significant).\\nSince tests for normality (Shapiro-Wilk's $p > .05$ ), marginal\\nexistence of outliers, and homogeneity of error variances\\nassessed by Levene's test ( $p > .05$ ) were passed for all de-\\npendent variables (except for driving performance, see Table\\n1), parametric tests were applied. We performed three-way\\nmixed ANOVAs with the independent variables ADS perfor-\\nmance as between-subjects, and IVIS usability and aesthetics\\nas within-subjects factors. As the collected driving perfor-\\nmance measures did not follow a normal distribution, non-\\nparametric tests (Mann-Whitney-U tests for the between-,\\nand Wilcoxon Signed-Rank tests for the within-subject fac-\\ntors) were applied. To analyze correlations between the sub-\\njective constructs of UX and trust, we conducted Pearson's\\nbivariate correlation analyses.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,122,562,140],\"text\":\"User Experience (RQ1)\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,143,747,209],\"text\":\"To answer RQ1, we analyzed the data of UX (UX Qualities,\\nNeeds and Affect) scales as well as the objective data on\\nparticipants' arousal given by GSR. Concerning multivariate\\ntests statistic, we utilized Pillai's Trace.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,219,748,778],\"text\":\"UX Qualities. Multivariate tests evaluating the impact of ADS\\nperformance, IVIS aesthetics and usability on participants'\\nperception of product quality (measured by AttrakDiff) re-\\nveals no significant main effect for the between-subject f\\nator ADS performance $(v = .21, F(5, 42) = 2.24, p = .068)$. How-\\never, separate univariate ANOVAs on the outcome vari-\\nables show a significant effect for pragmatic quality (PQ,\\n$F(1, 46) = 8.62$, $p = .005$, $\\\\eta^2 = .16$). Results for high ADS perfor-\\nmance were perceived as significantly better than for low\\nperformance conditions. Ratings for attractiveness (ATT,\\nGoodness and Beauty) and hedonic quality (HQ) did not\\ndiffer significantly (see Table 2 ). Additionally, multivariate\\ntests reveal that the overall perceived system quality sig-\\nnificantly differs regarding IVIS usability $(v = .44, F(5, 42) =$\\n$6.47, p < .001)$. Univariate tests confirm a significant effect\\nfor ATT $(F(1, 46) = 14.67, p = .001$, $\\\\eta^2 = .24)$. Regarding the items\\n\\\"Goodness\\\" and \\\"Beauty\\\" separately, there is only a signi-\\nficant effect on \\\"Goodness\\\" $(F(1, 46) = 25.45, p < .001$, $\\\\eta^2 = .36)$. Also\\nPQ $(F(1, 46) = 25.36, p < .001$, $\\\\eta^2 = .36)$ and HQ $(F(1, 46) = 10.60, p =$\\n$.002$, $\\\\eta^2 = .19)$ differed significantly. Thus, systems with good\\nIVIS usability were perceived better than those with bad\\nIVIS usability across all conditions. Further, we can report\\na significant main effect for the within-subject factor IVIS\\naesthetics $(V = .37, F(5, 42) = 11.24, p < .001)$. Univariate tests re-\\nveal significant effects for ATT $(F(1, 46) = 50.22, p < .001$, $\\\\eta^2 = .52)$. \\nHere, both items, \\\"Goodness\\\" $(F(1, 45) = 20.22, p < .001$, $\\\\eta^2 = .30) $\\nand \\\"Beauty\\\" $(F(1, 46) = 58.23, p < .001$, $\\\\eta^2 = .36)$, show signifi-\\ncant effects. Also PQ $(F(1, 46) = 28.29, p < .001$, $\\\\eta^2 = .38)$ and HQ\\n$(F(1, 46) = 52.49, p < .001$, $\\\\eta^2 = .53)$. Thus, across all conditions the\\nnice IVIS was rated better than the ugly IVIS. Moreover, our\\ndata confirms the inference model [28, 71] – better aesthet-\\nics leads to a significantly higher ratings for goodness and\\ntherewith higher ratings for PQ, and not only beauty (evalua-\\ntive consistency). However, no two or three-way interaction\\neffects could be revealed.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,790,747,951],\"text\":\"Needs. For users' need fulfillment of Autonomy (AUT), Com-\\npetence (COM), Stimulation (ST), and Security (SEC), we\\ncan report a significant effect for ADS performance regard-\\ning the multivariate test statistic $(V = .22, F(4, 43) = 8.09, p = .025\\n)$. Univariate tests reveal only significant differences in par-\\nticipants' need of SEC $(F(1, 46) = 12.88, p = .001, \\\\eta^2 = .22)$, which\\nwas less fulfilled in the group with the low ADS perfor-\\nmance. Multivariate tests show a significant main effect\\nfor IVIS usability $(V = .024, F(4, 43) = 3.33, p = .018)$, unvari-\\nate tests resulted in a significant decrease of SEC in case\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 144\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[677,995,746,1013],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,157,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[71,123,388,409],\"text\":\"
Dep. VariableInd. VariableMSD95% Confidence Interval
lowerupper
PQADS performance
high4.170.183.814.53
low3.420.183.063.79
ATTIVIS usability
good3.361.013.073.65
bad2.961.142.623.30
$\\\\leftarrow$ Goodnessgood3.741.243.394.09
bad3.061.452.443.68
PQgood4.100.923.864.34
bad3.491.143.173.81
HQgood2.970.832.723.21
bad2.680.892.422.94
ATTIVIS aesthetics
nice3.721.063.404.04
ugly2.601.102.242.97
$\\\\leftarrow$ Beautynice3.721.343.394.05
ugly2.841.142.493.19
$\\\\leftarrow$ Goodnessnice3.721.343.344.10
ugly2.981.382.583.38
PQnice4.050.973.784.32
ugly3.341.043.063.62
HQnice3.381.143.153.61
ugly2.271.101.952.59
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a table presenting statistical results, likely from an analysis of variance or similar comparison. It shows mean (M), standard deviation (SD), and 95% confidence intervals for various dependent variables (e.g., PQ, ATT, HQ) grouped by independent variable categories such as \\\"ADS performance,\\\" \\\"IVIS usability,\\\" and \\\"IVIS aesthetics.\\\"\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_6_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[113,410,349,427],\"text\":\"Table 2: Significant UX Quality Values.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,443,394,620],\"text\":\"of bad IVIS usability ($F(1,46) = 7.43, p = .009, \\\\eta^2 = .14$) and COM\\n($F(1,46) = 9.54, p = .003, \\\\eta^2 = .17$). Further, also for the within-\\nsubject factor IVIS aesthetics, a significant main effect could\\nbe revealed ($v = .24, F(4,6) = 5.38, p = .017$). Regarding univari-\\nate tests we can observe effects for the need of STI ($v_1,46) =$\\n.12.12, $p = .001, \\\\eta^2 = .21$), AUT ($F(1,46) = 5.22, p = .027, \\\\eta^2 = .10$), SEC\\n($F(1,46) = 6.26, p = .016, \\\\eta^2 = .12$) and COM ($F(1,46) = 6.09, p =$\\n.017, $\\\\eta^2 = .12$). Thereby, all these needs are significantly less\\nfulfilled when driving in an AV with ugly IVIS (see Table 3\\nfor means). Here, data analysis did not reveal any two- or\\nthree-way interaction effects.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[71,635,388,856],\"text\":\"
Dep. VariableInd. VariableMSD95% Confidence Interval
lowerupper
SECADS performance
high3.241.202.793.69
low2.100.251.652.56
SECIVIS usability
good2.821.342.473.18
bad2.521.232.202.84
COMgood3.131.372.753.52
bad2.791.362.403.18
TUTS aesthetics
AUTnice2.481.342.092.86
ugly2.301.411.892.71
STInice2.771.122.453.09
ugly2.401.272.042.76
SECnice2.821.282.483.16
ugly2.551.342.192.91
COMnice3.071.262.713.44
ugly2.841.432.433.26
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"This table presents statistical data, including means, standard deviations, and 95% confidence intervals, for various dependent variables. Data is categorized by independent variables such as \\\"ADS performance,\\\" \\\"IVIS usability,\\\" and \\\"IVIS aesthetics,\\\" each with distinct conditions like \\\"high/low,\\\" \\\"good/bad,\\\" or \\\"nice/ugly.\\\"\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_6_tab_5.png\"},{\"label\":\"table_cap\",\"bbox\":[131,857,329,874],\"text\":\"Table 3: Significant Need Values.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,904,393,954],\"text\":\"Affect. Participants' positive (PA) and negative affect (NA)\\nrevealed a significant main effect for ADS performance. $(V =$\\n36, $F(2, 45) = 11.3, p < .001$ ). A look at univariate tests revealed\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,757,348],\"text\":\"that NA for the low ADS performance is significantly higher\\nthan for the high ADS performance condition (F(1,46) = 23.14, p <\\n.001, $\\\\eta^2 = .34$ ), while PA was not affected. Regarding the within-\\nsubject factor IVIS usability, we can observe similar results.\\nMultivariate tests reveal a significant main effect (V = .16, F(2,45) =\\n4.38, $p = .018$ ), however, also here only NA showed differences\\nin case IVIS usability is bad (F(1,46) = 7.26, $p = .010$, $\\\\eta^2 = .14$ ).\\nContrarily, IVIS aesthetics, which also has a significant main\\neffect (V = .21, F(2,45) = 6.007, $p = .005$ ), shows significant dif-\\nferences for both PA (F(1,46) = 4.24, $p = .045$, $\\\\eta^2 = .08$ ) and NA\\n(F(1,46) = 8.63, $p = .005$, $\\\\eta^2 = .16$ ). Thereby, PA is slightly (but\\nstill significantly) higher for the nice IVIS aesthetics in con-\\ntrast to the ugly IVIS variants. Again, no two or three-way\\ninteraction effects could be revealed (see Table 4 for means).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,358,743,512],\"text\":\"
Dep. VariableInd. VariableMSD95% Confidence Interval
lowerupper
AIDS performance
NAhigh1.040.160.641.44
low2.400.232.002.80
IVIS usability
NAgood1.581.261.271.89
bad1.461.221.372.15
IVIS aesthetics
PAnice2.980.082.693.27
ugly2.401.052.493.11
NAnice1.571.211.271.86
ugly1.871.271.562.18
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"A table presents statistical data, including means (M), standard deviations (SD), and 95% confidence intervals (lower and upper bounds). The data is organized by 'Dep. Variable' (NA or PA) and 'Ind. Variable' for categories like 'ADS performance' (high/low), 'IVIS usability' (good/bad), and 'IVIS aesthetics' (nice/ugly).\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_6_tab_9.png\"},{\"label\":\"table_cap\",\"bbox\":[482,514,684,529],\"text\":\"Table 4: Significant Affect Values.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,544,747,784],\"text\":\"Arousal. Analysis of GSR data revealed a significant main\\neffect for the within-subject factor IVIS usability ($f(1,38) =$\\n9.85, $p = .003$, $\\\\eta^{2} = .21$ ). Bad IVIS usability leads to significantly\\nmore peaks, thus arousal, than good usability. We further\\ncan observe a two-way interaction effect for IVIS usability\\nand ADS performance ($f(1,38) = 4.98$, $p = .032$, $\\\\eta^{2} = .12$ ). Descrip-\\ntive statistic show that if ADS performance is low and IVIS\\nusability is bad, participants are significantly more aroused\\nthan if ADS performance is high and IVIS usability is good.\\nHowever, when ADS performance is low although the IVIS\\nusability is good, the number of GSR peaks is also increasing.\\nNo further main effects for ADS performance or IVIS aes-\\nthetics, and also no further two- and three-way interaction\\neffects could be revealed by our statistical analysis (see Table\\n5 for descriptive statistics).\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[428,795,738,913],\"text\":\"
Dep. VariableInd. VariableMSD95% Confidence Interval
lowerupper
PeaksIVIS usability203.0665.66183.99222.14
good220.4578.46196.84244.07
bad220.4578.46196.84244.07
PeaksADS performance x IVIS usability194.2067.20167.22221.18
high & good222.9581.00190.55257.35
high & bad211.9577.71183.55240.35
low & good216.9577.71183.55250.35
low & bad216.9577.71183.55250.35
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"A statistical table displays mean (M), standard deviation (SD), and 95% confidence intervals (lower and upper bounds) for \\\"Peaks\\\" as a dependent variable. Data is presented for \\\"IVIS usability\\\" (good and bad) and for an interaction of \\\"ADS performance x IVIS usability\\\" (high & good, high & bad, low & good, low & bad).\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_6_tab_12.png\"},{\"label\":\"table_cap\",\"bbox\":[474,915,690,930],\"text\":\"Table 5: Significant Arousal Values.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,997,126,1013],\"text\":\"Paper 144\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,997,744,1013],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300374", "source_image_path": "test_data/3290605-3300374/3290605-3300374_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300374/results/output_json/3290605-3300374_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"sec_1\",\"bbox\":[69,124,143,140],\"text\":\"Trust (RQ2)\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,394,176],\"text\":\"To answer RQ2, we analyzed the subjective trust ratings as\\nwell as participants' braking behavior.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,184,395,458],\"text\":\"Trust Scale. Multivariate data analysis (using Pillai's Trace)\\nof users' trust (T) and distrust (DT) revealed a significant\\nmain effect for ADS performance $(\\\\nu = .29, F(2,45) = 9.02, p = .001)$ .\\nUnivariate tests on the dependent variables show signif-\\nicant effects for T $(F(1,46) = 18.07, p < .001, \\\\eta^2 = .28)$ and DT\\n$(F(1,46) = 15.09, p < .001, \\\\eta^2 = .25).$ While T is decreasing in condi-\\ntions of low ADS performance, DT is increasing. Contrarily,\\nT is increasing for high ADS performance and DT decreas-\\ning. We can report another main effect for IVIS usability\\n$(\\\\nu = .24, F(2,45) = 7.12, p = .002)$ . Also here, significant effects\\nfor T $(F(1,46) = 14.54, p < .001, \\\\eta^2 = .24)$ and DT $(F(1,46) = 9.48, p =$\\n.003, $\\\\eta^2 = .17)$ are visible. Descriptive data shows similar ef-\\nfects like for the between-subject factor ADS performance.\\nFurther, also IVIS aesthetics shows a significant main ef-\\nfect $(\\\\nu = .22, F(2,45) = 6.17, p = .004)$ . However, here only DT\\ncould be significantly decreased by a nice IVIS interface,\\n$(F(1,46) = 12.58, p = .001, \\\\eta^2 = .22), see Table 6).$\",\"reading_order\":4,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[71,474,390,651],\"text\":\"
Dep. VariableInd. VariableMSD95% Confidence Interval
lowerupper
ADS performance
Thigh3.910.213.344.36
low2.550.242.093.00
DThigh2.340.201.902.79
low3.560.243.114.01
IVIS usability
Tgood3.401.313.083.72
bad3.061.352.713.40
DTgood2.801.262.483.12
bad3.101.312.763.44
IVIS aesthetics
DTstrict2.811.262.493.13
ugly3.091.282.763.43
\",\"reading_order\":5,\"tags\":[],\"alt_text\":\"A statistical table displays means (M), standard deviations (SD), and 95% confidence intervals (lower and upper bounds) for dependent variables T and DT. These statistics are presented for independent variables ADS performance (high/low), IVIS usability (good/bad), and IVIS aesthetics (nice/ugly).\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_7_tab_5.png\"},{\"label\":\"table_cap\",\"bbox\":[131,653,330,669],\"text\":\"Table 6: Significant Trust Values.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,697,395,808],\"text\":\"Braking Behavior. Since braking data was not normal dis-\\ntributed we performed non-parametric tests. Mann-Whitney\\nU tests with Bonferroni correction ( $\\\\alpha$ = 0.025) were conducted\\nto confirm expected differences in braking behavior between\\nlow and high ADS performance. All braking parameters are,\\nacross all IVIS conditions, significantly higher in conditions\\nwith low than with high ADS performance (see Table 7 ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,395,954],\"text\":\"To compare the impact of the IVIS on braking behavior,\\nwe calculated separate Friedman tests for low and high ADS\\nperformance with Bonferroni correction ( $\\\\alpha$ = .008). The num-\\nber of brake actions differs only significantly for the group\\nof the low ADS performance $(x^2(3) = 11.04, p = .012)$ . Post-hoc\\nanalysis revealed significant differences only between good\\n& nice and bad & nice ( $p = .022$ ), which led to more brake ac-\\ntions. Further, also, braking duration is significantly different\\nin conditions with low ADS performance $(x^2(1) = 13.40, p = .004)$ .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,121,747,286],\"text\":\"
ADS performanceTest Statistic
IVISMdn (high)Mdn (low)Mann-Whitney-U test
Numberbad & nice05*U = 510, z = 4.73, p < .001
bad & ugly05U = 515, z = 4.83, p < .001
good & nice07U = 530, z = 5.12, p < .001
good & ugly06U = 510, z = 4.93, p < .001
Durationbad & nice02.65*
bad & ugly02.47U = 491, z = 4.39, p < .001
good & nice01.99*U = 438, z = 5.16, p < .002
good & ugly02.42*U = 511, z = 4.70, p < .001
bad & nice0.72U = 535, z = 5.19, p < .001
Intensitygood & nice0.72U = 511, z = 4.70, p < .001
good & ugly0.55U = 515, z = 4.79, p < .001
good & ugly0.65U = 519, z = 5.19, p < .001
\",\"reading_order\":9,\"tags\":[],\"alt_text\":\"This is a statistical table displaying \\\"ADS performance\\\" medians for \\\"high\\\" and \\\"low\\\" conditions, categorized by \\\"IVIS\\\" (bad/good and nice/ugly). It also presents \\\"Test Statistic\\\" results from Mann-Whitney-U tests, including U-values, z-scores, and p-values. The data is organized by \\\"Number\\\", \\\"Duration\\\", and \\\"Intensity\\\" metrics.\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_7_tab_9.png\"},{\"label\":\"table_cap\",\"bbox\":[420,288,747,323],\"text\":\"Table 7: Braking Behavior. Significances between vari-\\nables are indicated by '.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,340,747,434],\"text\":\"Post-hoc analysis revealed a significant difference only be-\\ntween good & nice, which shows lowest braking duration\\nmedian and bad & nice with the highest braking duration\\nmedian (p = .005), and additionally between good & nice and\\ngood & ugly (p = .022). For braking intensity, no significant\\neffects could be revealed.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,447,606,464],\"text\":\"User Experience x Trust (RQ3)\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,467,747,547],\"text\":\"To evaluate a potential correlation between the constructs\\nUX and trust we ran bivariate Pearson correlation anal-\\nyses of averaged correlation coefficients after Fisher's Z-\\nTransformation (see Table 8 ). Thereby, we applied Bonferroni\\nCorrection and adjust the significance level to $\\\\alpha = .016$ .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[490,571,676,746],\"text\":\"
Trust (T)Distrust (DT)
UX Qualities
AUT5*-48*
→ Beauty27-25
→ Goodness59*-57*
HQ37*-36*
PQ68*-66*
Needs
AUT25-16
COM30*-18
STI29-25
SEC75*-74*
Affect
NA0604
NA-79*8*
\",\"reading_order\":14,\"tags\":[],\"alt_text\":\"A table presents numerical correlation values for \\\"Trust (T)\\\" and \\\"Distrust (DT)\\\" across three main categories: \\\"UX Qualities,\\\" \\\"Needs,\\\" and \\\"Affect.\\\" Each category lists several sub-items, with numerical values and asterisks indicating statistical significance in the respective Trust and Distrust columns.\",\"figure_path\":\"tables/3290605-3300374_pdf_shortened_page_7_tab_14.png\"},{\"label\":\"table_cap\",\"bbox\":[420,747,747,794],\"text\":\"Table 8: Averaged correlations between measures af-\\nter z-transformation. Significances are indicated by $^*$\\n(Bonferroni-corrected).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,808,747,954],\"text\":\"Correlations. Participants' product quality perceptions show\\ncorrelations with the constructs trust (T) and distrust (DT, s.\\nTable 8 ). Although the overall perceived attractiveness (ATT)\\nand almost all sub components correlate positively with T and\\nnegative with DT, the sole perception of beauty does not\\ncorrelate significantly with T or DT. Regarding correlations\\nof participants' psychological needs, we can observe a signifi-\\ncant positive correlation of the need for security (SEC) and T,\\nand a negative correlation with DT. The need of competence\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 144\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 8\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300374/results/markdown/3290605-3300374_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,157,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[100,117,713,183],\"text\":\"SottoVoce: An Ultrasound Imaging-Based Silent\\nSpeech Interaction Using Deep Neural Networks\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[91,201,284,266],\"text\":\"Naoki Kimura\\n\\nThe University of Tokyo\\nTokyo, Japan\\n\\nkimura-naoki@g.cc.u-tokyo.ac.jp\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[331,201,477,266],\"text\":\"Michinari Koro\\n\\nThe University of Tokyo\\nTokyo, Japan\\nmchkono@acm.org\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[525,201,727,281],\"text\":\"Jun Rekimoto\\n\\nThe University of Tokyo\\nSony Computer Science Laboratories\\n\\nTokyo, Japan\\nrekimoto@acm.org\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_0_figure_007.png\",\"bbox\":[67,300,750,409],\"reading_order\":7,\"tags\":[],\"alt_text\":\"A multi-panel diagram illustrates a process beginning with a person's neck being scanned by an ultrasound transducer, which generates an ultrasound image. This image is then processed through a neural network architecture, producing a spectrogram, which subsequently appears on a smart display device.\"},{\"label\":\"figure_cap\",\"bbox\":[68,419,746,479],\"text\":\"Figure 1: SottoVoce silent voice system: an ultrasonic echo probe attached under the jaw that reads the internal situation\\nwhile the user is speaking without actually emitting a voice. By recognizing ultrasound images using deep convolutional\\nneural networks, the user's voice is resynthesized and can be used to control the existing speech interaction systems such as\\nsmart speakers.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,485,141,502],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,506,395,778],\"text\":\"The availability of digital devices operated by voice is expand-\\ning rapidly. However, the applications of voice interfaces are\\nstill restricted. For example, speaking in public places be-\\ncomes an annoyance to the surrounding people, and secret\\ninformation should not be uttered. Environmental noise may\\nreduce the accuracy of speech recognition. To address these\\nlimitations, a system to detect a user's unvoiced utterance\\nis proposed. From internal information observed by an ul-\\ntrasonic imaging sensor attached to the underside of the\\njaw, our proposed system recognizes the utterance contents\\nwithout the user's uttering voice. Our proposed deep neural\\nnetwork model is used to obtain acoustic features from a\\nsequence of ultrasound images. We confirmed that audio sig-\\nnals generated by our system can control the existing smart\\nspeakers. We also observed that a user can adjust their oral\\nmovement to learn and improve the accuracy of their voice\\nrecognition.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,484,525,502],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,506,746,572],\"text\":\"• Computing methodologies → Neural networks; • Human-\\ncentered computing → Interface design prototyping; Mo-\\nbile devices; Sound-based input / output; • Social and pro-\\nfessional topics → People with disabilities;\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,585,501,601],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,605,746,638],\"text\":\"silent speech, ultrasonic imaging, deep neural networks,\\nhuman-AI integration\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,647,554,661],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,661,746,750],\"text\":\"Naoki Kimura, Michitera Kono, and Jun Rekimoto. 2019. SottoVec:\\nAn Ultrasound Imaging-Based Silent Speech Interaction Using Deep\\nNeural Networks. In CHI Conference on Human Factors in Computing\\nSystems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland,\\nUK . ACM, New York, NY, USA, 11 pages. https://doi.org/10.1145/\\n3290605.3300376\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,771,550,789],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,792,747,952],\"text\":\"Smart devices that are controllable by speech (i.e., speech\\ninteraction) are being used in many situations. Smartphones,\\nsmart speakers, car-navigation systems, and various home\\nappliances can be controlled by speech and have presented\\nmany interactive potentials [47] . Speech interaction does not\\nrequire visual attention, and it can be used in a dark envi-\\nronment such as a bedroom. Owing to the recent progress of\\nspeech-recognition technology and the naturalness of speech\\nsynthesis, speech interaction is becoming an irreplaceable\\nprocess in human-computer interaction. Speech can also\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,790,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,898,273,910],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland Uk\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,913,274,924],\"text\":\"© 2019 Association for Computing Machinery.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,926,265,938],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":22,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,940,244,953],\"text\":\"https://doi.org/10.1145/3290605.3300376\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 146\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,220],\"text\":\"be used while the user of a speech-interaction device is per-\\nforming other tasks, such as driving, cooking, homeworking,\\nor using a traditional personal computer. For example, while\\nthe user is concentrating on a computer-screen and interac-\\ntion devices such as a keyboard and a mouse, they can still\\noperate other devices with voice interaction.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,221,395,380],\"text\":\"However, as for the speech interface, two challenges must\\nbe overcome. First, using the interface in public places presents\\nlimitations. In addition to being an annoyance to the sur-\\nrounding people, disclosing personal information or secret\\ninformation by uttering it in public is risky in terms of infor-\\nmation security. Next, it cannot be used in a noisy environ-\\nment, because the accuracy of speech recognition may be\\ndeclined. These issues are particularly acute when trying to\\nuse a speech interface to interact with wearables or mobile\\ncomputers.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,380,395,792],\"text\":\"To overcome these challenges, research on \\\"silent-speech\\nrecognition\\\" has been conducted [8] . For example, by apply-\\ning a method known as lip reading, images of the mouth\\nof the speaker or the entire face are captured by a camera,\\nand the content of the utterance is estimated from those\\nimages [52] . If the user could simply mouth the utterance\\nwithout actually voicing it, it would be possible to use such\\na voice interaction in public places. However, with the cam-\\nera method, it is necessary to install a camera in front of\\nthe face, and its form factor renders it unsuitable for wear-\\nables or mobile applications. Other approaches of the studies\\non \\\"non- audioizable murmur\\\" (NAM) [22, 42] attempts to rec-\\nognize utterances with a microphone or an accelerometer\\nworn on the skin or throat of the user. In this case, the user\\nspeaks with articulated respiratory sound without vocal-fold\\nvibration (namely, whispering). However, to be recognized\\naccurately by the system, a user's whispering voice tends\\nto be noticeable by other people nearby. Furthermore, some\\nstudies attempt to estimate speech by estimating the move-\\nment of muscles near the oral cavity by electromyography\\n(EMG) [33, 49] . However, the estimation of free utterances\\nwith EMG is still difficult; instead, it is a type of gesture\\nrecognition using the movement of the oral cavity. Thus, the\\nnumber of detectable commands is limited, and the user has\\nto learn new gesture skills instead of using their existing\\nspeaking skills.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,793,395,954],\"text\":\"Instead of using the above-described approaches, we fo-\\ncus on using ultrasonic imaging [11] . Ultrasonic-imaging\\ntechnology recognizes the internal status in the body by\\nmeasuring the reflection time of ultrasonic waves radiated\\ninto the body. This technology is widely used to grasp the\\ncondition of the internal organs for medical purposes. In re-\\ncent years, small and lightweight systems that can be directly\\nconnected to smartphones (e.g., Vscan Extend, General Elec-\\ntronic Company) have appeared. If it were possible to attach\\na small ultrasonic imaging head around the neck to sense\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,189],\"text\":\"the situation in the oral cavity and convert it to acoustic\\ninformation, it would be a useful device for communicat-\\ning with speech-capable devices without actually speaking\\naloud; namely, “silent voice interaction” would be possible.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,190,746,331],\"text\":\"Silent voice interaction by ultrasonic imaging demon-\\nstrates two potential advantages over other approaches. First,\\nthe ultrasonic-imaging head can be miniaturized, and it can\\nconstitute a device with an inconspicuous shape such as a col-\\nlar. It would be an important feature for designing wearable\\nsilent voice systems. Next, by recognizing the situation in\\nthe oral cavity, it would be possible to measure the movement\\nof the tongue, which cannot be observed from the outside. It\\nwould thus be possible to reproduce sound more accurately.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,332,747,553],\"text\":\"Studies have been conducted on silent speech using ultra-\\nsound imaging, but many of them are used in combinations\\nwith lip or face images; therefore, a camera must be placed\\nin front of the user [26] . This configuration presents a limi-\\ntation when it is used as a wearable interface device. Recent\\nresearchers have challenged to use deep neural networks\\nwith ultrasound imaging for silent speech [7, 51] ; however,\\nthey are not based on convolutional neural networks and are\\nnot validated with data retrieved from a mouth movement\\nwithout speaking. They are only validated with mouth move-\\nment when a user is actually emitting a voice. We present a\\nsignificant step forward using convolutional neural networks\\nand proof-of-concept validations via actual silent speech, in-\\nteracting with an unchanged smart speaker (Amazon Alexa).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,554,747,650],\"text\":\"Herein, a silent-voice interaction system called “SottoVoce”\\nbased only on ultrasonic images is described (Figure 1 ). By\\ncombining two types of deep neural networks, this system\\ncan be trained to generate voice signals from a sequence\\nof images captured from an ultrasonic-imaging device. Our\\ncontributions can be summarized as the following two topics:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,656,747,769],\"text\":\"• A two-level model of deep convolutional neural net-\\nworks to convert ultrasonic images to actual sounds is\\nproposed.\\n• As a proof of concept, a silent-voice system was devel-\\noped, and it was shown that the system could control\\na voice-controlled device (in this case, Amazon Echo)\\nwithout modifications.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,783,550,800],\"text\":\"2 RELATED WORK\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,802,506,820],\"text\":\"Silent Speech\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,823,746,887],\"text\":\"Silent-speech interfaces have been studied using various\\ntechnologies and methods [8, 31] . Lip reading [52] or facial\\nimages [12] can be used to estimate speech uttered by a\\nsubject without using audio information.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,888,746,953],\"text\":\"SilentVoice [17] is an ingressive speech approach that cap-\\ntures extremely soft speech. Electromagnetic articulogra-\\nphy (EMA) has been used to develop brain–computer inter-\\nfaces [5] and other interactive applications [53] . Magnets\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 146\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,746,1012],\"text\":\"Page 2\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,298],\"text\":\"can be attached to the subject to detect silent speech [14,\\n19, 23] . Electroencephalogram (EEG) [44] and Electromyo-\\ngraphy (EMG) [37, 49] are also typical methods for silent-\\nspeech recognition. Particularly, EMG has been applied for\\ninteractive purposes and applications concerning human–\\ncomputer interaction (HCI) [38] ; for example, controlling\\na web browser [32] . A recent example proposed by Kapur\\net al. [33] used multiple electrodes to sense neuromuscular\\nsignals of a subject in an internal speech. In addition to the\\nmethods introduced above, other human – facial electrical\\npotentials have been combined and measured [22, 48] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,299,395,443],\"text\":\"Ultrasound imaging has also been used for silent-speech\\nrecognition in the field of speech processing [9, 27] . In one\\nstudy, which focused on singing, sung vowels could be syn-\\nthesized based on the ultrasound and video of the lips [30] .\\nIn a similar study, a silent-speech interface using ultrasound\\nand optical images of the tongue and lips was developed [26,\\n28] . In another study, a mapping technique for automatically\\ngenerating animations of the tongue movement from raw\\nultrasound images was created [13] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,395,731],\"text\":\"Other approaches combine the techniques described above\\nwith deep neural networks, such as BCI applications [4] ,\\nmyoelectric signals [10] , and lip reading with long short-\\nterm memory (LSTM) [52] . Combining deep neural networks\\nand ultrasound imaging for silent-speech interfaces has also\\nbeen considered. For example, ultrasound imaging was used\\nto capture the tongue movement with such a combination\\nwith deep neural networks [7] . Moreover, the fundamental\\nfrequency (F0) curve, which had been considered unpre-\\ndictable, was estimated using a deep neural network [21] .\\nIn addition, it has been suggested that a global and visuo-\\nacoustic modeling approach called \\\"Eigentongues\\\" performs\\nbetter than tongue-contour modeling when using neural\\nnetworks [25] . A new benchmark for silent-speech research\\nbased on deep neural networks has also been proposed [31] .\\nThese approaches are still at the basic proof-of-concept level,\\nand none have been evaluated in terms of controlling the ex-\\nisting speech-interaction appliances such as smart speakers.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,731,395,826],\"text\":\"Following the prior approaches described above, we aim\\nto develop a system that allows silent speech to interact\\nwith voice-controlled devices and interactive purposes in a\\nHCI context. Furthermore, to improve the performance of the\\ndeveloped system, we aim for the interaction between human\\nand artificial neural networks for performance improvement.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,847,294,864],\"text\":\"Non-Auditory Inputs and Interaction\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,867,395,949],\"text\":\"EarFieldSensing [39] is a gesture-recognition technology\\nbased on electric-field sensing. CanalSense [3] senses changes\\nin air pressure in the ear canals that occur when the face is\\nmoved. Tongue-in-Cheek [18] senses the movement of the\\ntongue using the X-band Doppler radar for facial-gesture\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,156],\"text\":\"recognition. Other methods that use EMG [55] or combina-\\ntions of brain and muscle signal sensing [43] are also notable.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,157,747,316],\"text\":\"The techniques above have been utilized for arm-gesture\\nrecognition; however, an approach using ultrasound imaging\\nfor that purpose has been demonstrated, i.e., EchoFlex [40] .\\nIt is an interaction sensor that recognizes movements of the\\nforearm muscle using ultrasound imaging. The results of\\nthat study indicated that the sensor performed well and can\\npotentially be supplanted to other prior approaches. They\\nalso inspired the authors to consider using ultrasound imag-\\ning for silent-voice interaction using the inner part of the\\nmouth.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,333,610,350],\"text\":\"Interacting with Smart Devices\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,353,747,514],\"text\":\"Owing to the development of mobile and smart devices, we\\ncan now interact with them frequently through various meth-\\nods [35] . We may use our voice as an input method [47] , and\\nstudies to overcome issues concerning such voice-controlled\\nuser interfaces have been presented [41] . One typical inter-\\nface (a personal “ agent ” hereafter) is Amazon Echo, typically\\nknown as “ Alexa, ” with which people can communicate and\\nchat. The effect of this agent on people has been researched\\nextensively, and the results show that it is an effective agent\\nfor satisfying or influencing our lives [36, 45, 50] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,514,747,769],\"text\":\"The role of artificial intelligence (AI) has become more\\nimportant for tasks other than personal agents like Alexa,\\nand we now interact and collaborate with AIs; for example,\\nwhen sending text messages [24] and designing objects [16] .\\nThe hybrid existence and interaction of humans and AI is an\\nimpressive topic, which can overcome social issues and im-\\nprove the quality of our lives. Glove Talk II [15] , which was\\npresented in 1995, is a gesture-to-speech system that trans-\\nlates hand gestures into 10 control parameters of a speech\\nsynthesizer using neural networks. However, to use the sys-\\ntem, the user requires a long-term training of approximately\\n100 hours. In the present study, referring to this work, we\\napply the recently improved technologies of deep-neural\\nnetworks to create the hybrid interaction of humans and AI,\\nwhere the user (a human) learns to adapt and utilize the AI\\nsystem to achieve a better interaction.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,785,709,801],\"text\":\"3 SYSTEM ARCHITECTURE OF SOTTOVOCÉ\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,805,747,950],\"text\":\"The architecture of the proposed system for generating sound\\nfrom ultrasonic images is shown in Figure 2 . In general, the\\ngoal of the system is to transfer certain sequence represen-\\ntations (in this case, ultrasonic images) into other sequence\\nrepresentations (in this case, speech). This goal is similar\\nto that of text-to-speech systems [54] , voice-transfer sys-\\ntems [2] , and lip reading or face-to-voice systems [12] . In-\\nspired by these systems, the proposed system uses two neural\\nnetworks.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 146\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_3_figure_002.png\",\"bbox\":[105,121,714,361],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This diagram illustrates a system that translates an ultrasonic image sequence of the throat into a synthetic wave signal for voice-controllable devices. Neural Network 1 processes the image sequence to generate an audio feature vector (Mel-scale spectrum), which is then refined by Neural Network 2. The final output is a wave signal and audio feature vectors that can control devices like smart speakers, with the system trained using combined ultrasonic image movies and audio data.\"},{\"label\":\"figure_cap\",\"bbox\":[306,375,507,391],\"text\":\"Figure 2: SottoVoce system overview\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_3_figure_004.png\",\"bbox\":[74,403,386,519],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A person in a blue shirt holds a white, handheld device against their throat or chin area. The image presents two views of this action: a side profile on the left and a front-facing view on the right, focusing on the person's upper torso and head.\"},{\"label\":\"figure_cap\",\"bbox\":[131,525,330,541],\"text\":\"Figure 3: Ultrasonic imaging probes\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,551,395,775],\"text\":\"The first neural network ('Network 1' in Figure 2) transfers\\na time series of ultrasonic images to a sound-representation\\nvector. We used a 64-dimensional Mel-scale spectrum with\\nthe frequency range of 300 Hz to 8,000 Hz , sampled every\\n20 ms , as a sound-representation vector. Subsequently, the\\ntranslated sound representations constitute a series of sound-\\nrepresentation vectors (i.e., a spectrogram). This sound spec-\\ntrogram can be converted to an audio signal. In addition,\\nto refine the quality of those vectors, they are also trans-\\nferred by the next neural network ('Network 2' in Figure 2),\\nwhich generates a series of sound-representation vectors of\\nthe same length as that of the input sound-representation\\nvectors. Finally, the output vectors are converted to an actual\\naudio signal.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,776,395,839],\"text\":\"These two networks are speaker dependent; accordingly,\\nto train them, the system requires a set of ultrasonic-imaging\\nvideos captured while the user speaks various speech com-\\nmands.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,852,233,869],\"text\":\"Ultrasonic Imaging Device\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,872,395,953],\"text\":\"The CONTEC MS600P2 Full Digital B-Ultrasonic Diagnos-\\ntic System was used as the ultrasonic-imaging device. A user\\nattaches a 3.5-MHz convex-type ultrasonic imaging probe\\nunder the jaw (Figure 3). This system provides a screen out-\\nput port to be connected to the display monitor. In addition,\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,664,747,713],\"text\":\"a display-digitizing unit was used for converting the signal\\nsent to the display to an MPEG-4 movie file. Figure 4 shows\\nthe obtained ultrasonic image.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_3_figure_011.png\",\"bbox\":[476,405,690,618],\"reading_order\":11,\"tags\":[],\"alt_text\":\"This is an ultrasound image displaying a cross-section of the human tongue. The image highlights the tongue surface, tongue root, and tongue tip, with a hyoid shadow visible below. The tongue appears as a curved, lighter gray structure against a darker background.\"},{\"label\":\"figure_cap\",\"bbox\":[420,627,745,657],\"text\":\"Figure 4: Obtained ultrasonic image from probes attached to\\nthe jaw from underneath.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,713,746,793],\"text\":\"We found a delay of ultrasonic images and sound captur-\\ning. To compensate for this delay, we examined the corre-\\nsponding utterance and tongue movement in the video and\\nestimated a delay of 300 ms. We subsequently adjusted to\\nthis delay in the training data.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,804,488,821],\"text\":\"Network 1\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,825,748,953],\"text\":\"Network 1 uses a series of $K$ ultrasonic images (size of\\n$128 \\\\times 128$ , monochrome) as the input and generates an $n$ -\\ndimensional sound representation (Mel-scale spectrum) as\\nthe output. Currently, $K$ of 13 and $n$ of 64 are used. Because\\nthe frame rate of the ultrasonic images is 30 frames per sec-\\nond, the duration of $K$ ultrasonic images is thus 400 ms. This\\ntime duration covers the static and motion features of the\\nutterance. Samples of the ultrasonic images are shown in\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 146\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_4_figure_002.png\",\"bbox\":[90,117,726,237],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A horizontal sequence of seven grayscale images illustrates a dynamic process over a time interval from 0 to 250 milliseconds. The frames show a light, textured area that changes shape, with a darker region appearing to move in from the left. A partial circular feature is visible at the bottom of each frame.\"},{\"label\":\"figure_cap\",\"bbox\":[156,257,657,273],\"text\":\"Figure 5: A series of ultrasonic images of the throat of a subject about to pronounce \\\"Alexa.\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_4_figure_004.png\",\"bbox\":[94,291,363,458],\"reading_order\":4,\"tags\":[],\"alt_text\":\"The figure displays two time-aligned data streams: a sequence of ultrasonic tongue images at the top and an audio spectrogram at the bottom. A red box highlights one ultrasonic image (representing 1/30 second) and its corresponding 20ms segments within the audio spectrogram. The spectrogram illustrates 64 frequency bands over time.\"},{\"label\":\"figure_cap\",\"bbox\":[68,471,394,516],\"text\":\"Figure 6: Representation of training data. K-sized ultra-\\nsonic images are paired with the corresponding sounds (Mel-\\nsaled sound vectors).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,587],\"text\":\"Figure 5. The K-size image sequence is prepared repeatedly\\nsuch that one Mel-scale spectrum is created every 20 ms (i.e.,\\nthe hop size is 20 ms) (Figure 6 ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,587,395,651],\"text\":\"A sound-representation vector corresponding to the time\\nposition at the center of each ultrasonic-image sequence\\nis extracted from the audio signal data, and Network 1 is\\ntrained to generate it.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,650,398,794],\"text\":\"Network 1 is based on a convolutional neural network\\n(CNN). It comprises four layers: Conv2D - LeakyReLU - Dropout\\n- BatchNormalization , followed by six layers: Flatten - Dense\\n- LeakyReLU - Dropout - Dense - LeakyReLU . The output\\nsize of Network 1 is the same as the length of the sound-\\nrepresentation vector (i.e., 64). Both input images and output\\nvectors are normalized to 0 to one, respectively. The loss\\nfunction is the mean-squared error, and the optimizer is\\nAdam [34] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,805,136,822],\"text\":\"Network 2\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,395,954],\"text\":\"To improve the sound quality, Network 2 uses a sequence\\nof sound-representation vectors and generates a sequence\\nof sound-representation vectors with the same length as the\\ninput. This model comprises a bank of one-dimensional (1-D)\\nconvolutional filters (Conv1D), with a kernel size from 1 to\\n$M$ ( $M=8$ is currently used), followed by the U-Network [46]\\nwith the three layers of Conv1D-MaxPooling(strides=2)-\\nLeakyReLU-Dropout , and thrice of DeConv1D-Concatenate\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,535,747,615],\"text\":\"(Figure 7). The 1-D convolutional bank explicitly models\\nthe local and contextual information of the input sequence.\\nThe following U-Network also improves the quality of the\\naudio sequence with precise localization. Finally, the network\\ngenerates Mel-scale spectrum vectors.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_4_figure_012.png\",\"bbox\":[423,291,743,435],\"reading_order\":12,\"tags\":[],\"alt_text\":\"This diagram illustrates a U-Net architecture designed for processing audio feature vectors, specifically Mel-Spectrum sequences. It shows an input Mel-spectrum sequence passing through a 1D-Convolution Bank, then into an encoder-decoder structure with 1D-Convolution Networks and 1D-Deconvolution Networks, including skip connections, to produce an output Mel-spectrum sequence.\"},{\"label\":\"figure_cap\",\"bbox\":[421,448,746,508],\"text\":\"Figure 7: Network 2 improves the quality of generated Mel-\\nsaled spectrum sequences. (Note: for the consistency with\\nthe illustration of the neural networks, the time axis of the\\naudio-feature vector is shown as the vertical axis.)\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,615,747,727],\"text\":\"To train Network 2, Network 1 was used to create Mel-\\nscale spectrum vectors from the images of a training ultra-\\nsonic video clip as the input, and the same length Mel-scale\\nspectrum vectors from the audio of the same training video\\nclip as the output. Similarly, in the case of Network 1, the\\nmean-squared error was used as a loss function, and Adam\\nwas used as an optimizer.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,728,747,776],\"text\":\"For simplicity, the time durations of the input and output\\nwere fixed to the same value (currently, 3.68 s is used). This\\nduration encompasses many typical speech commands.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,789,533,804],\"text\":\"Sound generation\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,807,747,888],\"text\":\"Following the neural-networks processing, a sequence of\\nMel-scale-spectrum sound-representation vectors is converted\\nto an audio signal using the Griffin Lim algorithm [20] . This\\nconversion is possible from the output of Network 1 or the\\noutput of Network 2.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,889,747,953],\"text\":\"For testing, the generated audio signals are transmitted\\nfrom an audio speaker, and they can be used to control nearby\\nsound-controlled devices such as a smart speaker. We are\\nalso considering taking the audio-waveform signal directly\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 146\",\"reading_order\":19,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 5\",\"reading_order\":20,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_5_figure_002.png\",\"bbox\":[77,120,385,268],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A young East Asian male wearing glasses and a blue shirt holds an ultrasound transducer to his chin. He is seated in front of a white wall, with a laptop to his left and a large computer monitor displaying scientific graphs and medical imaging data to his right.\"},{\"label\":\"figure_cap\",\"bbox\":[85,278,375,295],\"text\":\"Figure 8: Apparatus used for training and evaluating.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,325,394,357],\"text\":\"as the audio input information of the speech-controllable\\ndevice without actually reproducing it as a sound wave.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,371,124,388],\"text\":\"Training\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,391,395,534],\"text\":\"As for preparing the training data, two collaborators, (28-year\\nold male and 24-year old male) were attached with an ultra-\\nsonic imaging probe under their jaws, and were instructed to\\nutter various speech commands. Approximately 500 speech\\ncommands were collected from each collaborator (Table ?? ).\\nFor each command, as well as the voice utterance, a video of\\nthe ultrasonic images was recorded. The training session was\\napproved by the research ethics committee of the author's\\ninstitution.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,534,394,599],\"text\":\"The recorded video was used to train Network 1. The\\nultrasonic images were rescaled to $128\\\\times128$ and used as\\ninputs. The corresponding utterance voice was converted to\\na Mel-scale spectrum and used as outputs.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,599,394,677],\"text\":\"The number of test sets for Network 2 was the same as\\nthe number of trained video files (approximately 500). To\\nincrease the number of test sets, data augmentation by apply-\\ning Gaussian noise to the input Mel-scale spectrum vectors\\nwas used.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,677,394,742],\"text\":\"As our model is speaker dependent, both Network 1 and\\nNetwork 2 are trained for each speaker. Network 1 is trained\\nfirst and subsequently used to create the dataset for training\\nNetwork 2.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,755,216,773],\"text\":\"Implementation Details\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,777,394,888],\"text\":\"The above-described network models were implemented\\nbased on the Keras [6] deep-learning platform with Tensor-\\nflow [1] as the backend, and an NVIDIA GeForce 1080ti of the\\nGPU board. Training Network 1 with 500 speech commands\\n(which creates 35,000 training data pairs for Network 1) re-\\nquired approximately 4 h. Training Network 2 required less\\nthan an hour.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,394,953],\"text\":\"As the ultrasonic-imaging device cannot be connected di-\\nrectly to the Ubuntu machine that runs the neural networks,\\na simple server-client program was developed. It connects\\nthe computer that controls the ultrasonic imaging device to\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,172],\"text\":\"the computer that operates the neural networks. The gen-\\nerated audio signals are sent back to the computer with the\\nultrasonic-imaging device.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,172,746,252],\"text\":\"To process ultrasonic images at/with duration/intervals\\nof 3.68 s, 2.36 s is required for the neural networks to pro-\\ncess the images. The total processing time (including video\\nprocessing, neural networks processing, and conversion of\\nthe Mel-scale spectrum to an audio wave) was 2.61 s.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,263,502,278],\"text\":\"4 RESULTS\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,283,746,506],\"text\":\"The results of converting the ultrasonic images to sound are\\nshown in Figure 9 . In the figure, the top-row graphs show the\\nsound-representation vectors (a Mel-scale spectrogram), and\\nthe bottom-row graphs are the corresponding waveforms.\\nThe graph labeled Net1 is the result of Network 1, that la-\\nbeled Net2 is the result of Network 1 + Network 2, and that\\nlabeled \\\"original\\\" is the wave data encoded as a Mel-scale\\nspectrogram and decoded back to the waveform. Thus, the\\nlast one is regarded as the ground-truth of the training. Al-\\nthough the difference between the outputs of Network 1\\nand Network 2 was unclear, we observed that the sound\\ngenerated by Network 2 was better than that generated by\\nNetwork 1 (Examples of the output audio signals are given\\nin the supplemental video.)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,507,746,586],\"text\":\"It is noteworthy that both Network 1 and Network 2 gen-\\nerate natural intonation, which is typically considered to be\\ncaused by vocal-fold vibration, not by the internal situation.\\nThis result might suggest that the neural networks learn the\\ncontext of the speech.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,587,746,745],\"text\":\"The generated sounds emitted from the computer's speaker\\nwere subsequently tested with an existing (unchanged) smart\\nspeaker (Amazon Echo and Amazon Echo Show), and this\\ntest confirmed that the generated sounds can control smart\\nspeakers. The speech commands used for training and test-\\ning were typical Amazon Alexa commands. For this test, the\\nparticipants spoke the following four commands, five times\\neach (20 utterances in total): “Alexa, play music,” “Alexa,\\nwhat's the weather like,” “Alexa, what time is it,” and “Alexa,\\nplay jazz.”\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,746,857],\"text\":\"Table 1 lists the recognition success ratio of Network 1,\\nNetwork 1 + Network 2, and the original (Mel-scale encoded\\nand decoded) as a ground truth. We confirmed that the combi-\\nnation of Network 1 and Network 2 improves the recognition\\nrate. We also noticed that the trigger word ( “ Alexa ” ) is always\\nregenerated clearly. This may because that word is simply\\nthe most pronounced word in the training set.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,746,953],\"text\":\"We also performed the word error rate (WER) measure test\\nusing Google's cloud speech-to-text engine [29] and the same\\nenvironment used for the recognition measurement of smart\\nspeakers. The WER was 20.61 % , 41.03 % , and 33.56 % for GT,\\nNetwork 1, and Network 2, respectively (mean of a total of 40\\nspeech commands from two users from Table 1 ). We believe\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 146\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 6\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_6_figure_002.png\",\"bbox\":[106,129,702,391],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image displays a 2x3 grid of audio visualizations, with spectrograms in the top row and waveforms in the bottom row. The columns are labeled \\\"Net1\\\", \\\"Net2\\\", and \\\"original\\\" (top right) or \\\"mel encidec\\\" (bottom right), showing distinct patterns over time and frequency or amplitude. All plots span approximately 3.5 seconds.\"},{\"label\":\"figure_cap\",\"bbox\":[68,405,747,453],\"text\":\"Figure 9: Results of the training (shown as waves and Mel-scale spectrogram): Net1: Network 1 results; Net2: Network 2 results;\\noriginal: original voice encoded by Mel-scale spectrogram and decoded to an audio signal. This is the “ ground-truth ” of this\\ntraining.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_6_figure_004.png\",\"bbox\":[109,466,703,731],\"reading_order\":4,\"tags\":[],\"alt_text\":\"The image presents a 2x3 grid of plots comparing generated audio signals (\\\"Net2\\\") with an \\\"original\\\" signal. The top row displays spectrograms showing frequency (0-6000 Hz) over time (0-3.5 sec), while the bottom row shows corresponding audio waveforms depicting amplitude over the same time duration. The plots labeled \\\"Net2\\\" show visual differences from the \\\"original\\\" plots in both their spectrogram and waveform representations.\"},{\"label\":\"figure_cap\",\"bbox\":[68,745,746,791],\"text\":\"Figure 10: Comparison of Generated Sounds. Left: Network 2 results from ultrasonic images while a user is emitting a voice;\\nMiddle: Network 2 results from ultrasonic images without emitting a voice; Right: the original (Mel-scale spectrogram en-\\ncoded/decoded) voice\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,802,394,916],\"text\":\"that this will also serve as evidence for the effectiveness of\\nNetwork 2. Through these studies, we found that commands\\nsuch as “what’s the weather like?” had a high recognition\\nrate for all conditions, while commands with shorter terms\\nsuch as “play jazz” performed much worse. This may suggest\\nthat the longer commands are easier for Network 2 to obtain\\nthe contexts.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[440,800,726,868],\"text\":\"
User AUser Bave.
Network 160.0%25.0%42.5%
Network 1 + Network 265.0%65.0%65.0%
GT90.0%90.0%90.0%
\",\"reading_order\":7,\"tags\":[],\"alt_text\":\"This image is a table displaying performance percentages for \\\"User A\\\", \\\"User B\\\", and their \\\"ave.\\\" (average). The rows represent \\\"Network 1\\\", \\\"Network 1 + Network 2\\\", and \\\"GT\\\", with corresponding percentage values for each.\",\"figure_path\":\"tables/3290605-3300376_pdf_shortened_page_6_tab_7.png\"},{\"label\":\"table_cap\",\"bbox\":[420,868,746,933],\"text\":\"Table 1: Speech-recognition success ratio in tests with\\nan unchanged existing smart speaker ( “ GT ” means\\nMel-scale encoded/decoded from the original voice\\ndata, regarded as the ground truth of the training).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 146\",\"reading_order\":9,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 7\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300376", "source_image_path": "test_data/3290605-3300376/3290605-3300376_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300376/results/output_json/3290605-3300376_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"sec_1\",\"bbox\":[69,123,295,155],\"text\":\"5 END-TO-END EVALUATION AND\\nOBSERVATIONS\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,160,394,256],\"text\":\"The real end-to-end silent voice to audio conversion was\\nexamined. In this case, a user is asked to mouth a speech\\ncommand without actually emitting a sound, and the oral\\ncavity movement is record by an ultrasonic imaging probe.\\nThe obtained image sequence is subsequently translated to\\na voice by the proposed system.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,256,395,463],\"text\":\"We asked the participants to speak as silently as possi-\\nble (not to vibrate their vocal cords) and to try to speak as\\nsimilar as possible when they speak with sound. However,\\nwe did not ask them to hold their breaths. Consequently, a\\ncase occurred where a small leaked sound was audible. To\\nclarify this situation, we measured the level of the emitted\\nsound level from the participant by following the evalua-\\ntion method of SilentVoice [17] . We used a noise meter that\\nhas the same specifications (min range 30 dB, 1.5 dB error)\\nplaced 30 cm away, in a room with a background noise level\\nof 31.0 dB(A) . The mean of the peak sound level of 20 mea-\\nsurements (typical Alexa speech commands) was 37.14 dB(A),\\nwhich is lower than that of soft whispering.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,463,394,526],\"text\":\"Figure 10 shows the comparison of the generated sound\\nwhen a user is emitting a voice and when a user is not emit-\\nting a voice (please refer to the supplemental video for the\\nactual generated sounds).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,527,395,638],\"text\":\"Initially, the result was unsatisfactory. We first expected\\nthat the movement in the oral cavity without emitting a\\nvoice (Figure 10 (middle)) is the same as that when the user\\nactually emits a voice (Figure 10 (left)); however, a subtle\\ndifference was found between them, and the sound quality\\ngenerated by the image-without-voice was not as good as\\nthat generated by the image-with-voice.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,639,394,751],\"text\":\"However, the following interesting phenomenon was ob-\\nserved. As the user can also listen to the generated sound\\ngenerated by the image-without-voice, the user attempted\\nto change the mouth movement to obtain a slightly better\\nresult. After several trials, the quality of generated sound im-\\nproved. In this case, it is considered that the users improved\\ntheir own skills in silent voicing.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,776,179,792],\"text\":\"6 DISCUSSIONS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,796,253,814],\"text\":\"Incremental Voice Generation\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,817,395,946],\"text\":\"In our current design, the obtained ultrasonic-image se-\\nquences were converted to a voice at the granularity of the\\nspeech command (approximately 3.6 s). This is because Net-\\nwork 2 uses a fixed-length voice-representation sequence.\\nHowever, based on the observation of the users' practice, it\\nshould be better to generate sounds incrementally, such that\\nthe user can have a tighter feedback loop for learning oral\\nmovements for generating a better voice.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300376_pdf_shortened_page_7_figure_011.png\",\"bbox\":[445,99,723,334],\"reading_order\":11,\"tags\":[],\"alt_text\":\"A person with dark, shaggy hair and glasses wears a light blue collared shirt. A white device is strapped under their chin, with a blue earpiece and wires visible on their right ear. The background is plain white.\"},{\"label\":\"figure_cap\",\"bbox\":[421,340,746,372],\"text\":\"Figure 11: Future Image: possible configuration of an ultra-\\nsonic probe and an open earphone\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,385,741,401],\"text\":\"Continuous Ultrasonic-Wave Emission into the Body\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,404,747,517],\"text\":\"The effect on human organs when ultrasonic waves are emit-\\nted continuously into the body is unknown. However, we\\nmay be able to combine a simple triggering mechanism to\\nstart and stop the emission of ultrasonic waves. For example,\\nthe combination of an accelerometer and a microphone in\\nthe device can detect jaw movements for starting the (silent)\\nvoice command without actually emitting a voice.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,529,618,545],\"text\":\"Cure for Vocal Cord Disabilities\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,549,747,629],\"text\":\"We also expect people with damaged vocal cords to use our\\nresearch. As described in the Human-AI integration section,\\npeople will be able to learn how to correctly control their\\nmouth and tongue to generate sound, even though their\\nvocal cords do not work.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,642,630,660],\"text\":\"Combining with Other Modalities\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,662,747,744],\"text\":\"Finally, it should be mentioned that this research is not in-\\ntended to exclude other modalities. Combining the informa-\\ntion of EMG, accelerometers, and NAM microphones may\\nimprove the quality of speech recognition. Investigating the\\ncombination of these modalities is subject of future research.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,757,560,774],\"text\":\"Human-AI integration\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,777,747,888],\"text\":\"The above-described observation suggests that an interesting\\nrelationship exists between humans and AI. Rather than\\nconsidering AI as an autonomous or separated entity, we may\\nbe able to regard AI as a part of humans. Hence, even when\\nthe initial performance of the (artificial) neural networks is\\nnot perfect, a user can gradually learn and improve their\\nperformance.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,888,747,953],\"text\":\"This is similar to how people learn fundamental skills.\\nWhen we learn utterance, the coordination of the motor\\ncortex that drives the oral cavity, tongue, and vocal folds,\\nand the auditory cortex forms a tight loop to obtain better\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 146\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 8\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300376/results/markdown/3290605-3300376_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,135],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[82,118,731,215],\"text\":\"Assessing the Accuracy of Point & Teleport\\nLocomotion with Orientation Indication for Virtual\\nReality using Curved Trajectories\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[109,234,707,313],\"text\":\"Markus Funk, Florian Müller, Marco Fendrich, Megan Shene, Moritz Kolvenbach, Niclas Dobbertin,\\nSebastian Günther, Max Mühlhäuser\\nTU Darmstadt\\nHochschulstraße 10, 64289 Darmstadt\\nlastname@tk.tu-darmstadt.de\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_0_figure_005.png\",\"bbox\":[65,328,750,516],\"reading_order\":5,\"tags\":[],\"alt_text\":\"A split panoramic image shows a person from behind wearing a VR headset and holding a controller, casting a blue beam into a low-poly virtual world with floating islands and trees. The virtual environment extends to the right, where another person, also in a VR headset, stands facing a virtual building, with a blue line connecting the two perspectives in the scene.\"},{\"label\":\"figure_cap\",\"bbox\":[68,526,746,571],\"text\":\"Figure 1: A user is teleporting herself in a Virtual Environment using the Curved Teleport . It allows her to teleport around an\\nobstacle and graphically choose the orientation, which she wants to face after teleportation only by using the curved trajectory\\nvisualization with orientation indication, and without having to turn her body in the physical world.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,577,141,595],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,598,394,758],\"text\":\"Room-scale Virtual Reality (VR) systems have arrived in\\nusers' homes where tracked environments are set up in lim-\\nited physical spaces. As most Virtual Environments (VEs)\\nare larger than the tracked physical space, locomotion tech-\\nniques are used to navigate in VEs. Currently, in recent VR\\ngames, point & teleport is the most popular locomotion tech-\\nnique. However, it only allows users to select the position\\nof the teleportation and not the orientation that the user is\\nfacing after the teleport. This results in users having to man-\\nually correct their orientation after teleporting and possibly\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,579,747,689],\"text\":\"getting entangled by the cable of the headset. In this paper,\\nwe introduce and evaluate three different point & teleport\\ntechniques that enable users to specify the target orientation\\nwhile teleporting. The results show that, although the three\\nteleportation techniques with orientation indication increase\\nthe average teleportation time, they lead to a decreased need\\nfor correcting the orientation after teleportation.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,703,525,720],\"text\":\"CCS CONCEPTS\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,724,748,757],\"text\":\"• Human-centered computing → Virtual reality: Point-\\ning . User studies;\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,771,502,788],\"text\":\"KEYWORDS\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[421,792,746,824],\"text\":\"Virtual Reality, Locomotion, Teleportation, Orientation Indi-\\ncation, Virtual Environments, Point & Teleport\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[421,835,554,850],\"text\":\"ACM Reference Format:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,851,747,952],\"text\":\"Markus Funk, Florian Müller, Marco Frendich, Megan Shene, Moritz\\nKolvenbach, Nicolas Dobbert, Sebastian Günther, Max Mülhäuser.\\n2019. Assessing the Accuracy of Point & Teleport Locomotion with\\nOrientation Indication for Virtual Reality using Curved Trajectories.\\nIn CHI Conference on Human Factors in Computing Systems Proceed-\\nings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK . ACM, New\\nYork, NY, USA. 12 pages. https://doi.org/10.1145/3290605.330377\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,777,394,883],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,884,274,896],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":17,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,898,392,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":18,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,938],\"text\":\"ACM ISBN 978-1-4503-5970-2/19/05...$15.00\",\"reading_order\":19,\"tags\":[\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[70,940,244,952],\"text\":\"https://doi.org/10.1145/3290605.3300377\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1013],\"text\":\"Paper 147\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,123,197,139],\"text\":\"1 Introduction\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,144,394,271],\"text\":\"While walking naturally has been known to be the most\\nimmersive [33, 35] and least discomforting [21, 27] active\\nlocomotion technique [17] for navigating through VEs, walk-\\ning naturally is challenging as VR systems have a limited\\ntracking space. Thus, research in VR locomotion focused on\\ncreating locomotion techniques that account for these spa-\\ntial mismatches between wide and spacious VEs and limited\\nphysical spaces [43] .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,271,395,541],\"text\":\"Teleportation, especially point & teleport [11] , is a very\\npopular locomotion technique, that overcomes the problem\\nof confined physical spaces by enabling users to teleport to\\nselected target positions using a hand-held controller. While\\nit has been argued that teleportation is an unnatural type\\nof movement [10] and that users do not gain spatial knowl-\\nedge of the VE when teleporting [3] , combining teleportation\\nand real walking does not lead to a mismatch of physical\\nmovement and virtual movement [25] . Traditionally, the\\nstate-of-the-art point & teleport locomotion technique uses\\na parabola shaped visualization for selecting the target posi-\\ntion and does not allow for selecting the user's orientation\\nwhile teleporting. Therefore, the users are required to physi-\\ncally turn their bodies to adjust their orientation after each\\nteleport. However, with the currently still tethered head-\\nmounted displays (HMDs) , this can result in users getting\\nentangled in their HMDs' cables.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,542,394,797],\"text\":\"To overcome this, Bozgeyikli et al. [ 11 ] introduced a point\\n& teleport technique that allows users to specify their orien-\\ntation while teleporting, and compared it to the traditional\\npoint & teleport technique. While their findings from a study\\nusing a maze escape task favor the traditional point & tele-\\nport approach, in this paper, we aim to revisit the idea of\\nincluding orientation indication into point & teleport loco-\\nmotion using a target acquisition task. This task requires\\nusers to precisely control their orientation, to compare five\\npoint & teleport techniques: two traditional point & teleport\\ntechniques ( Linear Teleport and Parabola Teleport ), the origi-\\nnal orientation indication teleport by Bozgeyikli et al. [ 11 ]\\n( AngleSelect Teleport ), and two novel teleportation techniques\\n( Curved Teleport and HPCurved Teleport ) using curved tra-\\njectories to select and indicate the user's orientation after\\nteleporting (see Figure 1 ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,797,394,909],\"text\":\"The contribution of this paper is two-fold. First, we intro-\\nduce two novel point & teleport techniques with orientation\\nindication using curved trajectories. Second, through a con-\\ntrolled lab study, we evaluate the two proposed teleportation\\ntechniques and compare them with two baseline teleporta-\\ntion techniques and one point & teleport technique with\\norientation indication from the literature.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,123,550,139],\"text\":\"2 RELATED WORK\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,144,746,209],\"text\":\"In this section, we provide an overview about relevant re-\\nlated locomotion techniques for navigating through VEs. We\\nassign the approaches to two groups: general locomotion\\ntechniques for VEs and point & teleport locomotion.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,223,588,240],\"text\":\"Virtual Reality Locomotion\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,244,768,339],\"text\":\"From walking in place [39] , moving tiles [19] , powered shoes [20] ,\\nleaning in chairs [23] , using fingers [22, 47] or controllers\\nto simulate walking [32] - many locomotion techniques for\\nnavigating through VEs have been introduced. They all have\\nthe goals of efficiently enabling locomotion for users in VR\\nwithout causing discomfort or simulator sickness [27] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,340,747,545],\"text\":\"As it is known that real walking is more immersive com-\\npared to other locomotion techniques [33, 35, 40] , more and\\nmore locomotion techniques for navigating through VEs\\nfocused on enabling the users to walk naturally, while con-\\nsidering the space constraints of the physical environment.\\nA prominent and well researched [29] example is the redi-\\nrected walking technique [34] that was first introduced by\\nRazzaque et al. [31] . Here users are made believe to walk a\\nstraight line but are subconsciously steered to walk in circles\\nto make the physical space feel endless. This has been used\\nin many demonstrations [37] and has even been validated\\nfor curved virtual paths [24] and for giving impulses with\\nelectronic muscle stimulation [1] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,546,746,673],\"text\":\"In contrast, step-to-place [9] , tap-in-place [30] , or walk-in-\\nplace [39] systems enable users to walk, while constraining\\nthem to stay in the same physical position [18] . The most\\nprominent example is treadmill systems that are meanwhile\\navailable commercially (e.g. the Cyberth Virtualizer $^1$ or the\\nVirtuix Omni $^2$ ). However, these systems cannot meet the\\nfeeling of real walking [40, 42] , require space in a user's\\nhome, and are still expensive.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,673,746,833],\"text\":\"Other techniques make intelligent use of the available\\nphysical space. For instance, Wilson et al. [44] are explor-\\ning different translational gains for moving in VEs to make\\na room seem larger. Another technique to trick users into\\nbelieving that their interaction space is much larger, is the im-\\npossible spaces technique [38] . Here, multiple virtual rooms\\nhave self-overlapping architecture using the same physical\\nspace multiple times. This technique can be used to generate\\ndynamic layouts for infinite walking in VEs [41] and further\\nbe improved by predicting a user's walking direction [28] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,834,746,899],\"text\":\"Similar to a minimap navigation, the Worlds in Minia-\\nture (WIM) locomotion technique that was introduced by\\nStoakley et al. [36] in 1995 lets users move in a miniature\\nmodel of the VE without motion sickness [4] . It was equipped\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,923,744,938],\"text\":\"$^{1}$Cyberith Virtualizer - https://www.cyberith.com/ (last access 09-21-2018)\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[421,938,679,951],\"text\":\"$^{2}$Virtuix Omni - www.virtuix.com/ (last access 09-21-2018)\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,968,126,984],\"text\":\"Paper 147\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,968,745,984],\"text\":\"Page 2\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_2_figure_002.png\",\"bbox\":[75,123,382,207],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image illustrates a VR controller being used for pointing. Panel (a) shows a hand holding a VR controller with a blue ray extending from it and arrows indicating rotational movement, highlighting a blue button. Panel (b) depicts a simplified human figure wearing a VR headset, using the controller to point a blue dashed ray towards a distant orange target.\"},{\"label\":\"figure_cap\",\"bbox\":[68,221,394,266],\"text\":\"Figure 2: A user is using the Linear Teleport to move onto a\\ntarget. The orientation that the user is facing is the forward\\nvector of the straight teleport line.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,295,395,377],\"text\":\"with scaling and scrolling to become more scalable [45] . Re-\\ncently, similar to our approach, Elvezio et al. [12] combined\\nthe WIM locomotion technique with enabling the user to\\nadjust their orientation through choosing head pitch and\\nyaw before the teleportation.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,376,395,456],\"text\":\"Summing up, previous related approaches for locomotion\\nin VR focused on walking-in-place, redirected walking, cre-\\nating overlapping VEs, or using a minimap navigation. A\\ncomprehensive overview about VR locomotion techniques\\nis also presented by Boletis [7] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,469,248,486],\"text\":\"Point & Teleport Locomotion\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,489,395,633],\"text\":\"The point & teleport locomotion technique is implemented\\nin more and more state-of-the-art VR games. Although, with\\nthe proliferation of room-scale VR systems this locomotion\\ntechnique only recently gained popularity, it was already in\\n1997, when Bowman et al. [10] found that pointing-based\\ntechniques outperform gaze-based locomotion techniques. In\\nthe VR literature, Bogeevi ́ c et al. [11] were the first in 2016\\nto introduce the point & teleport technique. They compare it\\nto a traditional walk-in-place and joystick based movement.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,633,395,760],\"text\":\"However, teleportation has been used for enhancing loco-\\nmotion in VEs previously. One example is Freitag et al. [13] ,\\nwho used teleportation after users walk through interactive\\nportals in a CAVE system. Using the teleportation, the users\\nare reoriented in the VE. Another example using telepor-\\ntation is the jumper metaphor [8] , which enables users to\\ncombine real walking and teleporting to a predicted position\\njumping.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,760,395,905],\"text\":\"Recently, point & teleport locomotion became more popu-\\nlar and was included in recent research. Frommel et al. [14]\\ninvestigate the effects of different controller-based locomo-\\ntion techniques on the user. They conclude that a free point\\n& teleport technique leads to the least discomfort. Further,\\nXu et al. [46] compare the point & teleport locomotion tech-\\nnique to joystick and walk-in-place locomotion. They could\\nnot find a significant difference in the spacial knowledge\\ngain between the conditions.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,395,953],\"text\":\"However also new locomotion techniques using point &\\nteleport were recently introduced. Bhandari et al. [5] present\\nDash, which lets users estimate the travelled distance during\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,307,747,355],\"text\":\"point & teleport locomotion. Further, Liu et al. [26] intro-\\nduced redirected teleportation, which spawns a portal in\\ndifferent directions to prevent users from walking into walls.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_2_figure_012.png\",\"bbox\":[425,123,734,204],\"reading_order\":12,\"tags\":[],\"alt_text\":\"A two-panel illustration demonstrates VR interaction with a controller. Panel 'a' shows a hand holding a VR controller with rotational arrows and a blue dashed arc originating from it. Panel 'b' shows a person wearing a VR headset, holding the controller, with the blue dashed arc extending from the controller to a circular target on the ground.\"},{\"label\":\"figure_cap\",\"bbox\":[421,221,747,266],\"text\":\"Figure 3: The Parabola Teleport uses a parabola shaped visu-\\nalization to indicate the target position of the teleport. After\\nthe teleport, users face the forward vector of the teleport.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,355,748,579],\"text\":\"Interestingly and most relevant for our paper, Bozgevki\\net al. [11] added an orientation indication that lets the users\\ncontrol the orientation which they want to face after the tele-\\nport. However, after an initial proof-of-concept study [11] ,\\nthe teleportation with orientation selection did not lead to\\na better performance compared to the traditional point &\\nteleport locomotion technique without orientation indica-\\ntion. The authors even conclude that “ the direction indication\\ndegraded the user experience ” . Despite Bozgevki et al. [11] 's\\nfindings, which we consider important and valid, orientation\\nindication was only evaluated using a maze-task that did not\\nrequire users to precisely control their orientation. Thus, we\\nclaim that the full potential of using orientation indication\\nin point & teleport locomotion is still unexplored.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,579,748,770],\"text\":\"Summing up, although point & teleport with orientation\\nselection has been suggested in previous research [11] , its\\npotentials have not been analyzed in a study that requires\\nusers to accurately use orientation indication for reaching\\ntargets precisely. In this paper, we re-implement the point &\\nteleport technique with orientation indication by Bezgeviili\\net al. and introduce two new point & teleport techniques\\nwith orientation indication using a curved teleportation tra-\\njectory. Finally, through a user study, we compare these three\\npoint & teleport techniques with orientation indication with\\ntwo traditional teleportation techniques without orientation\\nindication.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,787,658,803],\"text\":\"3 POINT & TELEPORT TECHNIQUES\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,806,748,950],\"text\":\"In order to evaluate the different VR locomotion point & tele-\\nport techniques, we implemented three teleportation tech-\\nniques that were inspired by both state-of-the-art systems\\nand the literature. Additionally, we implemented two novel\\nteleportation techniques. All teleportation techniques are\\nimplemented in Unity version 2018.1.3f1 using an HTC Vive\\nVR system. For our hardware setup, we further use deluxe\\naudio headstraps and a leather VR Facecover for hygienic\\nreasons.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 147\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_3_figure_002.png\",\"bbox\":[75,124,382,207],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A two-part diagram illustrates a virtual reality interaction. Part 'a' shows a hand gripping a VR controller, from which a dashed blue arc extends, suggesting a throwing or gesturing motion. Part 'b' depicts a person wearing a VR headset and holding the controller, with the dashed blue arc indicating a trajectory towards a target marked by a red line within a yellow circle on the ground.\"},{\"label\":\"figure_cap\",\"bbox\":[69,222,394,281],\"text\":\"Figure 4: The AngleSelect Teleport uses a parabola visualiza-\\ntion to show the user the target position. Further it uses an\\norientation indicator that lets the user select the orientation\\nthat the user is facing after the teleport.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,304,165,322],\"text\":\"Linear T\\neleport\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,325,395,404],\"text\":\"Our first and most basic teleportation method is the Linear\\nTeleport. Using the Linear Teleport, the user can point at a\\ntarget location using a straight line as a visual representation\\nfor the teleport destination. The Linear Teleport is depicted\\nin Figure 2 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,404,395,581],\"text\":\"The Linear Teleport on our HTC Vive controller is imple-\\nmented as follows: Once the user presses and holds the touch-\\npad on the controller, the Linear Teleport is active. While the\\nLinear Teleport is active, the user can point at a target loca-\\ntion using its straight line visualization. The target position\\nis visualized with an orange circle that is displayed on the\\nground (see Figure 2 ). When the user releases the touchpad\\non the controller, the user is teleported to the target location.\\nThe orientation in which the user is facing after the tele-\\nport is the forward vector of the straight line of the Linear\\nTeleport 's visualization.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,593,180,610],\"text\":\"Parabola Teleport\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,613,395,710],\"text\":\"We consider the Parabola Teleport the most-common and\\nstate-of-the-art teleportation system as it is used in many\\nrecent VR applications (e.g. VRChat$^{3}$ or SteamVR Home$^{4}$). A\\nuser can point at a target location like in the Linear Teleport,\\nhowever the line that points to the target location is shaped\\nin a parabola (see Figure 3 ).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,710,395,902],\"text\":\"A user can activate the Parabola Teleport by pressing and\\nholding the touchpad on the HTC Vive controller. The system\\nthen displays a parabola to select the target. A user can\\nfurther change the length of the parabola by changing the\\nangle on the pitch axis. Holding the controller in a steeper\\nangle will result in a steeper parabola, while holding the\\ncontroller straight line will result in a straight line (as in the\\nLinear Teleport). The Parabola Teleport also uses an orange\\ncircle for displaying the target location at the position where\\nthe parabola intersects with the ground. When a user releases\\nthe touchpad on the controller, the user will be teleported to\\nthe target location facing the forward vector of the parabola.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_3_figure_010.png\",\"bbox\":[423,125,736,210],\"reading_order\":10,\"tags\":[],\"alt_text\":\"A two-part diagram illustrates VR controller interaction. Panel (a) shows a hand holding a VR controller with arrows indicating rotational and tilting movements. Panel (b) depicts a person wearing a VR headset, holding a controller from which a curved dotted blue line emanates, ending at a target represented by a red line inside an orange oval.\"},{\"label\":\"figure_cap\",\"bbox\":[420,222,746,281],\"text\":\"Figure 5: The Curved Teleport visualizes the trajectory of the\\nteleportation in a curved line. The orientation that the user\\nis facing at the target location can be influenced by adjusting\\nthe steepness of the curve.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,320,550,337],\"text\":\"AngleSelect T\\neleport\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,340,746,419],\"text\":\"The AngleSelect Teleport is a not very common teleportation\\ntechnique that was previously introduced by Bozgeyikli et\\nal. [11] . It is similar to the Parabola Teleport , however, it\\nadditionally lets a user select a target orientation that the\\nuser is facing after the teleport (see Figure 4 ).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,420,747,645],\"text\":\"Similar to the Parabola Teleport , the users can activate the\\nAngleSelect Teleport by pressing the touchpad on the HTC\\nVive Controller and change the length of the parabola by\\nholding the controller in a different angle on the pitch axis.\\nAdditionally, by moving the finger on the round touchpad, a\\nuser can select the orientation which should be faced after\\nthe teleport. The target location of the teleport is displayed\\nusing an orange circle. In the AngleSelect Teleport , the target\\ncircle is extended with a red orientation indicator, which\\npoints towards the currently selected target orientation. As\\nsoon as the user releases the touchpad, the user is teleported\\nto the target location facing the selected orientation. This\\nextends the state-of-the-art Parabola Teleport by including\\norientation selection into the teleport.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,660,523,677],\"text\":\"Curved Teleport\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,679,747,776],\"text\":\"The Curved Teleport is a teleportation technique that is in-\\nspired by the attention funnel visualization by Biocca et\\nal. [6] . It uses a curved shaped trajectory visualization that is\\nsimilar to rotating the visualization of the Parabola Teleport\\nin a 90° angle. The Curved Teleport lets a user combine select-\\ning a target position and a target orientation (see Figure 5 ).\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,777,747,952],\"text\":\"As the previous teleportation techniques, the Curved Telep-\\nort is also activated by pressing and holding the touchpad\\non the HTC Vive controller. However, the parameters of the\\nparabola are controlled by moving the controller along the\\nroll axis to adjust the steepness of the curve. Further, the\\nusers are able to adjust the length of the curve by sliding\\ntheir finger on the touchpad forward to increase the length\\nor backwards to reduce the length. Similar to the previous\\nteleportation methods, the target location is indicated by\\nan orange circle and a red orientation indicator pointing\\ntowards the forward direction of the curve. In contrast to the\",\"reading_order\":17,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,911,307,924],\"text\":\"$^{3}$VRChat - https://vrchat.net (last accessed 09-21-2018)\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,925,392,952],\"text\":\"*SteamVR Home - https://steamcommunity.com/steamvr (last accessed 09-\\n21-2018)\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 147\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 4\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_4_figure_002.png\",\"bbox\":[70,123,385,207],\"reading_order\":2,\"tags\":[],\"alt_text\":\"The image illustrates virtual reality interaction, showing a hand manipulating a VR controller with a joystick, indicated by movement arrows and an emanating dotted blue line in panel (a). Panel (b) depicts a person wearing a VR headset using a VR controller, from which a similar dotted blue line extends to a red segment highlighted by a yellow oval at its end.\"},{\"label\":\"figure_cap\",\"bbox\":[68,222,395,295],\"text\":\"Figure 6: The visualization of the HPCurvede Teleport first\\nuses a parabola that behaves like a state-of-the-art Parabola\\nTeleport , but at the high point of the parabola turns into a\\nCurved Teleport that lets the users chose the target orienta-\\ntion.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,340,395,452],\"text\":\"AngleSelect Teleport, in the Curved Teleport this red orienta-\\ntion indicator cannot be adjusted and is only there to display\\nthe forward direction to the user. The target orientation can\\nbe manipulated by adjusting the steepness of the curved tra-\\njectory. Finally, when the user releases the touchpad, the user\\nis teleported to the selected position facing the orientation\\nthat is shown by the red indicator.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,469,234,487],\"text\":\"HighPointCurved T\\neleport\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,395,586],\"text\":\"The HighPointCurved Teleport (further abbreviated as HPCurve\\nTeleport ) is a mix between the Parabola Teleport and the\\nCurved Teleport . Until the parabola's high point, its visual-\\nization is identical to the Parabola Teleport . However, after\\nthe high point of the parabola, the visualization turns into a\\ncurve just like in the Curved Teleport (see Figure 6 ).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,586,395,808],\"text\":\"The users can activate the HPCurved Teleport by pressing\\nand holding the touchpad on the HTC Vive controller. In\\ncontrast to the Curved Teleport or the Parahola Teleport , in\\nthe HPCurved Teleport the users can adjust two parameters\\nwhile doing the teleport. Using the roll axis, the users can\\nalter the steepness of the curve that it has after the high point.\\nA higher roll movement results in a higher steepness of the\\ncurve. Similar to the Curved Teleport , the users can adjust the\\nlength of the curve by sliding their finger on the touchpad\\nforwards and backwards. The orange target indicator and\\nthe red orientation indicator are the same as in the Curved\\nTeleport . Again, when the user releases the touchpad, the\\nteleportation is performed and the user is teleported to the\\nchosen position facing the indicated orientation.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,826,175,841],\"text\":\"4 EVALUATION\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,846,395,895],\"text\":\"We conduct a user study to evaluate the five different point\\n& teleport methods for VR. By conducting this study, we aim\\nto proof or disproof the following five hypotheses:\",\"reading_order\":9,\"tags\":[]},{\"label\":\"list\",\"bbox\":[79,902,395,951],\"text\":\"H $_0$ The different teleportation methods in combination\\nwith natural walking do not influence the participants'\\nability to reach target positions and target orientations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"list\",\"bbox\":[432,355,748,517],\"text\":\"H1 The different teleportation methods lead to a different\\namount of using natural walking for correcting the\\ntarget position.\\nH2 The teleportation methods with orientation indication\\nlead to a lower amount of using natural walking for\\ncorrecting the target angle .\\nH3 Teleportation methods with orientation indication re-\\nquire more time to use.\\nH4 Curved trajectories induce an increased perceived cog-\\nnitive load compared to parabola-shaped trajectories.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_4_figure_012.png\",\"bbox\":[420,121,745,213],\"reading_order\":12,\"tags\":[],\"alt_text\":\"A person wearing a VR headset and holding controllers is aiming a glowing blue dotted line, which forms an arc, towards a circular target on a green, textured ground. The target is divided into large red, orange, and small green sections, with a yellow center.\"},{\"label\":\"figure_cap\",\"bbox\":[421,225,746,314],\"text\":\"Figure 7: We used round targets in our accuracy study. The\\ndirection of the target is indicated by the green target area\\nand supported by the yellow target area. The rest of the tar-\\nget is colored in red indicating the wrong direction. In this\\nscreenshot of our accuracy study, the participant is using the\\nParabola Teleport. (Picture of participant added for clarity).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,531,467,548],\"text\":\"Design\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,552,747,823],\"text\":\"We designed the user study following a repeated measures de-\\nsign with the used teleportation method as only independent\\nvariable with five levels ( Linear Teleport, Parabola Teleport,\\nAngleSelect Teleport, Curved Teleport and HCurved Teleport) .\\nAs dependent variables, we measured the distance to the tar-\\nget ( $d_{target}$ ), the physical distance correction using natural\\nwalking after the teleport ( $d_{corrected}$ ), the rotation offset to\\nthe target angle ( $\\\\alpha_{target}$ ), the physical orientation correc-\\ntion using natural walking after the teleport ( $\\\\alpha_{corrected}$ ), the\\naverage time needed to teleport ( $t_{teleport}$ ), the time spent\\nfor using natural walking to correct the position and ori-\\nentation after the last teleport ( $t_{corrected}$ ), the amount of\\nteleports needed ( $n_{teleports}$ ), and the perceived cognitive\\nload for each teleportation method using the Raw NASA\\nTask Load Index (RTLX) [15] score. To avoid learning effects,\\nwe used a 5 × 5 balanced Latin Square to counterbalance the\\nconditions.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,824,747,951],\"text\":\"We defined $d_{target}$ as the distance from the position of\\nthe user's HMD to the middle of the target and $d_{corrected}$\\nas the distance that the user corrected by walking naturally\\nafter the last teleport was made. Further, $\\\\alpha_{target}$ is defined\\nas the angle between the forward vector of the participant's\\nHMD and the target's direction vector. Finally, we defined\\n$\\\\alpha_{corrected}$ as the angle, that the participant corrected using\\nnatural walking after the last teleport was made.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1012],\"text\":\"Paper 147\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_5_figure_002.png\",\"bbox\":[68,120,393,295],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A low-poly 3D landscape shows a central green plain with a grid and a small gray castle outline. This area is surrounded by brown mountains, some with snowy peaks, and floating islands featuring green patches, trees, a house, and a pond. The scene has a stylized, game-like appearance.\"},{\"label\":\"figure_cap\",\"bbox\":[68,308,394,398],\"text\":\"Figure 8: The VE that we created as the environment for con-\\nducting the study. The castle in the middle of the environ-\\nment is the tutorial area, where participants can practice the\\nteleportation method before starting the study. Once partic-\\nipants leave the tutorial castle, it disappears and becomes a\\ngreen lawn area.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,421,192,440],\"text\":\"Apparatus and Task\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,442,395,841],\"text\":\"We created a VE, which consists of a green lawn area that is\\nlimited by rocks around it. At the beginning of each telepor-\\ntation method, the user starts in a castle that represents a\\ntutorial and training environment (see Figure 8 ). In this tuto-\\nrial castle the users can try the current teleportation method\\nuntil they feel comfortable using the teleportation method.\\nOnce the users teleport out of the castle, the castle disap-\\npears and our VE starts displaying the target acquisition task.\\nOur VE spawns targets on the lawn in a distance range from\\n3m-10.5m away from the user and an angle of $10^{\\\\circ}$ from the\\nlast target. The rotation of the targets is randomly assigned\\nfrom a pool of 50 available rotations, making sure that all\\nrotations were used. The targets have a diameter of 2.5m.\\nWe specified the target direction that the user should face\\nusing a green color with a $20^{\\\\circ}$ beam width that is supported\\nby a yellow area having a $100^{\\\\circ}$ beam width. A graphical rep-\\nresentation of the targets we used in the study can be seen\\nin Figure 7 . It is ensured that no targets are spawned outside\\nthe lawn area of the VE and that all targets are reachable. As\\na task, we defined that a user has to reach and confirm 50\\ntargets. A target is confirmed by pressing the trigger button\\non the HTC Vive controller. We started counting $t_{teleport}$\\nwhen the user initiated the first teleport of the current target.\\nTherefore, the time it takes the user to visually locate the\\nnext target can be neglected.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,853,134,869],\"text\":\"Procedure\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,873,395,953],\"text\":\"Before the Study. After welcoming the participants and ex-\\nplaining the aim of the study, we told the participants that\\nthe data is anonymized and that the position and accuracy of\\nthe teleport will be recorded. However, we did not fully dis-\\nclose all dependent variables to the participants (especially\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,253],\"text\":\"not the physical movement and correction variables), as this\\nmight have influenced the participants' behavior. Once the\\nparticipants agreed to take part in the study, we started with\\nasking them to fill in a consent form and a demographic\\nquestionnaire. After that, we equipped the participants with\\nthe HTC Vive and started our VE. To get familiar with the\\nVE and the mechanism to confirm the targets, we always\\nstarted with 10 targets using the baseline Linear Teleport\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,259,747,564],\"text\":\"Study. After the participants were familiar with the system,\\nwe switched the teleportation method to the current con-\\ndition according to a Balanced Latin Square randomization.\\nAgain, the participants started in the tutorial castle to get fa-\\nmiliar with the current teleportation method. When the par-\\nticipants felt familiar with the current teleportation method,\\nthey left the castle and started moving towards the desig-\\nnated targets. Once the participants teleported onto a target,\\nthe participants were able to adjust the position and orienta-\\ntion by moving or turning naturally. However, we told the\\nparticipants to use this adjustment through natural walking\\nonly as a secondary option. As a first priority, they were in-\\nstructed to use the orientation indication mechanism of the\\ncurrent teleportation method (if applicable). After the partici-\\npants reached and confirmed all 50 targets, we removed their\\nheadset again and asked them to fill in a NASA-TLX question-\\nnaire [15] . Afterwards, we asked them to provide comments\\nabout the current teleportation method. We repeated this\\nprocedure for all five teleportation methods.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,570,746,619],\"text\":\"After the Study. After completing all five conditions of the\\nuser study, we asked the participants for additional qualita-\\ntive feedback through a semi-structured interview.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,629,498,646],\"text\":\"Participants\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,747,809],\"text\":\"For our user study, we recruited 20 participants (8 female, 12\\nmale) with an age range between 21 and 35 years ( $M = 26.5$ ,\\n$SD = 4.45$ ). All participants were students or employees of\\nour university with different majors. Considering the previ-\\nous VR experience of the participants, 11 participants stated\\nthat they had very little experience, 7 participants stated that\\nthey had medium VR experience, and 3 identified themselves\\nas VR experts. All participants took part in the study volun-\\ntarily. We did not provide any compensation for participating\\nin the user study.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,820,469,836],\"text\":\"Results\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,842,762,955],\"text\":\"We statistically compared $d_{target}, c_{corrected}, \\\\alpha_{target}, \\\\alpha_{corrected}$,\\n$t_{teleport}$, $t_{corrected}$ to $t_{teleport}$, and the RTX score between\\nthe five teleportation methods using a one-way repeated mea-\\nsures ANOVA test. Mauchly's test showed that the spheri-\\ncity assumption was violated for $\\\\alpha_{corrected}$ ($\\\\chi^2(9) = 39.731$,\\n$p < .001$), $t_{teleport}$ ($\\\\chi^2(9) = 21.793$, $p = .01$), $t_{corrected}$\\n($\\\\chi^2(9) = 45.403$, $p < .001$) and RTX ($\\\\chi^2(9) = 28.439$,\\n$p < .001$).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1012],\"text\":\"Paper 147\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_6_figure_002.png\",\"bbox\":[70,126,380,276],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A bar chart displays \\\"α corrected\\\" on the y-axis, ranging from 0 to 100, for five categories on the x-axis: Linear, Parable, Angle, Curved, and HPCurved. Linear and Parable bars are high and similar, marked as \\\"n.s.\\\", while Angle is very low, Curved is moderate, and HPCurved is low, with an \\\"all other *\\\" label above the Curved bar. Error bars are visible on all bars.\"},{\"label\":\"figure_cap\",\"bbox\":[68,293,395,368],\"text\":\"Figure 9: The average angle $\\\\alpha_{corrected}$ that was corrected by\\nthe participants using each teleportation method. All error\\nbars indicate the standard error. All conditions are signif-\\nicantly different, except the two baseline conditions (indi-\\ncated with n.s. ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,395,395,490],\"text\":\"$p < .001$). Therefore, we used the Greenhouse-Geisser correc-\\ntion to adjust the degrees of freedom $(\\\\epsilon = .497$ for $t_{corrected},$\\n$\\\\epsilon = .829$ for $t_{report1}, \\\\epsilon = .49$ for $t_{corrected}$ and $\\\\epsilon = .676$ for\\nthe RTX score). We further used the Bonferroni correction\\nfor all post-hoc tests, which is a pessimistic correction to\\nreduce the inflation of the type-I error.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,490,395,664],\"text\":\"The average distance to the target, $d_{target}$ , for according\\nto the teleportation methods was the following: AngleSelect\\nTeleport ( $M = 16.89cm$ , $SD = 5.20cm$ ), Parabola Teleport ( $M =\\n17.57cm$ , $SD = 5.46cm$ ), HP Curved Teleport ( $M = 18.37cm$ , $SD$\\n$= 4.54cm$ ), Linear Teleport ( $M = 19.3cm$ , $SD = 6.31cm$ ), and\\nCurved Teleport ( $M = 21.55cm$ , $SD = 8.46cm$ ). A repeated\\nmeasures ANOVA revealed a significant difference between\\nthe conditions $F(4,76) = 2.572$ , $p = .044$ . However, post-hoc\\npairwise comparisons did not show any significant effect\\nbetween the different teleportation methods. The effect size\\nestimate shows a medium effect ( $\\\\eta^2 = .119$ )\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,665,395,841],\"text\":\"Considering the distance that the users corrected man-\\nually after using the teleport, $d_{corrected}$ , the teleportation\\nmethods led to the following amount of manual correction:\\nCurved Teleport ( $M=3.79$ cm, $SD=3.47$ cm), AngleSelect\\nTeleport ( $M=4.86$ cm, $SD=8.68$ cm), Parabola Teleport\\n( $M=5.08$ cm, $SD=4.64$ cm), HPCurved Teleport ( $M=5.29$ cm,\\n$SD=4.85$ cm), and Linear Teleport ( $M=6.7$ cm, $SD=6.05$ cm).\\nHowever, a repeated measures ANOVA could not find a sig-\\nnificant difference regarding the $d_{corrected}$ between the tele-\\nportation methods ( $p>0.05$ ). The effect size estimate shows\\na small effect $(\\\\eta^2=0.34)$ .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,841,395,954],\"text\":\"For the rotation offset to the target angle, $\\\\alpha_{target}$ , the\\nteleportation methods performed the following: Parabola\\nTeleport ( $M = 4.86^{\\\\circ}$ , $SD = 2.50^{\\\\circ}$ ) Linear Teleport ( $M = 5.36^{\\\\circ}$ ,\\n$SD = 1.76^{\\\\circ}$ ), Curved Teleport ( $M = 5.56$ , $SD = 2.49^{\\\\circ}$ ), AngleSe-\\nlect Teleport ( $M = 5.62^{\\\\circ}$ , $SD = 2.64^{\\\\circ}$ ), and HPCurved Teleport\\n( $M = 5.64^{\\\\circ}$ , $SD = 2.67^{\\\\circ}$ ). A repeated measures ANOVA could\\nnot find a significant difference regarding $\\\\alpha_{target}$ between\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,378,746,410],\"text\":\"the teleportation methods ($\\\\rho < 0.05$). The effect size estimate\\nshows a small effect ($\\\\rho^2 = .051$).\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_6_figure_009.png\",\"bbox\":[421,125,730,274],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A bar chart titled \\\"all other *\\\" displays 't_teleport' on the y-axis, with values ranging from 0 to 5. The x-axis shows five categories: Linear, Parable, Angle, Curved, and HPCurved, each represented by a bar with error bars. \\\"n.s.\\\" labels indicate non-significant differences between Linear and Parable, and among Angle, Curved, and HPCurved.\"},{\"label\":\"figure_cap\",\"bbox\":[421,293,746,355],\"text\":\"Figure 10: The average time that participants took to tele-\\nport $t_{teleport}$ using each teleportation method. All error bars\\nindicate the standard error. All teleportation methods were\\nsignificantly different, except the ones indicated with n.s.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,410,747,618],\"text\":\"Considering the angle that the users manually corrected\\nafter the teleport, $acc_{corrected}$ , the teleportation methods per-\\nformed the following: AngleSelect Teleport ( $M=6.23^\\\\circ$ , $SD=$\\n4.30\\\") , HCurved Teleport ( $M=30.46^\\\\circ$ , $SD=10.5^\\\\circ$ ) and\\nthe Curved Teleport ( $M=57.96^\\\\circ$ , $SD=19.59^\\\\circ$ ). The two\\nbaseline conditions led to an increased manual angle correc-\\ntion: Linear Teleport ( $M=77.26^\\\\circ$ , $SD=8.59^\\\\circ$ ) and Parabola\\nTeleport ( $M=81.82^\\\\circ$ , $SD=5.2^\\\\circ$ ). A repeated measures\\nANOVA revealed a significant difference between the condi-\\ntions $F(1.809,34.377)=168.532$ , $p<.001$ . A post-hoc test\\nshows significant differences between all conditions except\\nthe two baseline conditions Linear Teleport and Parabola Tele-\\nport (all $p<0.05$ ). The results are also depicted in Figure 9 .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,857],\"text\":\"Analyzing the time the users spend per teleport, 𝑡𝑒𝑙𝑒𝑝𝑜𝑟𝑡 ,\\nthe two baseline conditions led to the lowest amount of time\\nspend per teleport: Parabola Teleport ( 𝑀 = 1.31s, 𝑆 D = 0.36s)\\nand Linear Teleport ( 𝑀 = 1.56s, 𝑆 D = 0.60s). The rotation-\\naware teleportation methods led to a higher 𝑡𝑒𝑙𝑒𝑝𝑜𝑟𝑡 : Curved\\nTeleport ( 𝑀 = 2.51s, 𝑆 D = 1.13s), AngleSelect Teleport ( 𝑀 =\\n2.73s, 𝑆 D = 0.86s), and HPCurved Teleport ( 𝑀 = 3.16s, 𝑆 D\\n= 0.89s). A repeated measures ANOVA revealed a significant\\ndifference between the conditions F( 2,787, 52.951) = 46.108,\\n$p < .001$ . Post-hoc pairwise comparisons revealed a sig-\\nnificant difference (all $p < 0.05$ ) between all teleportation\\nmethods except the two baseline methods Linear Teleport vs.\\nParabola Teleport , AngleSelect Teleport vs. Curved Teleport ,\\nand AngleSelect Teleport vs. HPCurved Teleport . The results\\nare also depicted in Figure 10 .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,857,747,953],\"text\":\"Regarding the time the users took to physically correct\\ntheir position after their last teleport, $t_{corrected}$ , the tele-\\nportation methods led to the following times: AngleSelect\\nTeleport $(M = 1.61s, SD = 0.59s)$ , HPCurved Teleport $(M =\\n1.69s, SD = 0.38s)$ , Linear Teleport $(M = 1.94s, SD = 0.34s)$ ,\\nParabola Teleport $(M = 1.99s, SD = 0.54s)$ , and Curved\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 147\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300377", "source_image_path": "test_data/3290605-3300377/3290605-3300377_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300377/results/output_json/3290605-3300377_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_7_figure_002.png\",\"bbox\":[68,125,378,276],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a bar chart displaying \\\"t_corrected\\\" values on the y-axis for five categories on the x-axis: Linear, Parable, Angle, Curved, and HPCurved. Each bar has an error bar, and asterisks above horizontal lines indicate significant differences between several pairs of categories, including Linear vs. Angle, Linear vs. Curved, Parable vs. Angle, and Angle vs. Curved.\"},{\"label\":\"figure_cap\",\"bbox\":[68,293,395,370],\"text\":\"Figure 11: The average time that participants took to correct\\ntheir position, $t_{corrected}$ , using natural walking for each tele-\\nportation method. All error bars indicate the standard error.\\nThe asterisk ( $^*$ ) indicates a statistically significant difference\\nbetween the teleportation methods.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,404,395,532],\"text\":\"Teleport (M = 2.07s, SD = 0.67s). A repeated measures\\nANOVA revealed a significant difference between the con-\\nditions F(1,787, 33.95) = 8.171, p < .001. A post-hoc test\\nusing pairwise comparisons revealed a significant differ-\\nence between Linear Teleport vs. HP Curved Teleport, Parabola\\nTeleport vs. AngleSelect Teleport, and AngleSelect Teleport vs.\\nCurved Teleport Teleport (all p < 0.05). The results are also\\ndepicted in Figure 11.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,532,395,660],\"text\":\"Lastly, considering the average number of teleportants that\\nwere needed per target according to each teleportation method\\n$n_{teleports}$ , the methods performed the following: The Lin-\\near Teleport (M=1.17, SD=0.23), Parabola Teleport (M=1.08,\\nSD=0.09), AngleSelect Teleport (M=1.13, SD=0.13), Curved\\nTeleport (M=1.1, SD=0.13), and the HPCurved Teleport (M=1.11,\\nSD=0.15). A one-way repeated measures ANOVA did not find\\nany significant effect between the teleport methods.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,660,395,869],\"text\":\"Regarding the RTLX score measuring the perceived cogni-\\ntive load, the teleportation methods performed the following:\\nLinear Teleport ( $M = 23.9$ , $SD = 12.23$ ), Parabola Teleport\\n( $M = 28.05$ , $SD = 15.24$ ), AngleSelect Teleport ( $M = 30.15$ , $SD$\\n$= 14.12$ ), HCruzed Teleport ( $M = 40.55$ , $SD = 16.94$ ), and\\nCurved Teleport ( $M = 46.15$ , $SD = 18.56$ ). A repeated mea-\\nsures ANOVA revealed a significant difference between the\\nconditions F(2,351, 44.664) = 13.071, p < .001. The post-hoc\\ntest showed a significant difference (all p < .05) between the\\nCurved Teleport vs. the Linear Teleport , Parabola Teleport , and\\nthe Angle Teleport . Further, between the HCruzed Teleport\\nvs. the Linear Teleport and the Parabola Teleport . The results\\nare depicted graphically in Figure 12 .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,882,201,900],\"text\":\"Qualitative Feedback\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,904,395,952],\"text\":\"During our user study and through a semi-structured inter-\\nview after the study, we further collected qualitative feedback\\nabout the five teleportation techniques.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300377_pdf_shortened_page_7_figure_009.png\",\"bbox\":[420,123,730,275],\"reading_order\":9,\"tags\":[],\"alt_text\":\"A bar chart displays \\\"TLX Score\\\" on the y-axis against five categories (\\\"Linear\\\", \\\"Parable\\\", \\\"Angle\\\", \\\"Curved\\\", \\\"HPCurved\\\") on the x-axis. Each category has a colored bar with an associated error bar, indicating the measured score. Lines with asterisks above the bars show statistically significant differences between several pairs of categories.\"},{\"label\":\"figure_cap\",\"bbox\":[420,293,747,355],\"text\":\"Figure 12: The NASA-TLX scores of the VR locomotion tech-\\nniques that were assessed in the user study. All error bars\\nindicate the standard error. The asterisk (') indicates a sig-\\nnificant difference between the locomotion techniques.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,378,747,554],\"text\":\"The participants generally liked all point & teleport lo-\\ncomotion techniques. Especially the novel techniques were\\npopular: the Curved Teleport and the HPCurved Teleport \\\"felt\\nnatural\\\" (P1), \\\"were fun\\\" (P15) and \\\"the way they work [was\\nperceived as] fancy\\\" (P14). Participants enjoyed the new fea-\\ntures of the teleportation methods. One participant stated\\nthat \\\"the HPCurved Teleport was interesting, especially when\\nmaking short distance teleports with a lot of rotation\\\" (P2).\\nHowever, also the other teleportation techniques were per-\\nceived well. P5 stated that \\\"the Parabola Teleport and Angle-\\nelect Teleport felt simple and intuitive to use\\\".\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,554,747,761],\"text\":\"Considering the baseline teleportation techniques, two\\nparticipants stated that \\\"[they] preferred the Linear Teleport\\nas it was very easy to use\\\" (P6, P15). However, another partici-\\npant stated that \\\"there was no difference between the Linear\\nTeleport and the Parabola Teleport\\\" (P9). Three participants\\n(P9, P16, P17) preferred the AngleSelect Teleport over other\\nteleportation techniques. A user stated that \\\"[he] liked the\\nAngleSelect Teleport, but [he] took longer to use it\\\" (P9). P17\\nenjoyed the novel features as \\\"[she] likes that with the Angle-\\nSelect Teleport a 180° turn becomes possible\\\". Further, another\\nuser stated that \\\"[he] likes using the AngleSelect Teleport, as\\n[he] does not need to move that much in the physical world\\nanymore\\\" (P18).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,761,747,954],\"text\":\"Considering the design of the experimental environment,\\none participant (P1) mentioned, that she would have pre-\\nferred it when the targets would have spawned directly in\\nfront of her instead of the 10 degrees that was our spawn-\\ning radius. Four participants had problems with the cable of\\nthe HTC Vive. Two participants stated that \\\"they needed\\nto move the HTC Vive cable as it was in the way\\\" (P3, P12).\\nAnother two stated that \\\"they got entangled in the HTC Vive\\ncable\\\" (P8, P13). Interestingly, the qualitative feedback also\\nrevealed that \\\"using the HPCurved, Curved, and AngleSelect\\nTeleport, [users] completely lose track of the orientation in the\\nphysical world\\\" (P11, P12).\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,125,1012],\"text\":\"Paper 147\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,744,1012],\"text\":\"Page 8\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300377/results/markdown/3290605-3300377_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300381", "source_image_path": "test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300381/results/output_json/3290605-3300381_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,133],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[87,119,733,185],\"text\":\"“Pretty Close to a Must-Have:” Balancing Usability\\nDesire and Security Concern in Biometric Adoption\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[127,203,249,252],\"text\":\"Flynn Wolf\\n\\nUMBC\\n\\nflynn.wolf@umbc.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[354,203,459,251],\"text\":\"Ravi Kuber\\nUMBC\\nrkuber@umbc.edu\",\"reading_order\":5,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[542,204,708,252],\"text\":\"Adam J. Aviv\\n\\nUnited States Naval Academy\\n\\naviv@usna.edu\",\"reading_order\":6,\"tags\":[\"author\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[69,262,141,278],\"text\":\"ABSTRACT\",\"reading_order\":7,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,282,395,570],\"text\":\"We report on a qualitative inquiry among security-expert\\nand non-expert mobile device users about the adoption of\\nbiometric authentication using semi-structured interviews\\n(n=38, 19/19 expert/non-expert). Security experts more read-\\nily adopted biometrics than non-experts but also harbored\\ngreater distrust towards its use for sensitive transactions,\\nfeared biometric signature compromise, and in some cases\\ndistrusted newer facial recognition methods. Both groups\\nharbored misconceptions, such as misunderstanding of the\\nfunctional role of biometrics in authentication, and were\\nabout equally likely to have stopped using biometrics due\\nto usability. Implications include the need for tailored train-\\ning for security-informed advocates, better design for device\\nsharing and co-registration, and consideration for usability\\nneeds in work environments. Refinement of these features\\nwould remove perceived obstacles to ubiquitous computing\\namong the growing population of mobile technology users\\nsensitized to security risk.\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,582,172,600],\"text\":\"CCS CONCEPTS\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,603,393,636],\"text\":\"• Security and privacy → Authentication; • Human-\\ncentered computing → Empirical studies in HCI;\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,648,149,663],\"text\":\"KEYWORDS\",\"reading_order\":11,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[69,668,394,701],\"text\":\"Authentication, Biometric adoption, Mobile device, Security\\nexpertise\",\"reading_order\":12,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[69,709,202,724],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[69,725,394,811],\"text\":\"Flynn Wolf, Ravi Kuher, and Adam J. Aviv. 2019. \\\"Pretty Close to\\na Must-Have.\\\" Balancing Usability Desire and Security Concern\\nin Biometric Adoption. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4-9, 2019, Glasgow,\\nScotland, UK . ACM, New York, NY, USA, Article 4.12 pages. https:\\n//doi.org/10.1145/3299605.3300381\",\"reading_order\":14,\"tags\":[\"author\",\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"sec_1\",\"bbox\":[421,262,549,278],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,282,747,395],\"text\":\"Biometric authentication has the potential to increase the us-\\nability of mobile devices. Frequent screen unlocking and ap-\\nplication authorization is accomplished with a quick glance\\nor touch rather than recalling and entering long/complex\\npasscodes [19] . Despite the benefits, adoption can be uneven\\ndue to usability issues [9, 29] and user misunderstanding or\\nsecurity concern [14] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,395,747,602],\"text\":\"From a security-conscious perspective, allowing a new\\ntechnology to record and store a permanent signature of\\none's self and use it to control access to sensitive data trans-\\nactions might cause deep concern. Research has documented\\nbiometric adoption [2, 25] , experts' sophisticated mental\\nmodels of network security that are distinct from those of\\neveryday users [1, 4, 5, 26, 30, 33] , and the influence that\\nusability [12, 15, 16] and similar models of security have\\non outlook and behavior [8, 12, 14, 16, 27] . However, these\\nstudies have not specifically addressed the overlap of bio-\\nmetric adoption and expert understanding of the underlying\\ntechnologies and threats involved with mobile connectivity,\\nwhich we have investigated in this study.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,602,747,777],\"text\":\"We addressed this knowledge gap through a qualitative\\nstudy comparing biometric adoption for a group of security\\nexpert and non-expert users (n=38, 19/19 expert/non-expert).\\nBased upon criteria from prior research, we defined security\\nawareness for the expert cohort as one year of full-time ex-\\nposure to network security issues through work or academic\\nresearch. Using semi-structured interviews, we found key\\ndifferences and commonalities between these groups, which\\ncan inform design trade-offs between usability and security,\\nas well as how security adoption of mobile technologies more\\ngenerally can affect a broad array of systems.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,777,747,953],\"text\":\"We were further motivated to examine adoption of bio-\\nmetric unlocking because fingerprint recognition has gained\\nsignificant consumer acceptance, but is also a relatively new\\noffering by major technology providers (iOS TouchID is the\\nmost common example in our cohort, and is 5 years old at\\nthe time of this study). As a result, many security conscious\\nusers will have recent memory of how they struck their own\\nbargain between convenience and any doubts about its use.\\nAs facial and voice-based authentication also gain acceptance\\nby mobile device users, our aim is to compare the security\\nbargains made with those of fingerprints.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,828,394,896],\"text\":\"ACM acknowledges that this contribution was authored or co-authored\\nby an employer, contractor, or affiliate of the United States government.\\nAs such, the United States government retains a nonexclusive, royalty-free\\nlicense to reproduce this article, or to allow others to do so, for\\ngovernment purposes only.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,897,273,952],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Association for Computing Machinery\\nACM ISBN 978-1-4503-5970-2/19/05...$15.00\\nhttps://doi.org/10.1145%2F960605.3300381\",\"reading_order\":21,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 151\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300381/results/markdown/3290605-3300381_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300381", "source_image_path": "test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300381/results/output_json/3290605-3300381_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"para\",\"bbox\":[68,125,395,221],\"text\":\"We present six main findings that comparatively describe\\nthe outlook of two important populations of mobile users and\\nhighlight how perspectives on adoption have evolved over\\ntime. We also examine how factors including work require-\\nments and device sharing have impacted users' behavior.\\nOur findings include:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"list\",\"bbox\":[87,223,396,495],\"text\":\"• Both experts and non-experts harbored misunderstand-\\ning about biometric implementation, such as its pri-\\nmary vs. secondary role.\\n• Both groups were subject to usability problems that\\nled to abandoning biometric use.\\n• Experts were more influenced by work/bring-your-\\nown-device (BYOD) authentication requirements than\\nnon-experts.\\n• Experts demonstrated more concern about securing\\ntheir mobile devices.\\n• Experts were more likely to try biometrics immedi-\\nately once available, were slightly more likely to view\\nconsumer biometric security as a good idea in princi-\\nple, and were more likely to recommend the features\\nthan not.\\n• Non-experts were more trusting of biometric autho-\\nrization for financial applications.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,498,395,642],\"text\":\"Finally, we derive from these findings three insights, de-\\nscribed in Section 5 , that can improve the design considera-\\ntions for relevant authentication methods. Specifically, we\\ndiscuss alleviating experts' concern and misunderstanding\\nthrough tailored education for security-informed advocates .\\nSimilarly, we examine the device sharing and work-related\\nobstacles to satisfactory biometric adoption that call for bet-\\nter design for co-registration and usability consideration for\\nwork environments.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,652,198,668],\"text\":\"2 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,672,395,850],\"text\":\"Rise of Biometrics. Biometric authentication, including recog-\\nnition of a user's fingerprint, face, or voice, addresses the\\nneed for increased usability with security of mobile devices,\\nwith estimates suggesting all mobile devices will be biometrics\\nenabled by 2020 [21] . Other biometric methods include con-\\ntinuous authentication (e.g. keystroke dynamics over a pe-\\nriod of time) [20] . Research indicates user acceptance, includ-\\ning security and usability, is a major concern in biometric\\nadoption [25] . Recognizing this, manufacturers have pub-\\nlished descriptions of underlying technical protections such\\nas the Apple Secure Enclave to assure users [28] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,955],\"text\":\"Attitudes Towards and Adoption of Biometrics. Biometric\\nadoption has been studied from a number of perspectives.\\nLab-based studies have compared users' task performance\\nand perception of different unlocking methods between oper-\\nating systems, finding complex interaction between biomet-\\nric method and users' task accuracy and acceptance [2, 29] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,236],\"text\":\"Lab and focus group studies have also surveyed user opin-\\nion directly on biometric issues such as acceptance of contin-\\nuous authentication [7] and securing sensitive transactions\\n[17] . Additional facets of biometric adoption examined by\\nresearchers include capturing user motivation in specific geo-\\ngraphic regions [25] , and the impact of romantic relationship\\nstatus on password and account sharing [22] .\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,236,747,298],\"text\":\"The underlying technical integration of biometric unlock-\\ning has also been studied, in terms of potential attack points\\nand countermeasures [20] , and the security of API imple-\\nmentation [3] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,298,748,633],\"text\":\"Perceptions of Individuals with Security Expertise. Most di-\\nrectly related to this study, research has also examined the\\nprevalence of mobile security awareness and its influence\\non behaviors such as authentication adoption. These stud-\\nies indicate that security-informed users are a significant\\npopulation with needs worthy of investigation. For exam-\\nple, researchers have examined differences and similarities\\nin security expert and non-expert mental models of the in-\\nformation technology, and how these views may influence\\nbehavior. Kang et al. found advanced mental models of In-\\nternet processes in IT experts imparted more awareness of\\nprivacy risks, but did not translate into more secure behavior\\nversus non-experts [16] . Similarly, Friedman et al. surveyed\\nInternet users from rural, suburban, and high-tech sectors\\nabout web security, and found generally poor comprehension\\nof security features [12] . Stobert and Biddle used thematic\\nanalysis of semi-structured interviews to describe academic\\nand industrial security experts' (n=15) password manage-\\nment. These users were found to vary between laxness and\\ncaution based on perceived risk towards their sensitive ac-\\ntions [27] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,633,747,793],\"text\":\"Research has described several effects that security knowl-\\nedge may impart. Das et al. surveyed the influence of de-\\nmographics and security behavioral intention (SBI) on news\\nsharing after major security-related events. High SBI corre-\\nlated with consuming security news online and willingness\\nto share news generally, and specifically with colleagues and\\nsignificant others. The authors were surprised to report a\\ncorrelation between low SBI and willingness to share secu-\\nrity and privacy news when the participant noticed others\\nbehaving insecurely [8] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,793,748,954],\"text\":\"Huh et al. also found that prior security awareness played\\na role in adoption of mobile features. An online survey of 349\\nmobile tap-and-pay users and deliberate non-users found\\nusability to be the paramount consideration. However, de-\\nliberate non-users of the feature cited security as their main\\ndeterrent. In that group, there was often misunderstanding\\nof how credit card information was stored on the mobile\\nphone and shared during transactions. A correlation was\\nalso found between security knowledge and adoption of the\\ntap-to-pay feature [14] . Relative non-expertise with security\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 151\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,746,1012],\"text\":\"Page 2\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300381/results/markdown/3290605-3300381_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300381", "source_image_path": "test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300381/results/output_json/3290605-3300381_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"management has also been studied in terms of understanding\\nof security issues [31, 32] , along with sources that influence\\nnon-expert security decision making [23, 24] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,316],\"text\":\"Biometric adoption has been studied, but not with a com-\\nparative approach towards those with security training. These\\nexpert related studies indicate that security-informed mental\\nmodels may be expected to differentiate some mobile user\\nchoices, but experts and everyday users may both be subject\\nto misunderstanding and not adhere to rigorous security\\npractices. We have examined this cohort alongside everyday\\nusers and describe a number of contrasting themes in their\\nadoption practices.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,327,151,343],\"text\":\"3 METHOD\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,348,395,477],\"text\":\"Objectives. We conducted a study comparing attitudes and\\nexperiences with adoption of biometric unlocking by secu-\\nrity experts and non-expert users. We asked participants to\\ndescribe and reflect on their own adoption of biometrics on\\npersonal or work-issued devices, their opinions of biometric\\nusability and security during the adoption process, and if any\\nof those views have changed since adoption (or instances of\\ndeciding to defer adoption).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,481,395,674],\"text\":\"Study Design and Procedure. To gather detailed responses\\nto questions regarding a fairly broad range of topics, we de-\\ncided to use semi-structured questioning. A set of research\\nquestions was used to generate a 41-question interview in-\\nstrument that was used with all participants, addressing basic\\nparticipant demographics, mobile usage, and experiences and\\nopinions on biometric authentication. Other topics included\\nexposure to biometrics, BYOD and work-related authentica-\\ntion requirements, and possible concern towards spoofing\\nor compromise of one's biometric signature. Questions were\\ngenerated iteratively through a set of pilot interviews. A list\\nof questions are in the Supplementary Materials.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,674,395,754],\"text\":\"All interviews were conducted by phone or audio Skype,\\nlasting on average 32 minutes. All participants were read\\nan IRB notification describing the study and the handling\\nprocedures for their data, and their consent was recorded.\\nInterviews were conducted, notated, and transcribed.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,761,395,905],\"text\":\"Participant Demographics and Sampling. In total, 38 partic-\\nipants were recruited. 19 security experts and 19 non-experts\\n(detailed in Table 1 ). Experts were recruited through personal\\nnetworking among security researchers and developers to\\nlocate biometrics users, and through attendances at venues\\nwhere experts would be present (e.g. security related con-\\nferences). Non-experts were recruited through a range of\\nmailing lists. Individuals were carefully screened to ensure\\nthat they met criteria defined for each category.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,905,395,954],\"text\":\"To fit under the category of 'expert', a review of compara-\\nble research standards for security expertise was conducted\\nto identify an effective definition [1, 4, 12, 15, 16, 27] . We\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,347],\"text\":\"adopted a standard of one year of professional or research\\nexposure to network security issues, which was intended\\nto identify those with sensitizing exposure to privacy and\\nnetwork security concerns. While this standard was not in-\\ntended to qualify full domain expertise, our expert cohort\\naveraged 16.9 years of related experience. Two experts had\\nnear-minimum duration experience, but were both highly\\nengaged over at least 2 years in either biometric software\\ndevelopment or network security. Experience with usage of\\nbiometrics on a mobile device (current or previously) was\\nalso a requirement for the study for both experts and non-\\nexperts. Non-experts included individuals with little or no\\nsecurity experience who were current or prior users of bio-\\nmetric unlocking on mobile devices.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,747,506],\"text\":\"The expert group consisted of 15 men and 4 women, with\\nan average age of 50.7 years, an average of 16.9 years of\\nnetwork security experience, and an average of 3.4 years of\\ndirect experience with biometric authentication. The non-\\nexpert group consisted of 12 males and 7 females, with an\\naverage age of 33.6 years and average of 2.5 years of direct\\nexperience using biometric authentication (as described with\\nadditional detail of biometric experience and mobile device\\nuse in Table 2 ). The size of these two groups were similar to\\nthose of related qualitative security research [6, 10, 34] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,506,747,680],\"text\":\"Analysis of Transcripts. Inductive thematic analysis was\\nperformed using four reviewers to identify themes from\\nparticipant responses. Initial open coding was conducted\\nwith notes and audio from each interview to sensitize to any\\nthemes or observations, followed by axial coding. The codes\\nwere combined and deconflicted to produce a set of 76 mutu-\\nally exclusive, descriptive themes. These were then further\\niterated and clarified. A subset of the interview transcripts\\n(12.5 % ) were reviewed by a fourth coder, and good inter-rater\\nreliability was found (Cohen's Kappa coefficient ($\\\\kappa$) = 0.72).\\nA subset of codes are shown in Table 3 .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,680,747,825],\"text\":\"Themes that emerged towards the end of the interview\\nprocess were re-addressed with a subset of expert partici-\\npants in short follow-up interviews. These included ques-\\ntions about using biometrics on work-related versus personal\\ndevices, passcode sharing and biometric co-registration, and\\ndifferences in concern regarding compromise of behavioral\\nversus biometric signature data. Sampling was concluded\\nwhen coding saturation became apparent and no new axial\\ncodes emerged from interviews.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,836,508,853],\"text\":\"4 ANALYSIS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,857,747,953],\"text\":\"We address six major findings and 10 sub-findings drawn\\nfrom themes derived from expert and non-expert participant\\nresponses of our expert and non-expert participants (summa-\\nrized in Table 6 ). As shown in Table 4 , users generally favored\\nfingerprint recognition, either iOS (22 total users, 10 experts),\\nAndroid (13 total users, 7 experts), or Windows (7 total users,\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,126,1013],\"text\":\"Paper 151\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 3\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300381/results/markdown/3290605-3300381_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300381", "source_image_path": "test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300381/results/output_json/3290605-3300381_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[88,122,368,315],\"text\":\"
ExpertNon-ExpertTotal
MFTotalMFTotal3
Age<210002133
22-3421354912
35-443143148
45-542130003
55-644041126
>651120116
BAM use<1 yrs2130111
1 to 2 yrs4152249
>2 yrs819731019
Mobile OSiOS63963918
Android70713411
Windows4040337
Total154191271938
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A detailed cross-tabulation table presents counts of participants categorized by gender (Male, Female) across two groups: Expert and Non-Expert. The data is further broken down by age ranges, years of BAM (Body Area Monitoring) use, and mobile operating system (iOS, Android, Windows), with sub-totals and grand totals for each category.\",\"figure_path\":\"tables/3290605-3300381_pdf_shortened_page_3_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[124,324,334,342],\"text\":\"Table 1: Participant demographics.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,352,394,448],\"text\":\"5 experts). Facial recognition use was still relatively scarce,\\nand its use was divided between Apple FaceID and older\\nWindows facial recognition. Several expert users also had\\npast experience using or developing advanced biometric se-\\ncurity controls, including body weight, iris scanning, and\\nhand size measures.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,448,394,623],\"text\":\"At a high level, we found that experts held an expected\\nhigher degree of concern towards data compromise than\\nnon-experts. This concern shaped both their willingness to\\ntry out new authentication methods and concurrently their\\ndistrust towards using mobile platforms for sensitive transac-\\ntions. However, we also found significant misunderstanding\\nin both groups about how biometric authentication is imple-\\nmented. Both groups feared compromise of their biometric\\nsignatures, and experts, in particular, tended to project their\\nprior knowledge of other network vulnerabilities onto this\\nfear.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,639,393,657],\"text\":\"Misunderstanding of primacy of biometric unlocking\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,660,394,788],\"text\":\"While biometrics may function in mobile operating systems\\nas a secondary method of authentication to back up other\\nwhat-you-know passcodes, half of both non-expert and ex-\\npert users misunderstood the biometric method to instead\\nbe the primary means of unlocking their mobile device. This\\nview was also evenly split between the two groups (held by\\n9 experts and 9 non-experts). This view was held at a higher\\nrate than any other code.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,802,281,821],\"text\":\"Device sharing and co-registration\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,824,394,952],\"text\":\"A number of participants (n=8, 4 experts) discussed how both\\nbiometrics and passcodes fit into their approach to physi-\\ncally sharing access to their mobile devices with others. For\\nexample, several non-experts reported cross-registering fin-\\ngerprints with partners on their phones to speed up routine\\ntasks and for potential emergencies. However, all expert par-\\nticipants reporting this type of device sharing with their\\nspouses, partners, or children (n=4) preferred only sharing\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,747,298],\"text\":\"conventional PIN passcodes, despite using biometric unlock-\\ning for themselves. One non-expert (p37) reported deliber-\\nately not sharing any passcodes or biometric co-registering\\nbecause he did not want his children accessing his devices (\\\"I\\ndon't want them buying stuff\\\"), and to avoid having to reset\\nthe authentication if a trusted relationship ended. Another\\nnon-expert (p38) felt that iOS FaceID was more secure for\\nsharing, on the assumption that faces seemed more unique,\\ndespite acknowledging not knowing the \\\"rhyme or reason\\n...behind the science,\\\" but like other participants chose bio-\\nmetric co-registration for convenience rather than security.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,299,747,476],\"text\":\"Participants who only shared PINs with others, versus bio-\\nmetric co-registration, described their preference as simply\\nconvenience rather than reluctance to co-register because\\nof social or security concern. For example, an expert partici-\\npant (p25, an academic security researcher and application\\ndeveloper) described telling his PIN to his children while\\ndriving so they could control music in the car without dis-\\ntracting him. However, it is possible that co-registration is not a\\nfamiliar option, given that other expert participants described\\nsimply being unaware that multiple fingers could actually be\\nregistered.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,747,714],\"text\":\"Participants who had tried and discarded biometric au-\\nthentication still shared passcodes, even if they did not use\\nPINs. A non-expert university professor, p32, had stopped\\nusing Android fingerprint recognition stating, \\\"I really hate\\nit, a lot\\\" because of frequent false negatives, but still shared\\ngrid pattern shapes that could be described verbally with\\nher husband. The instances of misunderstanding towards\\nbiometric co-registration and the likelihood of interaction\\nwith other usability and security concerns found here indi-\\ncate a need for more effective design for device co-registration,\\ndiscussed in Section 5 . Device sharing and co-registration\\noccurred within a number of relationship types (e.g. with\\nboth children, spouses, or romantic partners) and among a\\nwide range of age that suggests very limited potential for\\nage effects.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,725,717,743],\"text\":\"Experts more influenced by BYOD requirements\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,746,747,953],\"text\":\"A majority of those reporting that work-related requirements\\ninfluencing their authentication choices were experts (6 of\\n8). We acknowledge that this may also reflect the higher\\naverage age of the expert cohort (50 years old, versus 33\\nfor non-experts), which could place them further along in\\ntechnology-related careers that might contribute to this ef-\\nfect, rather than it being solely a product of their network\\nsecurity exposure. The average age of participants reporting\\nthis code was 46.6 years old. Of those experts, several were\\nrequired to add authentication through contract or employ-\\nment conditions. One expert (P04, a government security\\nresearcher) explained her caution towards authentication\\nchoices for work related devices, stating `I'm very cognizant\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 151\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300381/results/markdown/3290605-3300381_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300381", "source_image_path": "test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300381/results/output_json/3290605-3300381_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,62],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[118,102,690,452],\"text\":\"
Participant #ExpertiseExpert DomainNatureExperience (Yrs)AgeGenderCurrent Biometric OS/DeviceBiometer Use
1ExpertExpert Domain225MAndroidiPhone 62 yrs (Phone) 3 yrs (Laptop)
2ExpertGov & research225MAndroidAndroid (Phone) & Win/Laptop2 yrs (Phone) 3 yrs (Laptop)
3Non-expertGov & research2121MiPhoneiPhone 63 yrs (phone) 1.5 yrs (iPad)
4ExpertGov & Research2121MiPhoneWin/Laptop4 mos
5ExpertIndustry1242MiPhoneiPhone 61 yrs
6Non-expertGov & research3030FiPhoneiPhone 61 yrs
7Non-expertGov & research2222MiPhoneiPhone 62 yrs (Phone) 3 yrs (Laptop)
8Non-expertGov & research2121MiPhoneiPhone 63 yrs (Phone) 6 yrs (Laptop)
9Non-expertGov & research2222FiPhone 6iPhone 63 yrs (Phone) 6 yrs (Laptop)
10Non-expertGov & research2121MiPhoneiPhone 63 yrs (Phone) 6 yrs (Laptop)
11Non-expertGov & research2020MAndroidAndroid (Phone)2 yrs
12Non-expertGov & research2020MAndroidAndroid (Phone)1.5 yrs
13Non-expertGov & research2020MAndroidAndroid (Phone)1.5 yrs
14Non-expertGov & research2020MAndroidAndroid (Phone)10 mos (no previous device)
15Non-expertGov & research2525MAndroidAndroid (Phone)10 mos (no previous device)
16Non-expertGov & research2727MAndroidAndroid (Phone)10 mos (no previous device)
17Non-expertGov & research2626MAndroidAndroid (Phone)10 mos (no previous device)
18Non-expertGov & research2626MAndroidAndroid (Phone)10 mos (no previous device)
19Non-expertGov & research2626MAndroidAndroid (Phone)10 mos (no previous device)
20Non-expertGov & research2626MAndroidAndroid (Phone)10 mos (no previous device)
21Non-expertGov & research22FAndroidAndroid (Phone)10 mos (no previous device)
22Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
23Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
24Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
25Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
26Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
27Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
28Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
29Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
30Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
31Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
32Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
33Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
34Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
35Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
36Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
37Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
38Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
39Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
40Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
41Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
42Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
43Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
44Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
45Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
46Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
47Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
48Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
49Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
50Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
51Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
52Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
53Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
54Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
55Non-expertGov & research22MAndroidAndroid (Phone)10 mos (no previous device)
56Non-expertGov & research22
Code$\\\\kappa$nSample Quote
BAM considered primary rather than secondary un-locking method8619, 8 experts"I would never use biometric alone as the primary on anything without backain, an anything hiding secure information" (p25)
Would not use BAM on a work/high security device1007, 5 experts"If I think about it deeply I don't like it. I start to think about ridiculous murder mystery things that wouldn't happen" (p23)
Would recommend BAM use to others9522, 12 experts"I’d say go for it... [but used] flug products" (p23)
Work requirements influence personal device use696, 8 experts"Try to be secure, but I had to use them [BAM] for work" (p05)
Did not try BAM immediately when available8411, 5 experts"I'd [f]ound recommended that I let everyone throw everything at it first" (p23)
When first heard of it, consumer BAM sounded like a good idea.8011, 8 experts"I thought its about time to allow biometrics" (p14)
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a table presenting qualitative data analysis with four columns: \\\"Code,\\\" \\\"κ\\\" (kappa coefficient), \\\"n\\\" (number of experts), and \\\"Sample Quote.\\\" It lists six different codes related to Biometric Authentication Methods (BAM), such as \\\"BAM considered primary rather than secondary unlocking method\\\" and \\\"Would not use BAM on a work/high security device,\\\" each with its corresponding statistical values and a supporting quote.\",\"figure_path\":\"tables/3290605-3300381_pdf_shortened_page_5_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[334,281,478,298],\"text\":\"Table 3: Example codes\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,317,394,350],\"text\":\"alone for unlocking a work device, unless it also had allowed\\nan alphanumeric password for disk encryption.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,363,192,380],\"text\":\"Biometric Adoption\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,383,395,703],\"text\":\"Experts are more likely to be early adopters of biometrics. We\\nexamined participants' descriptions of the interval between\\nacquiring a biometric-capable mobile device and setting up\\nthe feature (n=14, 11 experts). This is of interest assuming\\nthat users may have security-informed motivations for either\\nusing immediately or avoiding a new authentication method.\\nA preponderance of the experts interviewed reported at least\\ntrying out the biometric unlocking feature immediately when\\nit was first available. Given the even split between using An-\\ndroid and iOS devices for experts, this effect was likely a\\nresponse to several aspects of the expert cohort. Firstly, the\\nexpert cohort had a greater rate of direct familiarity with\\nbiometrics (21 % had prior direct experience with biometrics\\noutside of unlocking a personal mobile device, through pur-\\nposes such as using or developing building access controls).\\nSecondly, it might be assumed that experts, as a result of\\ntheir general training and experience with security, would\\nbe more likely to know the usability and security difficulties\\nassociated with recalling strong what-you-know passcodes\\nand want a better what-you-are biometric alternative.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,710,395,953],\"text\":\"Experts view biometrics positively post-adoption . We found\\nthat experts were almost evenly divided on whether they ini-\\ntially thought biometric authentication would be a positive\\nor negative feature to offer consumers, although a majority\\nof all participants favoring the idea were experts (n=13, 8\\nexperts). Prolonged exposure (primarily fingerprint recogni-\\ntion, see Table 4 ) appears to have put experts at ease. “ It's\\npretty close to a must-have [feature]: ” stated one (p30), “ it's\\njust so doggone convenient. ” When asked whether they now,\\nhaving used biometric unlocking, have or would recommend\\nit to others, experts were more favorable than not. It is also\\npossible that the higher rate of immediate use of biometrics\\nin experts is attributable to their slightly higher age and the\\ncommensurate exposure to technology that could support\\nexploring and trying out new features (the average age of\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,317,746,445],\"text\":\"participants reporting this code was 43.9 years old). One\\nexpert (P04) stated, \\\"I definitely went to the TouchID as a\\npreferred authorization method and that was just because of\\nmy own experience and knowledge of how passwords can\\nbecome co-opted very easily. That influenced me, once I had\\nthat available on my iPhone to just immediately enable that\\nfeature... That's based on my work experience and what I\\ncan see and the problems I see people having.\\\"\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,455,747,759],\"text\":\"Non-experts delay adoption of biometrics. A slightly higher\\nrate of non-experts also reported having deliberately waited\\nto try out their biometric unlocking features, compared to\\nthe rate of reported initial avoidance in experts. In the case\\nof experts this reluctance could be attributable to a generally\\nmore polarized opinion on security matters. Non-experts'\\nmay have a relative lack of technological experience (in part\\ndue to their lower average age) that produces caution or\\nindifference towards new and unfamiliar security features.\\nThe average age of participants reporting this code was 41.7\\nyears old. One non-expert (p27) felt it best to wait to try the\\nfingerprint unlocking features on both his Android phone\\nand iOS tablet out of a non-specific sense of security caution\\nto \\\"let everyone throw everything at it first.\\\" Another (p07)\\ninitially felt that the TouchID feature on her iPhone was an\\nunnecessary \\\"stupid rich person's feature.\\\" She eventually\\ntried the feature after a year, to \\\"keep in touch, in the same\\nboat with technology,\\\" but still wondered, \\\"is it really safe?\\\"\\nand would its use might \\\"make my brain lazy.\\\"\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,772,710,789],\"text\":\"Expert caution with securing data biometrically\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,792,747,954],\"text\":\"At the same time that experts demonstrated more eagerness\\nto try out biometric unlocking, they also distrusted it to\\nsecure their most sensitive data. While only a portion of\\nthe total cohort reported avoiding biometrics entirely for\\nsecuring a highly sensitive device, that view was primarily\\nheld by experts (n=7, 5 experts). Similarly, concern over sale\\nor leakage of one's biometric signature was a view only\\nreported by experts (n=6 experts), often stating variations\\non “ you can't grow a new thumb (p15, a government and\\nindustry security developer). An expert (p04) stated, “ I don't\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 151\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300381/results/markdown/3290605-3300381_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300381", "source_image_path": "test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300381/results/output_json/3290605-3300381_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,332],\"text\":\"know that people think about [trusting a device to store their\\nfingerprint data], but if it's a foreign government... I might\\nbe a little more concerned. There's some acceptability issues,\\ndepending on who has access to your info.\\\" \\\"The fact that\\nbiometrics can be forced out of you, against your will... I\\n shy away from those,\\\" another expert (P05) stated, adding \\\"I\\nwould never use a biometric method alone as the primary,\\nwithout backup, on anything holding secure information... if\\na fingerprint is the only thing between you and the keys to\\nthe kingdom, that's a bad design.\\\" Further, the user's trust\\nwas limited by knowledge of who was providing the device\\nand services, saying, \\\"Two companies I don't place my trust\\nin are Apple and Google.\\\"\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,339,395,723],\"text\":\"Experts much more reluctant to biometrically authorize fi-\\nnancial applications. In addition to these views, using bio-\\nmetrics to authorize financial applications (including bank\\napps and payment apps such as PayPal or Venmo) was much\\nless prevalent in experts. Many participants used biometrics\\nto authorize these types of financial applications, but non-\\nexperts outpaced experts in allowing this. Interestingly, only\\none non-expert (p09) explicitly pointed out that biometric\\nunlocking of his banking application allowed him to use a\\nlonger complex passcode for better security because he did\\nnot have to remember it or write it down. Demonstrating\\nthis added level of concern with financial transactions on a\\nmobile platform, expert p05 stated, “After having my wife’s\\nphone stolen and the credit card info extracted, I, you know,\\nwipe down any device I’d ever used for any type of transac-\\ntion... Basically reinstall the OS. Wipe it down. Remove any\\ntransaction history, and when that’s not possible I use in-\\ncreasing layers of disk encryption to protect the files that are\\nstored.” Participants were also asked if security had factored\\nin when choosing their current mobile devices. Participants\\nin general were almost twice as likely to have voiced affir-\\nmative responses (n=17, 12 experts) as negative responses\\n(n=9, 3 experts), but experts specifically were four times as\\nlikely to cite concern with security features.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,730,395,953],\"text\":\"Biometric adoption interacting with experts’ distrust towards\\nmobile platforms. These findings of both greater expert cu-\\nriosity and concern towards authentication suggest that ex-\\nperts view biometrics with a sort of “accept but restrict” ap-\\nproach, in which quick adoption based on prior familiarity\\nor principles of secure computing are balanced with doubt\\ntowards the trustworthiness of mobile platforms in general.\\nIndicative of this, when asked which was more secure, of\\ntheir laptop (n=11, 5 experts) or smartphone (n=4, 1 expert),\\nmore experts trusted the desktop operating systems over\\nmobile. There is “less idea of what’s going on in the back-\\nground” of his Motorola Android phone, versus a PC, one\\nexpert (p30) related. Some experts also expressed preferences\\nin mobile platform based on configurability for security. For\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,172],\"text\":\"example, p05 stated “I would pick one [Android] over the\\nother because I believe I understand how to secure its attack\\nsurfaces more efficiently.”\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,186,747,506],\"text\":\"Experts and non-experts both aware of biometric spoofing .\\nHowever, while experts offered detailed descriptions of threat\\nmodels of data leaks or hacking that amplified their distrust,\\nawareness of risks to biometrics was not exclusive to that\\ncohort at all. In response to late-added question specifically\\nabout biometric-spoofing stories, an almost equal number of\\nnon-experts and experts (n=7, 3 experts) could recall exam-\\nples. Experts could place these stories in context (for example,\\np30 stating, “we’re in an arms race with gummy bears [used\\nto spoof fingerprints]”), but macabre news reports of ampu-\\ntated fingers being used in criminal heists (p29, non-expert)\\nand YouTube videos of fake heads unlocking phones (p27,\\nnon-expert) appeared to have also made a mark with non-\\nexperts. More specifically, an equal number (n=4, 2 experts)\\nof expert and non-expert participants also stated in almost\\nexactly similar terms that they did not feel like they were a\\n“high value target” that would warrant elaborate biometric-\\nspoofing. One expert, (p28) stated, “I generally don’t hang\\naround those types of people [who might be targeted with\\nelaborate spoofing techniques]. They build rockets.”\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,519,747,790],\"text\":\"Apprehension towards facial recognition. The number of\\ncurrent facial recognition users was low compared to finger-\\nprint recognition. Participants mentioned two factors con-\\ntributing to this. Apple FaceID was only recently released\\nat the time of this inquiry, and some curious iOS users were\\nnot ready to upgrade to a compatible device. Other laptop-\\nbased facial recognition users had stopped use because of\\nfrequent false negatives. Participants who were current or\\nprior users of other forms of biometric unlocking (n=7, 5\\nexperts) expressed that they were already resolved to not\\nimmediately adopt facial recognition. A non-expert (p27) felt\\nthe approach was \\\"unnecessarily personal,\\\" and might be\\nexploitable if Facebook's algorithms for facial recognition\\nwere also hacked. One expert (p26, an academic security re-\\nsearcher) echoed a common sentiment that new technologies\\nwere generally untrustworthy, and he felt it \\\"would be better\\nto wait to see how things play out.\\\"\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,791,747,951],\"text\":\"Given this lack of recent and direct experience with facial\\nrecognition, it evoked doubt and concern about its secu-\\nrity that fingerprint recognition had largely overcome in\\nthe same users. The acceptance of one biometric method did\\nnot readily transfer to another, even on the same device . Ex-\\nperts who had overcome their doubts and become fingerprint\\nrecognition users still expressed similar concerns about fa-\\ncial recognition. Participant 05, a recent user of fingerprint\\nrecognition, saw facial recognition as “still not controllable.”\\nAnother expert (p35) thought it “strange for social norms;”\",\"reading_order\":8,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 151\",\"reading_order\":9,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1012],\"text\":\"Page 7\",\"reading_order\":10,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300381/results/markdown/3290605-3300381_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300381", "source_image_path": "test_data/3290605-3300381/3290605-3300381_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300381/results/output_json/3290605-3300381_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,125,395,205],\"text\":\"easier to fake, and potentially discriminatory. Even partici-\\npants who had accepted facial recognition expressed doubt.\\nA non-expert (p09) was dubious of the feature “doing lots of\\ncrazy stuff,” and found the prospect of his facial signature\\nbeing compromised “terrifying.”\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,217,395,744],\"text\":\"Context on fear of biometric signature compromise. It is\\nworth observing that major concerns that security conscious\\nusers commonly expressed about face and fingerprint recog-\\nnition, namely that it could leak or be stolen off the device\\n(rendering their face or fingerprint forever unusable), are not\\nvery likely. For example, Apple's TouchID feature (the most\\ncommon biometric method among participants) is stated to\\nonly collect the scan of the user's finger in a format that\\nis not reconstructable as a fingerprint scan. The imagery\\nis also not tagged with that user's identity, not uploaded\\nanywhere off the device, and is only stored and encrypted\\nlocally. A secure boot chain, system software authorization\\nprocesses, and unique session keys also control how an Apple\\ndevice's processor and Secure Enclave exchange informa-\\ntion about the fingerprint scan, lessening the likelihood that\\nmalware could easily spoof a component to obtain sensitive\\nbiometric information [28] . Despite these safeguards, con-\\ncern with biometric signature compromise transferred to\\nexperts' approach to setting up device access. For example,\\nseveral experts (p15 and p30) deliberately limited the num-\\nber of fingers they would register, either to have a reserve\\nfingerprint if all others were compromised by a data leak or\\nto reduce the perceived possibility of false positives. This\\nfear of signature data leaks was acute for some experts. One\\nexpert (p30) explained, “I just assume it's going to get out\\nat some point [his biometric signature]... I do think I will\\nregret it. Hopefully not soon. Maybe it will only be iOS users.”\\nThese overlapping instances of expert distrust and misunder-\\nstanding towards features including biometric registration,\\nmobile financial transactions, and facial recognition and their\\nimpact on adoption and expert advocacy suggest a need for\\ntailored education for security-informed users , discussed in\\nSection 5 .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,757,395,951],\"text\":\"Impact of 2015 San Bernardino shooting story on both ex-\\nperts and non-experts. News accounts of law enforcement\\nefforts to unlock an iPhone belonging to a suspect in the\\n2015 San Bernardo shooting made a similar impression\\nto that of biometric spoofing. Respondents (n=4, 1 expert)\\nmentioned this as positively impacting their sense of security\\nwith their own device, since law enforcement appeared ini-\\ntially to be unable to unlock the phone. Of these participants,\\nthree of the four were non-experts. Other news stories drew\\nmention as influences on authentication behavior, including\\ncompromise of biometric signatures in the Indian Aadhaar\\ndatabase and the 2013 Snowden leaks (p24, expert).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,124,717,141],\"text\":\"Expert and non-expert biometric usability issues\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,144,747,271],\"text\":\"Participants described trying out but then abandoning some\\ntype of biometric unlocking (n=16, 9 experts), mostly at-\\ntributed to usability problems and nearly evenly distributed\\nbetween experts and everyday users (n=12, 7 experts). Many\\ninstances involved unreliable biometrics on older Windows\\nlaptops. One expert (P02) explained his frustration with the\\nfingerprint reader on his Windows laptop, stating, \\\"Nobody\\nis getting in there with a fingerprint, including me usually.\\\"\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,271,747,464],\"text\":\"Other users stopped using biometrics because they sim-\\nply felt that PIN entry was quicker (n=2). However, several\\nexperts described security concerns that caused them to\\nstop using a biometric unlocking method. One expert (p24)\\nwas alarmed enough by reported leaks of his phone's op-\\nerating system code to stop using fingerprint recognition,\\nwhile another (p05) disabled his laptop fingerprint reader\\nafter learning details of implementation in the operating\\nsystem that he considered untrustworthy. One non-expert\\n(p03) felt TouchID was too unreliable for regular unlocking\\nand switched back to PIN use, but liked its added security\\nenough to still use for authorizing purchases in applications.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,464,748,719],\"text\":\"Participants (n=17, 6 experts) also described other types\\nof biometric usability problems. Again, many had struggles\\nparticularly with older laptop biometric unlocking. The most\\ncommonly described problem was relatively simple: wet or\\noily fingers not being read well (n=12, 4 experts). However,\\nparticipants explained other theories for unlocking problems,\\nincluding speculation that winter weather changes skin to\\nmake it unrecognizable, or that the phone itself might work\\nless reliably when cold. Others guessed that the phone could\\nonly read fingerprints accurately at certain angles (n=2, 1\\nexpert). Frustrated laptop facial recognition users, including\\nexperts, speculated that non-facial factors such as hairstyle\\nor background lighting caused interference. A non-expert\\nfacial recognition user (p37) felt the feature very reliably\\nidentified him with different beard lengths, but failed if he\\nswitched from his regular sunglasses to his golf sunglasses.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,738,619,755],\"text\":\"Changing perceptions over time\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,758,747,951],\"text\":\"Users noted a number of ways that their authentication ap-\\nproach had changed over time (n=13, 10 experts), but this\\ntype of observation was most commonly shared by experts.\\nTheir adjustments intended to add more security or try new\\nmethods with better usability and the same level of secu-\\nrity. These security-enhancing actions included adding two-\\nfactor account authentication (p02), adding boot encryption\\nto devices before travel (p04), and changing duplicate pass-\\nwords (p15). One expert (p24) and non-expert (p37) also\\nnoted changes made after biometric adoption. p24 was com-\\nfortable enough with the security of fingerprint recognition\\non his phone to reduce his PIN from 6 to 4 digits for quicker\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 151\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 8\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300381/results/markdown/3290605-3300381_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,93,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[157,118,657,183],\"text\":\"Virtual Performance Augmentation\\nin an Immersive Jump & Run Exergame\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[86,201,400,235],\"text\":\"Christos Ioannou, Patrick Archard, Eamonn O'Neill\\nUniversity of Bath, UK\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[467,201,677,249],\"text\":\"Christof Lutteroth*\\nUniversity of Bath, UK\\nUniversity of Auckland, New Zealand\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300388_pdf_shortened_page_0_figure_006.png\",\"bbox\":[87,269,727,413],\"reading_order\":6,\"tags\":[],\"alt_text\":\"This image illustrates a virtual reality system and its interaction mechanics, showing a person physically running and jumping in place while wearing a VR headset and sensors. Corresponding virtual environments display a road with trucks, and diagrams explain how real-world movements (running in-place, jumping in-place) are translated via a Virtual Perceptual Algorithm (VPA) into virtual forward motion and jumping, with specific scaling factors for speed and height.\"},{\"label\":\"figure_cap\",\"bbox\":[68,422,747,497],\"text\":\"Figure 1: a) The exergame is played by running and jumping in place while wearing a head-mounted display. b) A sense of\\nembodiment is created through visual-motor synchronicity with an avatar. c) Running, jumping over \\\"lava gaps\\\", and avoiding\\ntrucks during gameplay. d) In place running with estimated speed is used to simulate forward running in VR with the speed\\naugmented by a factor $\\\\alpha_{run}$ . d) In place jumping is used to simulate forward jumping in VR with the height augmented by a\\nfactor $\\\\alpha_{jump}$ .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,505,141,522],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,525,395,734],\"text\":\"Human performance augmentation through technology has\\nbeen a recurring theme in science and culture, aiming to\\nincrease human capabilities and accessibility. We investigate\\na related concept: virtual performance augmentation (VPA),\\nusing VR to give users the illusion of greater capabilities than\\nthey actually have. We propose a method for VPA of running\\nand jumping, based on in place movements, and studied its\\neffects in a VR exergame. We found that in place running\\nand jumping in VR can be used to create a somewhat natural\\nexperience and can elicit medium to high physical exertion\\nin an immersive and intrinsically motivating manner. We\\nalso found that virtually augmenting running and jumping\\ncan increase intrinsic motivation, perceived competence and\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[421,506,747,585],\"text\":\"flow, and may also increase motivation for physical activity\\nin general. We discuss implications of VPA for safety and\\naccessibility, with initial evidence suggesting that VPA may\\nhelp users with physical impairments enjoy the benefits of\\nexergaming.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[421,596,524,613],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[421,617,747,665],\"text\":\"• Applied computing $\\\\rightarrow$ Computer games; Consumer\\nhealth; • Human-centered computing $\\\\rightarrow$ Virtual real-\\nity.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,676,502,693],\"text\":\"KEYWORDS\",\"reading_order\":13,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[422,697,737,714],\"text\":\"Exergame; virtual reality; performance; running; jumping\",\"reading_order\":14,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[422,721,554,736],\"text\":\"ACM Reference Format:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,737,747,823],\"text\":\"Christos Ioannou, Patrick Archard, Eamonn O’Neil and Christof\\nLutteroth. 2019. Virtual Performance Augmentation in an Inter-\\nive Jump & Run Exergame. In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019,\\nGlasgow, Scotland .UK: ACM, New York, NY, USA, 15 pages. https:\\n//doi.org/10.1145/3299665.330388\",\"reading_order\":16,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,836,549,853],\"text\":\"1 INTRODUCTION\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,858,747,955],\"text\":\"Human performance augmentation through technology has\\nbeen a theme in science and culture for decades [37] . The idea\\nof augmenting human physical, mental and social capabilities\\nhas intrigued scientists from many disciplines [94] and led,\\nfor example, to the development of powered exoskeletons\\n[5, 33, 131] . Similarly, performance augmentation, especially\",\"reading_order\":18,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[70,748,250,761],\"text\":\"$^{*}$Correspondence: c.lutteroth@bath.ac.uk\",\"reading_order\":19,\"tags\":[\"author_mail\"]},{\"label\":\"fnote\",\"bbox\":[69,777,394,897],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\\nCH 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[69,900,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,953],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-05...$15.00\\nhttps://doi.org/10.1145/3209605.3300388\",\"reading_order\":22,\"tags\":[\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 158\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,267],\"text\":\"physical augmentation, has been a common theme in many\\ncomputer games: players control characters that are more\\nskilled, can run faster and jump higher, often far beyond a\\nplayer's own realistic capabilities. Despite lack of realism,\\nplayers often identify with their game character and are\\nlikely to perceive attributes of their game character in them-\\nselves [10, 46, 58, 60, 89, 115, 127] . As a result, augmentation\\nof the character in the game becomes a virtual performance\\naugmentation (VPA) of the players themselves.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,267,395,476],\"text\":\"Our focus here is on the use of VPA in a VR exergame,\\nwhere physical performance is a central concept [86] . With\\nimmersive VR and natural interaction technology, it has be-\\ncome possible to map a player's real physical performance\\nclosely to the in-game performance of an avatar [28, 71, 108,\\n109] . This visual-motor synchronicity strengthens the identi-\\nfication between the player and the avatar, inducing a feeling\\nof embodiment [59, 106] that may facilitate the creation of\\na convincing VPA experience. Exergames generally aim to\\nimprove the performance of the player, e.g. to improve their\\nfitness or help them rehabilitate from a medical condition.\\nAdding VPA to a VR exergame could have the following\\npositive implications.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,476,395,603],\"text\":\"Increased Motivation: VPA may help to motivate players\\nto engage with the exergame. It may give players a sense of\\nempowerment by adjusting the difficulty of an exergame\\n[15, 39] , help induce a sense of flow by balancing skills\\nand challenges [23, 74] , and increase perceived competence,\\nwhich is regarded as an important factor for intrinsic motiva-\\ntion [98, 114] . Increased intrinsic motivation is in turn linked\\nto an increased adherence to physical exercise [2, 34, 99] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,603,395,825],\"text\":\"Accessibility: VPA can enable players with reduced physi-\\ncal capabilities to play a VR exergame that would otherwise\\nbe too difficult for them. For example, a player with a mobility\\nimpairment could be enabled to control an avatar similarly to\\na non-impaired player by taking individual capabilities into\\naccount [118] . Non-immersive exergames with adjustable\\ndifficulty have shown some success for players with neuro-\\nlogical disability [76] and the rehabilitation of stroke [65] .\\nVPA may be used to achieve similar results using immersive\\nVR. Similarly, VPA could empower less capable players to\\novercome feelings of low self-efficacy [125] and enable them\\nto compete with more capable peers. Some form of VPA is of-\\nten used in game balancing methods, which adjust a player's\\nchance of winning relative to their capabilities [8, 39] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,395,955],\"text\":\"Feedforward: VPA could be used to create an experience\\nof an `improved self', i.e. a self model of the player exhibit-\\ning a performance exceeding the player's current ability, in\\norder to elicit a `feedforward effect'. Feedforward is an es-\\ntablished method that helps an individual improve a skill\\nor performance by exposing them to improved self models\\n[30, 31] . It has traditionally been applied by creating videos\\nof an individual showing an improved behaviour [29] , and\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,748,315],\"text\":\"more recently with interactive self models to improve per-\\nformance in a VR exergame [7] . Similarly, VPA may induce a\\nProteus effect, i.e. a change in behaviour that conforms with\\na player's digital self-representation [124] . Positive trans-\\nfer effects have been observed after embodying `improved'\\navatars in VR: for example, avatars with `superhero' abilities\\nmotivated consistent pro-social behaviour [95, 127] , `creative'\\navatars increased creativity [41] , and avatars perceived as\\nmore appropriate for a musical task led to increased musi-\\ncal performance [57] . Embodiment of a physically higher\\nperforming avatar may induce players to adopt more active\\nbehaviours.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,316,748,620],\"text\":\"Scope: We propose a method for VPA of running and\\njumping, based on in place movements, and describe empiri-\\ncal results on its effects in a VR exergame. Players walk, run\\nor jump in place according to their abilities while wearing a\\nVR head-mounted display (HMD) (Fig. 1a). Body movements\\nare tracked and a sense of embodiment is created through\\nvisual-motor synchronicity (Fig. 1b). Walking, running and\\njumping activities are recognised with a novel algorithm,\\nbased on a biomechanical analysis of human locomotion,\\nand used as input for a jump & run exergame (Fig. 1c). We\\npropose a VPA algorithm that processes the recognised in\\nplace activities in real-time to simulate corresponding ‘nat-\\nural’ locomotory gaits of a given augmented performance\\nin VR: walking, running and jumping in place are used to\\nsimulate 'natural' forward walking, running and jumping\\ngaits, with forward speed and jump height adjusted by per-\\nformance augmentation factors $\\\\alpha_{run}$ and $\\\\alpha_{jump}$ (Fig. 1d&e).\\nIn order to investigate VPA and its effects we pose the fol-\\nlowing research questions:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[440,634,748,732],\"text\":\"RQ1 How can running and jumping be virtually aug-\\nmented using consumer-level VR?\\nRQ2 Are in place running and jumping suitable as phys-\\nical activities in a VR exergame?\\nRQ3 Can VPA improve intrinsic motivation and per-\\nceived competence of the augmented activity?\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,745,748,955],\"text\":\"VPA has previously been described using the term \\\"mixed-\\nreality empowerment\\\" referring to both virtual and actual\\nperformance augmentation [43] . Players have been tracked\\nwhile jumping on a trampoline [48, 55] or performing martial\\narts [42] , showing exaggerated player movements on large\\nscreens. Player flexibility has been exaggerated using VR in\\na martial arts kicking task, by augmenting range of move-\\nment and kicking height [40] . VPA has also been utilised for\\nnavigation in VR by walking, allowing users to amplify their\\nvirtual speed [52] or enlarge their virtual body relative to\\nthe virtual world [62] . In addition, the effects of diminished\\noptical flow (i.e. diminished virtual performance) have been\\nstudied for treadmill-based walking using a large screen [92] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 158\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,189],\"text\":\"It is generally more difficult to create a usable VPA experi-\\nence in immersive VR compared to large screens as users of\\nimmersive VR are particularly susceptible to sensory conflict\\nand VR sickness [1, 102] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,394,365],\"text\":\"Exergame researchers have identified augmentation of\\nperceived physical performance as a largely underexplored\\narea [44, 81] . To the best of our knowledge, there has been\\nvery little research exploring recognition and augmentation\\nof in place running and jumping for exercise in immersive VR.\\nThe closest related work is VRun [126] , a VR exergame based\\non running in place that does not consider augmentation.\\nVRun identifies the accuracy of activity tracking as a major\\nchallenge; we address this by proposing a novel activity\\nrecognition algorithm based on biomechanics of locomotion.\\nIn summary, we make the following novel contributions:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"list\",\"bbox\":[81,372,394,436],\"text\":\"(1) A method for recognition and augmentation of walk-\\ning, running and jumping in VR (Section 2).\\n(2) Empirical evidence about the effects of virtual perfor-\\nmance augmentation (Section 3).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,454,352,488],\"text\":\"2 AUGMENTING WALKING, RUNNING AND\\nJUMPING IN VR\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,491,394,538],\"text\":\"We first address RQ1, motivating why we use walking, run-\\nning and jumping in place and describing how these activities\\ncan be recognised and augmented in a VR exergame.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,538,394,808],\"text\":\"Motivation: We consider game mechanics for walking,\\nrunning and jumping in place to allow users to exercise at\\ndifferent levels of intensity and to offer a variety of biome-\\nchanical stimuli. Walking was chosen because it is the main\\ngait of human locomotion, fairly accessible and an essential\\nactivity of daily living [47] . It has well documented public\\nhealth benefits [66] and is likely important for maintaining\\nmobility and recovering from mobility disabilities [35, 105] .\\nRunning is the most popular type of cardiovascular exercise\\nafter walking, and more natural and economical for exertion\\nat high intensity [27, 80] . Jumping offers a biomechanical\\nstimulus with a greater magnitude than running and a dis-\\ntinct pattern of body acceleration [9] . Many people with\\nmobility impairments have difficulties running and jumping,\\nfor accessibility an exergame can be played using only slow\\nwalking motions, and jumping obstacles can be removed or\\nignored.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,394,954],\"text\":\"Are walking, running and jumping suitable mechanics for\\nan exergame when they are performed in place? Walking in\\nplace (WIP) methods [12, 14, 32, 63, 82, 83, 117, 119, 121, 123]\\nand jogging in place [67, 126] have been proposed for VR\\nlocomotion. The biomechanics of walking and running in\\nplace are similar to those of their locomatory counterparts,\\nso it is reasonable to expect similar physiological effects. The\\nhorizontal (i.e. forward force is greatly reduced, but the dom-\\ninant pattern of vertical force is similar, with peak vertical\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,364],\"text\":\"forces 4-6 times greater than peak horizontal forces during\\nnormal locomotion [22] . Running and jumping in place are\\npopular exercises in high intensity interval training [87] and\\nphyliometrics [24] . Running in place was touted as an effec-\\ntive method for improving running technique more than a\\ncentury ago [38] and rediscovered more recently [78] . It was\\nfound to cause exertion similar to the common treadmill-\\nbased Bruce Protocol maximal exercise test [88] . It can be\\nperformed fairly easily and has documented health benefits\\n[19] , also for injury rehabilitation [104] . Due to reduced hori-\\nzontal force, running in place may reduce shearing forces and\\nknee strain compared to normal running [128] . People are\\nmore likely to land on the forefoot, which generates smaller\\ncollision forces compared to the more common landing on\\nthe heel and may prevent impact-related injuries [69] .\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,364,746,634],\"text\":\"Would using a treadmill be more suitable than exercising\\nin place? Running on a treadmill facilitates a more natural\\ngait including horizontal force. However, there are limita-\\ntions with this setup. Walking on a treadmill poses safety\\nchallenges, which are typically mitigated by use of handle-\\nbars or a harness [36, 92, 107] . Running exacerbates these\\nchallenges and renders simple solutions such as handlebars\\ninfeasible, while jumping on a treadmill is very dangerous\\neven without wearing a HMD [56] . Treadmills for walking\\nin VR are bespoke systems that are not typically available\\nto consumers; they limit a player's range of motion making\\nvigorous exercise difficult, can take up considerable space,\\nand would add markedly to the cost of an exergame setup\\n[4, 91, 107] . Walking on a treadmill in VR can reduce VR sick-\\nness [53] ; however, it leads to distortions in the perception of\\nmovement [90] and different gait characteristics compared\\nto walking in the real world [93] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,634,746,778],\"text\":\"System Overview: We propose a system for walking,\\nrunning and jumping in VR based on consumer hardware\\nsuch as a HTC Vive HMD and a Kinect 2 depth camera for\\nbody tracking. Knee and foot positions are tracked by the\\nKinect at 30 Hz, while the HTC Vive is used to track the\\nhead position and orientation at a minimum of 50 Hz. The\\nbipedal gait cycle is well understood, therefore we base our\\nalgorithm for recognition of walking, running and jumping\\non a biomechanical and kinematic analysis of human gait.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[420,804,548,822],\"text\":\"Per-User Calibration\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,825,746,954],\"text\":\"In order to adapt the system to a user's physical capabilities,\\nwe record characteristic features of a user's activities in a\\ncalibration phase. To determine ground level, we track the\\nvertical position of the user's feet while standing and calcu-\\nlate an average value $groundY$ over three seconds and both\\nfeet. Then we ask the user to run in place for 10 seconds, start-\\ning slowly and building up to a run of maximum intensity\\nso that the full kinematic range is represented. We record:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 158\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,124,394,236],\"text\":\"average avgHead $V_{run}$ vertical head position heady; mini\\nmin头Head $V_{run}$, average avgHead $V_{run}$ and maximum\\nmaxHead $V_{run}$ absolute vertical velocity of the head heady;\\nminimum minKnee $V_{run}$ and maximum maxKnee $V_{run}$ abso-\\nlute vertical velocity of the knees relative to the hip knee $V$\\n(average of both knees), and minimum minCadence and max-\\nimum maxCadence cadence.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,236,395,538],\"text\":\"Cadence in steps per minute is estimated based on a func-\\ntion feetGrounded , which detects how many feet are cur-\\nrently touching the floor; a foot is considered grounded if\\n$footY \\\\leq groundY + \\\\epsilon$ , with $\\\\epsilon$ chosen to accommodate for\\nerrors in the tracked vertical position of the feet. During\\nwalking, feetGrounded alternates between two and one; dur-\\ning running, it alternates between zero and one (Figure 3 ).\\nSimilar to Wendt et al. [117] , we consider the phases of the\\ngait cycle in order to improve the time-resolution of the ca-\\ndence estimate: we measure the half-stride time $t_{step}$ (the\\ntime between steps in seconds) starting either at collision (in-\\ncrease of feetGrounded ) or toe-off (decrease of feetGrounded ),\\nwhatever occurred most recently. If the last change of feet-\\nGrounded was an increase, we calculate $t_{step}$ as the time to\\nthis increase from the increase before, and analogously for\\ndecreases. Based on this, we calculate cadence considering\\nthe time $\\\\Delta t$ that has passed since $t_{step}$ was last updated by\\na collision or toe-off, so that cadence drops immediately as\\nthe time between steps increases:\",\"reading_order\":3,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[130,546,331,594],\"text\":\"$$ c a d e n c e = \\\\begin{cases} 6 0 t _ { s t e p } & f o r ~ \\\\Delta t \\\\leq t _ { s t e p } \\\\\\\\ 6 0 / \\\\Delta t & f o r ~ \\\\Delta t > t _ { s t e p } \\\\end{cases}$$\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,395,890],\"text\":\"Lastly, we ask the user to repeatedly jump in place for\\n10 seconds, recording $minHeadV_{jump}$ , $maxHeadV_{jump}$ and\\n$avgHeadV_{jump}$ similar to running. In order to estimate an\\n$avgHeadV_{jump}$ characteristic of the push-off and landing\\nphases of a jump, where the velocity is markedly higher\\nthan for running, we consider values of $headV$ only when\\n$headV>avgHeadV_{run}$ . We also record the minimum value\\n$minKneeA_{jump}$ and average $avgKneeA_{jump}$ of the angles at\\nthe knee joints $kneeA$ (average of both knees), and the min-\\nimum $minKneeD_{jump}$ and maximum $maxKneeD_{jump}$ verti-\\ncal distances of the knees from the hip $kneeD$ (average of\\nboth knees). $kneeD<0$ means the knees are level with\\nthe hip; $kneeD<0$ means the knees are below the hip.\\n$maxKneeD_{jump}$ , $minKneeA_{jump}$ and $minHeadV_{jump}$ are typ-\\nically reached at the end of the counter-movement phase\\nor during the landing phase, when users bend their knees\\nto prepare for or recover from a jump; $minKneeD_{jump}$ and\\n$maxHeadV_{jump}$ are typically reached in the aerial phase [70] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,889,395,955],\"text\":\"Taking the average of values measured in each leg for the\\ncalculation of $kneeV$ , $kneeA$ and $kneeD$ improves accuracy\\nand amplifies distinguishing characteristics of running, walk-\\ning and jumping. During walking, only one knee is moving\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,468,747,661],\"text\":\"at a time (Fig. 3 ), leading to a $kneeV$ lower than that of the\\nmoving knee. By contrast, during running both knees are\\nmoving simultaneously with similar absolute velocity in op-\\nposite directions, leading to a $kneeV$ that is markedly higher\\nthan for walking and likely more accurate than the measure-\\nment of a single knee alone. As mentioned, $kneeA$ and $kneeD$\\ntypically reach their extrema during jumping; both knees are\\nsimilarly bent making averages more accurate in this case.\\nBy contrast, running and walking are asymmetrical move-\\nments, reducing $kneeA$ and $kneeD$ compared to individual\\nmeasurements of each leg and making the difference to the\\nsymmetrical movements of jumping more pronounced.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300388_pdf_shortened_page_3_figure_008.png\",\"bbox\":[417,120,748,386],\"reading_order\":8,\"tags\":[],\"alt_text\":\"This is a decision tree diagram that classifies an action based on several conditions. It starts with \\\"feetGrounded\\\" and branches through various tests involving head and knee indices, head velocity, and head Y position, leading to classifications such as \\\"Run\\\", \\\"Pre/Post Jump\\\", \\\"Jump\\\", or \\\"Ambiguous\\\".\"},{\"label\":\"figure_cap\",\"bbox\":[420,395,746,424],\"text\":\"Figure 2: Decision tree for the classification \\\\u00b7 classification of locomotion\\nactivities.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,676,549,695],\"text\":\"Activity Recognition\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,698,747,955],\"text\":\"Our algorithm is a classification \\\\new{ } tree (a.k.a. decision tree)\\n[13] , illustrated in Fig. 2 , which is applied for every rendered\\nframe of the game based on the following tracked input vari-\\nables: feetGrounded , head $\\\\hat{y}$ , head $V$ , knee $V$ , knee $A$ and knee $D$\\n(Fig. 3 ). All input variables relate to features of the head and\\nlegs in order to include users with impaired mobility in the\\nupper limbs. The algorithm recognises the following classes:\\n'Run', 'Jump', 'Pre/Post Jump', and 'Ambiguous'. Class 'Run'\\nabstracts from the speed of locomotion and encompasses not\\njust running in place, but also walking in place and stand-\\ning on the spot. These activities are distinguished by their\\nestimated forward velocity as described in the next section.\\nBy classifying walking as 'Run', users with physical impair-\\nments can run virtually through VPA by walking in place.\\n'Pre/Post Jump' encompasses the counter-movement, early\\npush-off and late landing phases of a squat-jump movement\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 158\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 4\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[]},{\"label\":\"header\",\"bbox\":[474,43,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300388_pdf_shortened_page_4_figure_002.png\",\"bbox\":[116,119,349,408],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image presents a sequence of human figures arranged in three rows, illustrating different phases of movement like walking, running, and jumping. Each figure shows specific body postures and is accompanied by labels indicating measurements such as average head height, knee angles, and foot contact, with arrows indicating vertical displacement.\"},{\"label\":\"figure_cap\",\"bbox\":[68,421,394,453],\"text\":\"Figure 3: Walking, running and jumping in place (top to bot-\\ntom).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,485,395,613],\"text\":\"[130] ; by recognizing it, the forward momentum of real jump-\\ning while running can be simulated when squat-jumping in\\nplace. The late push-off, aerial and early landing phases,\\nin which a user is committed to jumping, are classified as\\n'Jump'. The 'Ambiguous' class signifies transitions between\\njumping and running, which are resolved naturally as the\\nactivities progress. In the following we refer to the decision\\nnode numbers in Fig. 2 .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,613,395,804],\"text\":\"The root node (1) is defined on function feetGrounded . If\\nonly one foot is grounded, this is characteristic of running\\nand classified as 'Run'. It may also happen for asymmetri-\\ncal push-off or landing during a jump, but this is quickly\\nresolved as the second foot leaves or hits the ground, with\\n'Run' ensuring that smooth forward momentum is simulated.\\nIn case both feet are grounded (1.1), we try to distinguish\\nthe squat-like movements of 'Pre/Post Jump' (i.e. counter-\\nmovement, early push-off and late landing) from running\\nby calculating an index representing the similarity of headY\\nto the relevant calibration parameters minHeadY $_{jump}$ and\\navgHeadY $_{run}$ :\",\"reading_order\":5,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[93,813,364,849],\"text\":\"$$h e a d Y_{i n d e x p p r}=\\\\frac{a v g h e a d Y_{r u n}-h e a d Y}{a v g f e a d Y_{r u n}-m i n h e a d Y_{j m p}}$$\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,857,395,906],\"text\":\"Using this inverse linear interpolation, this index is 0 if the\\ncurrent head height is the average for running and 1 if it is\\nthe lowest observed during pre/post jumping phases.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,906,395,954],\"text\":\"With a similar intention and further differentiation of\\n'Pre/Post Jump' from 'Jump', we calculate an index repre-\\nsenting the similarity of kneeA to the calibration parameters\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,618,141],\"text\":\"$minKneeA_{jump}$ and $avgKneeA_{jump}$ :\",\"reading_order\":9,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[442,145,723,185],\"text\":\"$$k_{n e e A i n d e x_{p p}}=\\\\frac{a v g K_{n e e A_{j u m p}}-k_{n e e A}}{a v g K_{n e e A_{j u m p}}-m i n K_{n e e A_{j u m p}}}$$\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,187,747,379],\"text\":\"This index is 0 if knee bend is average, signifying the relevant\\ntransitions to late push-off or from early landing, and 1 if it\\nis at the minimum observed during pre/post jumping phases,\\ni.e. at the end of the counter-movement or just before the\\nlanding recovery phase. The two indices are considered in\\ncombination $headYindex_{ppj} + kneeAindex_{ppj}$ and compared\\nto a threshold $\\\\theta_{ppj}$ to differentiate 'Pre/Post Jump' from 'Run'\\nand 'Jump'. For our experiments we chose $\\\\theta_{ppj} = 1$ , which\\nwe determined empirically in pilot tests. A similar concept\\nis used in node (1.3). The other nodes compare the tracked\\nvariables directly with the characteristic features recorded\\nin the calibration phase.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,391,540,407],\"text\":\"Run Augmentation\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,411,747,650],\"text\":\"In order to achieve a realistic experience, the way players con-\\ntrol their virtual movements varies based on the recognised\\nlocomotion class. During `Run', in place and lateral move-\\nments are applied directly based on head tracking, whereas\\nforward velocity speed can merely be estimated based on\\nthe tracked kinometric variables. We address requirements\\nsimilar to WIP such as low latency, smoothness and continu-\\nous control of estimated locomotion speed [14, 32, 117] . The\\n`Run' locomotion class includes WIP as well as running in\\nplace, therefore this estimation must accommodate the dif-\\nferences between the two gaits [22, 67, 73, 80] . We use a new,\\nintegrated approach to estimate both walking and running\\nspeed based on biomechanical considerations, related work\\non WIP [12, 14, 32, 63, 67, 82, 83, 111, 113, 117, 119–121, 123]\\nand empirical experimentation.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,650,747,873],\"text\":\"Cadence is known to be correlated with walking speed [25,\\n50, 51] and is an important factor (sometimes the only factor)\\nin many WIP approaches [12, 63, 83, 117, 119, 121]. Head\\nvelocity has been found to be a good indicator of cadence\\n[113]; it is more continuous in nature than a step count and\\nhas been used exclusively for WIP [111] as well as jogging in\\nplace [67]. Knee velocity correlates with cadence and forward\\nvelocity [50, 51], as well as leg lift and foot velocity, both of\\nwhich have been used as exclusive factors for WIP [14, 32,\\n120, 123]. Hip flexion and hence knee displacement relative to\\nthe body correlate with running speed [75]; sprinters lift their\\nknees higher than long distance runners. This is also reflected\\nin a higher footstep amplitude, which has successfully been\\nused for WIP [14].\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,747,955],\"text\":\"The variables cadence , headV , kneeV and kneeD correlate\\nwith running speed. To account for a player's individual phys-\\nical capabilities, we normalise them according to the range\\nof values exhibited during the running calibration phase, by\\nlinearly transforming [minimum, maximum] to [0, 1]. The\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 158\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[704,995,746,1013],\"text\":\"Page 5\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,156],\"text\":\"variables correlate positively with speed, therefore we esti-\\nmate speed linearly as a weighted sum:\",\"reading_order\":2,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[80,161,379,310],\"text\":\"$$s p e e d ^ { \\\\prime } = s p e e d _ { a u g } \\\\left( w _ { 1 } \\\\frac { c a d e n c e - m i n C a d e n c e } { m a x C a d e n c e - m i n C a d e n c e } \\\\right. $$\\n\\n$$+ w _ { 2 } \\\\frac { k n e e V - m i n K n e e V _ { r u n } } { m a x K n e e V _ { r u n } - m i n K n e e V _ { r u n } } $$\\n\\n$$+ w _ { 3 } \\\\frac { k n e e D _ { r u n } - m i n K n e e D _ { r u n } } { m a x K n e e D _ { r u n } - m i n K n e e D _ { r u n } } $$\\n\\n$$+ w _ { 4 } \\\\frac { h e a d V - m i n H e a d V _ { r u n } } { m a x H e a d V _ { r u n } - m i n H e a d V _ { r u n } }$$\",\"reading_order\":3,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[105,326,355,370],\"text\":\"$$s p e e d = \\\\left\\\\{ s p e e d ^ { \\\\prime } \\\\right. \\\\begin{array} { l l } { f o r ~ k n e e V \\\\geq m i n K n e e V _ { r u n } } \\\\\\\\ { 0 \\\\quad ~ o t h e r w i s e } \\\\end{array}$$\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,379,395,587],\"text\":\"The formula cannot easily be 'cheated', e.g. by bobbing only\\nthe head, as the linear combination speed' is applied in the\\nfinal estimate speed only if the knees are moving and the\\nplayer's movements have already been classified as 'Run'.\\n$speed_{run}$ is the augmented performance (speed in km/h) pro-\\nduced by the algorithm, i.e. the approximate running speed\\nperceived by the player during typical gameplay. We call\\nthis absolute VPA as the performance is augmented irrespec-\\ntive of a player's real performance such as their typical run-\\nning speed $speed_{real}$ . It is more realistic to augment perfor-\\nmance relative to a player's real capabilities – relative VPA –\\nand this can be achieved by using an augmentation factor\\n$a_{run} = speed_{run}/speed_{real}$ (Fig. ).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,586,395,955],\"text\":\"We chose weights $w_1 = 0.07$ , $w_2 = 0.48$ , $w_3 = 0.48$ and\\n$w_4 = 0.24$ based on biomechanical considerations (see below)\\nand empirical tests. First, weights were estimated and ad-\\njusted in pilot tests. Then the game was tested with players\\n(6 female, 9 male) of various running abilities with estimated\\naverage speeds over 5 km ranging from 8 to 17 km/h. For\\neach participant we manually scaled the weights based on\\nfeedback, so that the participant's game experience approx-\\nimately matched their experience of real-world running at\\ntheir estimated real speed. Optical flows in VR are notori-\\nously hard to match with real-world locomotive optical flows,\\nwith most users underestimating their speed in VR [83] . We\\nmitigated this by making participants aware of this bias and\\nshowing them real-world first-person videos illustrating es-\\ntimated running speeds before running in VR, giving them\\na ground truth to compare to. In order to calculate the final\\nweights, a simple linear regression was performed to predict\\nthe scale of the weights based on estimated real running\\nspeed, without constant as all weights must be zero to guar-\\nantee an augmented speed of zero. A significant regression\\nequation was found (F(1, 14) = 251.2, p < .001), with $R^2 = .95$ .\\nThis resulted in weights that approximate a real running\\nexperience for a given $speed_{avg}$ .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,507],\"text\":\"In contrast to many WIP approaches, our weight for ca-\\ndence is low because of differences between gaits and consid-\\nerations of accuracy. For walking, forward velocity is equal\\nto cadence times stride length [129] , and the latter can be\\nestimated from cadence and body height [25, 51] . By con-\\ntrast, for running, anthropometric variables such as height\\nor leg length cannot be used to predict stride length accu-\\nrately; the latter varies based on running speed [18] . For\\nwalking, cadence and stride length are strongly positively\\ncorrelated [51, 100] . By contrast, many runners hold their\\ncadence fairly constant irrespective of their speed [116] . As\\na result, the linear relationship of cadence to speed is weaker\\nin running compared to walking. Also for WIP, the accuracy\\nof cadence as a sole predictor of speed has been criticised be-\\ncause of the differences between stepping in place and actual\\nwalking [14, 82] – during WIP steps can be performed more\\nquickly due to the absence of forward velocity. Furthermore,\\ncadence measurements suffer from latency and discontinuity\\nas cadence may change between steps, potentially leading\\nto a delayed and abrupt change in speed [14, 32, 117] . As a\\nresult, VPA of running could not be implemented well using\\nonly sensor mats, which measure mainly cadence. In order to\\nprovide a smooth running experience, other variables such\\nas knee velocity and displacement need to be considered.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,506,747,890],\"text\":\"Relative knee velocity ( $kneeV$ ) contributes strongly to for-\\nward velocity, as power is largely generated by extension\\nof the hip, which accelerates the knee downward, while the\\nother knee is accelerated upward by hip flexion [50, 51] .\\nChanges in $kneeV$ , which are reflected in changes of for-\\nward velocity, can be accurately measured with low latency.\\nThe power generated by the hip is also strongly reflected\\nin the degree of hip flexion and hence knee displacement.\\n$kneeD$ relative to the body [14, 75] . As a result, both $kneeV$\\nand $kneeD$ are strong indicators of forward velocity and are\\nweighted highly. Movements of the legs cause correspond-\\ning movements of the head, and the latter can be measured\\nwith higher temporal resolution and accuracy by the HMD\\ncompared to the Kinect. Other WIP researchers found track-\\ning data from a single Kinect to be too noisy for robust WIP\\n[121] , and this can be mitigated by integrating measurements\\nfrom other sensors such as the HMD. Head velocity corre-\\nlates with cadence but can be measured more accurately and\\ncontinuously [113] . Although movements of the head are\\nonly indirectly related to walking/running speed, they have\\npreviously been found useful in estimating speed of jogging\\nin place [67] . We found they assisted in creating a smooth\\nand natural running experience, hence assigning $headV$ a\\nmedium weight.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,901,547,918],\"text\":\"Jump Augmentation\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,746,955],\"text\":\"During jumping, in place and lateral movements are again\\napplied directly based on head tracking. During \\\"Pre/Post\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 158\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,745,1013],\"text\":\"Page 6\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,299],\"text\":\"Jump', the speed of the player estimated from immediately\\npreceding walking/running is preserved in order to create\\na smooth experience of the player's momentum carrying\\nforward. During 'Jump', the aerial phase is augmented along\\nboth the vertical and forward axes (Fig. 1 e): the vertical dis-\\ntance of the player from the ground is scaled proportionally\\naccording to $a_{jump}$ , while the augmented running speed esti-\\nmated immediately before the jump is preserved [45, 72, 101] .\\nAs a result, the avatar jumps higher but not longer than the\\nuser and lands on the ground at the same time as the user,\\nin order to prevent sensory disconnect and loss of balance.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,311,351,329],\"text\":\"Evaluation of Augmented Running & Jumping\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,332,394,426],\"text\":\"We evaluated the proposed VPA method by testing how well\\nit is able to deliver an acceptable experience of running and\\njumping in VR across different levels of performance aug-\\nmentation. We chose evaluation criteria that have previously\\nbeen used to evaluate the quality of WIP [14, 82, 83, 121] :\\nnaturalness, realism and responsiveness.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,427,394,602],\"text\":\"We used a between-participants design, varying the aug-\\nmented speed of running $speed_{aug}$ and the augmentation\\nfactor for jumping $a_{jump}$ together from a 'realistic' perfor-\\nmance of $speed_{aug} = 9$ km/h and $a_{jump} = 1$ up to an ex-\\ntremely exaggerated performance of $speed_{aug} = 88$ km/h\\nand $a_{jump} = 25$ (see x-axes in Fig. 4 ). Jumping was aug-\\nmented more strongly in proportion to running as we found\\njumping augmentations were less noticeable. The between-\\nparticipants design was chosen in order to avoid fatigue, as\\nthe game was tiring and participants would otherwise have\\nhad to play many rounds.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,602,395,890],\"text\":\"We recruited 80 participants (22 female, 58 male, average\\nage 23, 62 reporting previous experience with VB) from the\\ncampus of the University of Bath and randomly assigned each\\nto one of six augmentation groups. First we demonstrated\\nthe system to each participant and guided them through the\\ncalibration process. Then the participant had time to freely\\nplay the exergame for several minutes by running and jump-\\ning at the assigned level of augmentation. Finally, we asked\\nthe participant to complete a questionnaire about their ex-\\nperience, consistent with those used by other researchers to\\nevaluate WIP and immersive experiences [6, 14, 64, 68, 82] .\\nSingle 7-point Likert-scale items were used to measure per-\\nceived Naturalness, Consistency with real-world experiences,\\nand perceived Responsiveness of running and jumping, re-\\nspectively, the Natrualness (NATRL) subscale of Wimmer &\\nSinger's Presence Questionnaire (PQ) [122] and open feed-\\nback were used to evaluate the overall experience. The pro-\\ncedure took about 5-10 minutes.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,394,954],\"text\":\"We hypothesised a prior that quality scores would be at\\nleast above scale-midpoint, i.e. at least 'moderately natural,\\nconsistent and responsive based on the descriptive label in\\nthe PQ – a criterion consistent with results from studies of\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,513,747,625],\"text\":\"WIP and VR [64, 68, 82]. Based on a power analysis, the study\\nwas able to detect 'large' effects between augmentation levels\\n(Cohen's f≥0.42), 'medium' sized effects between the quality\\nof running and jumping (Cohen's f≥0.18), and 'medium'\\nsized interaction effects (Cohen's f≥0.18) at significance level\\n$\\\\alpha=0.05$ with a power of 0.8. This allows us to to better\\nunderstand uncertainty in the results.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300388_pdf_shortened_page_6_figure_009.png\",\"bbox\":[421,123,747,400],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This image presents four line graphs with error bars, arranged in a 2x2 grid, each displaying scores (1-7) against varying experimental conditions. The top two graphs show scores for Naturalness, Consistency, and Responsiveness as a function of Running Speed (km/h) and Jump Augmentation, respectively. The bottom-left graph compares Run Avg. and Jump Avg. scores across an Augmentation Level, while the bottom-right graph plots PQ Naturalness (1-7) against Augmentation Level.\"},{\"label\":\"figure_cap\",\"bbox\":[420,410,746,486],\"text\":\"Figure 4: Naturalness, Consistency and Responsiveness\\nscores (1-7, higher is better) for Running (top-left) and jump-\\ning (top-right), average quality scores for running and jump-\\ning (bottom-left) and overall PQ Naturalness scores (bottom-\\nright) across different augmentation factors.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,634,747,955],\"text\":\"Results. The variances in each group were similar enough\\nand the measurements' distributions close enough to normal,\\nwith sufficient sphericity, to warrant analyses of variance\\n(ANOVA). The level of significance used was $\\\\alpha = 0.05$ . All\\ngraphs show 95 % confidence intervals of the mean. Two-\\nway repeated measures ANOVAs were conducted on the\\neffects of Augmentation Level (1-6) and Activity (Running\\nand Jumping) on Naturalness, Consistency and Responsiv-\\neness (Fig. 4 top). The main effect of Activity on Naturalness\\nwas significant: $F(1,74) = 6.57, p = .01$ , indicating that Run-\\nning felt significantly more natural than Jumping with a\\n'medium' effect size (Cohen's d=0.27). All other main effects\\nof Augmentation Level ( $F(5,74) \\\\leq 1.46, p \\\\geq .22$ ) and Ac-\\ntivity ( $F(1,74) \\\\leq 0.17, p \\\\geq .68$ ), and all interaction effects\\n( $F(5,74) \\\\leq 2.09, p \\\\geq .08$ ) were not significant. Directed one-\\nsample t-tests of the marginal means showed that Natural-\\nness and Responsiveness scores for Running, Responsiveness\\nscores for Jumping, and the averages of Naturalness, Con-\\nsistency and Responsiveness scores for Running and Jump-\\ning (Fig. 4 bottom-left) were all significantly greater than\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 158\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300388", "source_image_path": "test_data/3290605-3300388/3290605-3300388_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300388/results/output_json/3290605-3300388_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,42,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,42,745,60],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,124,394,299],\"text\":\"the scale mid-point 4, $t(79) \\\\geq 4.02, p < .001$ , with at least\\n'medium' effect sizes (Cohen's d $\\\\geq$ 0.45). Consistency of Run-\\nning ($t(79) = 1.78, p = .06$ ) and Jumping ($t(79) = 1.27, p = .10$ )\\nand Naturalness of Jumping ($t(79) = 1.51, p = .07$ ) were\\nnot significantly above 4. A one-way ANOVA showed that\\nthe main effect of Augmentation Level (1-6) on PQ Natu-\\nralness was not significant, $F(5, 74) = 1.16, p = .34$ (Fig. 4\\nbottom-right). A directed one-sample t-test of the marginal\\nmean showed that PQ Naturalness was significantly greater\\nthan the scale mid-point 4, $t(79) = 2.88, p = .003$ , with a\\n'medium' effect size (Cohen's d $\\\\geq$ 0.32).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,310,394,775],\"text\":\"Discussion. Comparing running and jumping in place with\\nnormal running and forward jumping sets a high bar as they\\nhave different kinematics and kinetics [22, 45, 84] and can\\nnever feel exactly the same. Also, real running and jumping\\ngenerally cannot deliver a performance on par with aug-\\nmented activities, which are therefore unlikely to feel en-\\ntirely natural. All quality measures were on average above\\nscale mid-point and most were significantly above; how-\\never, naturalness of jumping and consistency of running\\nand jumping with real-world experiences were only close\\nto significant. Overall the results indicate that the proposed\\nVPA method produces experiences of at least moderate qual-\\nity, roughly on par with other WIP and VR experiences\\n[64, 68, 82] , with augmented jumping feeling less consis-\\ntent and natural than augmented running. In conclusion, the\\nVPA method works sufficiently well to warrant investiga-\\ntion of its use in a VR exergame, but it has some limitations.\\nWe observed that if the running/jumping behaviour in the\\ncalibration phase was different from the behaviour during\\ngameplay, then this could negatively affect recognition and\\naugmentation quality. In particular the participants unfamil-\\niar with VR had a tendency to move around in the room, and\\nwhen they got too close to the Kinect this negatively affected\\ntracking and augmentation quality. In this study participants\\nonly played the game for a few minutes as the exergame is\\nbased on a high-intensity interval training protocol and not\\nintended for longer periods of use. Our observations from\\nlonger use indicate that players became fatigued and had to\\nreduce the intensity of their movements.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,788,332,820],\"text\":\"3 EFFECTS OF AUGMENTATION IN A VR\\nEXERCAME\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,825,394,954],\"text\":\"In order to investigate the effects of VPA and answer RQs 2-3,\\nwe conducted an experiment with the degree of Augmenta-\\ntion and augmented Activity as independent variables (see\\nTable 1 ). For Augmentation we used a within-participants\\ndesign, with conditions \\\"no augmentation\\\" (\\\"N\\\", augmenta-\\ntion factor $\\\\alpha=1$ ), \\\"low augmentation\\\" (\\\"L\\\", $\\\\alpha=1.3$ ) and\\n\\\"high augmentation\\\" (\\\"H\\\", $\\\\alpha=2$ ). Augmentation factors were\\nchosen based on considerations of realism and perception. A\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,396],\"text\":\"performance increase of 30 % (L) in running speed and jump-\\ning height is high but not entirely unrealistic for average\\nindividuals [3, 21] . However, users tend to overestimate their\\nreal physical speed during VR walking (treadmill and WIP)\\nby a factor of 2 [83] , so may in fact perceive L as a reduction\\nof their real performance. A performance increase of 100 %\\n(H) is generally unrealistic, but would likely be perceived as\\nan increase given the bias observed in VR walking. We chose\\nL to explore subtle effects of VPA, and chose H to validate\\nhypothesised effects when users can consciously perceive\\nincreases in their own performance. For Activity we used a\\nbetween-participants design with one group for \\\"augmented\\nrunning and unaugmented jumping\\\" (R) and the other group\\nfor \\\"augmented running and augmented jumping\\\" (RJ). This\\nallowed us to explore differences caused by the augmentation\\nof jumping, which was perceived differently from running\\nduring our evaluation of the VPA method (Section 2 above).\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,409,747,955],\"text\":\"Outcome Variables. We measured participants' exertion based\\non heart rate (HR), using a Garmin 620 chest-strap moni-\\ntor. Average and peak HR was expressed as a percentage\\nof a participant's estimated maximum HR (HR Avg % and\\nHR Peak % ). Based on ACSM guidelines [85] , maximum HR\\nwas estimated as 220 minus age. This measure is commonly\\nused in exercise studies to confirm participants are work-\\ning at a required level of exertion. We also used the Borg\\nRating of Perceived Exertion Revised Category-Ratio Scale\\n(RPE), which has a range of 0 to 10. We measured immersive-\\nness of VPA with the Immersive Experience Questionnaire\\n(IEQ) [54] , which has been previously used for exergames\\n[7, 17] . We recorded IEQ scores as an average over item\\nscores between 1 to 7, with 7 representing the most immer-\\nsion. We measured intrinsic motivation of VPA with the\\nIntrinsic Motivation Inventory (IMI) scale [96] , which has\\nbeen validated for sports and exercise [20, 77] . We used only\\nthe Interest/Enjoyment subscale, which is considered the\\nmain self-report measure, and the Perceived Competence\\nsubscale. IMI scores range from 1 to 7, with 7 representing\\nthe highest enjoyment or perceived competence. We also\\nmeasured participants' motivation for physical activity in\\ngeneral using the RM 4-FM Motivation for Physical Activity\\nquestionnaire (RM 4-FM) [26, 97] , which has been used in\\nmany health and exercise studies [110] . RM 4-FM produces\\nan Autonomy Index score representing the relative impact\\nof intrinsic and extrinsic factors in a participant's motiva-\\ntion to be active. Negative numbers signify dominance of\\nextrinsic motivation in the regulation of active behaviours;\\npositive numbers reflect dominance of intrinsic motivation,\\nwhich is linked to an increased adherence to physical exercise\\n[2, 34, 99] . We measured flow experienced during VPA using\\nthe Positive Psychology Lab's Flow State Questionnaire (FSQ)\\n[74] , which has been validated with exergames, including\",\"reading_order\":7,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 158\",\"reading_order\":8,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,744,1013],\"text\":\"Page 8\",\"reading_order\":9,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300388/results/markdown/3290605-3300388_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[73,118,744,215],\"text\":\"Volunteer Moderators in Twitch Micro Communities:\\nHow They Get Involved, the Roles They Play, and the\\nEmotional Labor They Experience\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[310,234,503,295],\"text\":\"Donghee Yvette Wohn\\nNew Jersey Institute of Technology\\nNewark, New Jersey\\nwohn@njtu.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[70,306,141,324],\"text\":\"ABSTRACT\",\"reading_order\":5,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,329,395,535],\"text\":\"The ability to engage in real-time text conversations is an im-\\nportant feature on live streaming platforms. The moderation\\nof this text content relies heavily on the work of unpaid vol-\\nunteers. This study reports on interviews with 20 people who\\nmoderate for Twitch micro communities, defined as channels\\nthat are built around a single or group of streamers, rather\\nthan the broadcast of an event. The study identifies how peo-\\nple become moderators, their different styles of moderating,\\nand the difficulties that come with the job. In addition to the\\nhardships of dealing with negative content, moderators also\\nhave complex interpersonal relationships with the streamers\\nand viewers, where the boundaries between emotional labor,\\nphysical labor, and fun are intertwined.\",\"reading_order\":6,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,548,173,566],\"text\":\"CCS CONCEPTS\",\"reading_order\":7,\"tags\":[]},{\"label\":\"list\",\"bbox\":[69,569,394,618],\"text\":\"• Human-centered computing $\\\\rightarrow$ Empirical studies in\\nHCI: Empirical studies in collaborative and social com-\\nputing.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,632,149,648],\"text\":\"KEYWORDS\",\"reading_order\":9,\"tags\":[\"paper_keywords\"]},{\"label\":\"para\",\"bbox\":[70,652,394,684],\"text\":\"Live streaming, moderation, online harassment, qualitative,\\nonline community, Twitch\",\"reading_order\":10,\"tags\":[\"paper_keywords\"]},{\"label\":\"sec_1\",\"bbox\":[70,697,202,711],\"text\":\"ACM Reference Format:\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,711,394,769],\"text\":\"Donghee Yvette Wohn. 2019. Volunteer Moderators in Twitch Micro\\nCommunities: How They Get Involved, the Roles They Play, and\\nthe Emotional Labor They Experience. In CHI Conference on Human\\nFactors in Computing Systems Proceedings (CHI 2019), May 4-9, 2019,\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,308,745,339],\"text\":\"Glasgow, Scotland UK. ACM. New York, NY, USA, 13 pages. https:\\n//doi.org/10.1145/3290655.330390\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,359,549,377],\"text\":\"1 Introduction\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,747,523],\"text\":\"Live streaming services are the latest form of social media\\nthat marries user-generated content with the traditional con-\\ncept of live television broadcasting. Twitch is a live streaming\\nplatform where people (henceforth described as \\\"streamers\\\")\\ncan broadcast live videos on their own channel and simulta-\\nneously interact with viewers who communicate via a text\\nchatting function (henceforth referred to as \\\"chat\\\"). This chat\\ninterface is displayed alongside the live broadcast, creating\\nan interactive near-synchronous media experience.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,523,746,618],\"text\":\"As is the case with most social media and online commu-\\nnities, Twitch has its share of people posting rude things\\nonline [3, 37] . The real-time interaction, however, makes it\\ndifficult for streamers for avoid reading negative comments,\\nsince the interaction between streamers and viewers is one\\nof the main features of live streaming [15, 17] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,618,747,826],\"text\":\"Content moderation is \\\"the organized practice of screen-\\ning user-generated content posted to Internet sites, social\\nmedia and other online outlets, in order to determine the\\nappropriateness of the content for a given site, locality, or\\njurisdiction\\\" [35] . This content can be removed by modera-\\ntors, who are sometimes volunteers or paid individuals in a\\ncommercial context [35] . Most current forms of social media\\nrely on crowdsourced methods of moderation, where users\\nreport bad content that is ultimately reviewed by a human\\nmoderator [7, 21, 34] . Due to the time delay between the\\nreporting of bad content and the review of it, this method\\ndoes not work well in the context of real-time moderation,\\nposing greater social and technological challenges.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,826,746,955],\"text\":\"While there have been numerous studies on moderation\\npractices in online communities [2, 7, 12, 20, 21] , live streams\\nare an interesting new context because platforms like Twitch\\nsupport micro communities, where each channel operates\\nunder different norms, different audiences, an different ad-\\nministrators [37] . For example, there are over a million\\nstreamers on Twitch, yet because streamers are allowed to\\ncreate their own rules, the way channels operate greatly vary\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,790,395,896],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies are not\\nmade or distributed for profit or commercial advantage and that copies bear\\nthis notice and the full citation on the first page. Copyrights for components\\nof this work owned by others than ACM must be honored. Abstracting with\\ncredit is permitted. To copy otherwise, or republish, to post on servers or to\\nredistribute to lists, requires prior specific permission and/or a fee. Request\\npermissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,899,273,954],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n\\n© 2019 Association for Computing Machinery,\\nACM ISBN 978-1-4305-3970-2/19/05...$15.00\\n\\nhttps://doi.org/10.1145/3290605.3303091\",\"reading_order\":20,\"tags\":[\"meta_subject\",\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[70,996,127,1013],\"text\":\"Paper 160\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,156],\"text\":\"and what may be acceptable in one channel may not apply\\nto another channel [37] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,156,395,411],\"text\":\"This qualitative study shifts the focus from the technicali-\\nties of moderation practices to the psychology behind and\\nassociated with the volunteer moderators in live streaming\\nmicro communities. Taking an exploratory approach to un-\\nderstanding why people want to be volunteer moderators,\\nthe study identifies their motivations, the roles they play,\\nand the emotional difficulties they experience in the context\\nof the live streaming platform Twitch. As more HCI research\\nturns toward methods of augmenting and scaling worker\\ncapabilities with technology, it is important to understand\\nthe essence of the type of work volunteer moderators are\\nengaging in to better design appropriate tools. Also, in de-\\nsigning and operating systems that heavily rely on the work\\nof volunteer moderators, it is necessary to understand the\\ndifficulties they experience as not to exploit people who are\\nessential elements to system operation.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,423,265,440],\"text\":\"2 MODERATION ON TWITCH\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,443,395,554],\"text\":\"Twitch is a live streaming platform where anybody can broad-\\ncast a live video of themselves doing some kind of activ-\\nity [17, 37] . The type of content that people show on Twitch\\nis mostly related to video games, but is slowly diversifying\\nto include other things such as cooking, doing crafts, play-\\ning music, or other aspects of their offline lives, known (on\\nTwitch) as IRL. (In Real Life) [1] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,554,395,682],\"text\":\"In this study, we will focus on moderation related to chat,\\nnot moderation of the streaming content. Like most online\\nspaces that relies on user generated content [4] , Twitch is\\nsubject to disruptive behavior [3, 37] , which has led the\\ncompany's continuous updates to community guidelines [41] .\\nDiscouraged content in chat includes targeted harassment,\\nunauthorized sharing of private information, hate speech,\\nand spamming among others [8, 41] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,682,395,858],\"text\":\"To deal with bad content, the Twitch platform has many\\ndifferent \\\"layers\\\" of moderation [39] : some of it is crowd-\\nsourced, allowing viewers to report inappropriate or offen-\\nsive content. Some of it is algorithmic and preventative in\\nnature, where certain words or phrases can be blocked be-\\nfore they even appear in chat [37, 40] . This type of modera-\\ntion, however, has limited customizability and can always be\\nthwarted by people who invent new terms, creative spelling\\ncombinations, use emotoes, etc. Then, there is moderation\\nthat happens after the fact, in which content can be deleted\\nand people banned. The latter requires a human moderator:\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,858,395,954],\"text\":\"The streamer has moderating privileges on their own chan-\\nnel, but they can also give some of these privileges to others\\n[35] . When a user is appointed to be moderator, they have\\npartial access to the built-in moderation tools on the platform,\\nthat enables them to ban people or delete messages. Modera-\\ntors of Twitch channels have no control over the streaming\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,188],\"text\":\"content, just the comments that accompany the live video on\\na specific channel. Finally, there are moderators employed by\\nTwitch (global mods), who moderate everything on the site,\\nmainly processing issues escalated by channel moderators.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,189,746,315],\"text\":\"While most of the early online communities in the 1980s\\nand 1990s relied on volunteer moderators [20] , many of the\\ncontemporary social media platforms have a more closed\\nstructure. For example, social media systems such as Face-\\nbook, Twitter, and YouTube handle harassment reports cen-\\ntrally, which does not allow the creators of the user gener-\\nated content to have an active role in moderation aside from\\nreporting abusive people or negative content [12, 36] .\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,315,746,553],\"text\":\"Twitch is thus unique in that is a relatively new service\\n(launched in 2011) but does not follow moderation conven-\\ntions of other contemporary social media. The company\\nhandles the moderation of the content that people stream in\\na centralized manner but gives content producers autonomy\\nover how to moderate the real-time chat [39] . While the\\ncompany has some basic moderation features for streamers\\nto utilize and is increasingly trying to develop more in-house\\nmoderation tools, much of advanced moderation tools rely\\non third-party applications [27] . While this creates a bit of\\na learning curve for new streamers and places responsibil-\\nity on themselves for managing their channel, it allows for\\nstreamers to play an active role in governance and presents\\nopportunities for more \\\"grassroots\\\" moderation practices in\\ncomparison to centralized moderation.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,553,747,762],\"text\":\"The decentralized structure of chat moderation on Twitch\\nis somewhat similar to the sub communities of sites like Red-\\ndit [11] , but is different in that each channel is based on the\\ncontent being generated by one individual or small group. It\\nis also different from online communities such as Slashdot\\nin which the entire community comes up with moderation\\nguidelines and votes up or down [20, 21] . The volunteer\\naspect of moderation is similar to Wikipedia, but the con-\\ntent on Twitch chat is not based on facts, thereby adding\\nmore subjectivity to moderation decisions. Thus Twitch is a\\nplatform that allows streamers to set their own moderation\\nguidelines for their channels, but the viewers do not play a\\nrole in the establishment of those guidelines.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,789,563,805],\"text\":\"Becoming a Moderator\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,808,746,906],\"text\":\"There has been much research about why people participate\\nin live streams such as Twitch, both from a streamer perspec-\\ntive [19, 25, 31] and from a viewer perspective [5, 14, 17] .\\nThere has also been research on how it forms communi-\\nties [16] and different types of interactions between streams\\nand viewers [14, 23, 33, 44] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,954],\"text\":\"Missing from the scholarship, however, are narratives\\nabout the motivations of the (human) moderator in the live\\nstreaming context. Although moderators are also viewers,\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 160\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,251],\"text\":\"they have an additional – and arguably big- role of maintain-\\ning the norms of channel. Who are these people and how\\ndo they end up with this responsibility? Literature review\\non volunteer moderators mostly yielded studies that were\\nconducted in the context of online learning [10, 22] and on-\\nline communities [2, 18, 21, 43] . Both of these contexts have\\ndifferent affordances than live streaming, however, so it is\\nunclear how much they will relate.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,538],\"text\":\"Furthermore, it is important to note that there are many\\ntypes of content on Twitch. Live streams can range from\\npuppy cams (just a camera on a box of puppies) to a live\\nbroadcast of a national sports game. Streams like the NFL or\\nreruns of older television shows (e.g., marathon reruns of Bob\\nRoss 1 ) attract many viewers who can chat with each other,\\nbut do not have a human host that directly interacts with\\nviewers. Live events, such as streams of e-sports tournaments,\\nare usually professionally produced and have thousands to\\ntens of thousands of concurrent viewers, allowing for very\\nfew intimate interactions [24] . Also, once a person becomes\\nso popular that they have tens of thousands of viewers, the\\nchat becomes so fast that the content is unreadable. Hence,\\nthe moderators of focus in this paper are those who work for\\nmicro communities – defined as channels that are centered\\naround a single or small group of streamers who directly\\ninteract with the audience and where chat conversations are\\nslow enough that people can read what others are saying.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,538,394,602],\"text\":\"This paper thus poses a very broad and exploratory re-\\nsearch question to further understand the process of becom-\\ning a moderator in micro communities and the different\\nstyles of moderation:\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,602,393,632],\"text\":\"RQ1: How do people become a moderator in Twitch micro\\ncommunities?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[82,634,331,652],\"text\":\"RQ2: What are the roles that moderators play?\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,664,166,681],\"text\":\"Emotional Tolls\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,685,395,895],\"text\":\"Moderation can involve a lot of repetition, and when that\\nrepeated work involves handling negativity, this could lead\\nto secondary trauma and eventually burnout. Secondary\\ntrauma is the acute response to being exposed to someone\\nelse's traumatic experience whereas burnout is the ultimate\\nconsequence of “continual exposure to traumatic material”\\n(p.134) [29] . In the case of moderators, they are exposed to\\ntwo types of traumatic situations. The first is direct victim-\\nization of harassment from viewers, which may have similar\\neffects to online bullying. The second is vicarious experi-\\nences of negativity since they have to view “bad” content\\nbefore they delete it. This notion of the vicarious experiences\\nwith traumatic situations related to exposure to negativity\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,252],\"text\":\"is correlated with compassion fatigue and has been well doc-\\numented in mental health workers across numerous studies\\nas found in this literature review by Collins et al. [6] . Contin-\\nuous exposure to negativity would lead to higher stress: for\\nexample, Perez et al. [32] found that law enforcement agents\\nwho investigated Internet child pornography cases reported\\nhigher secondary traumatic stress disorder the more they\\nwere exposed to disturbing media.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,252,747,348],\"text\":\"While moderators are not mental health workers, they are\\nexposed to individuals expressing self-harm, anxiety, and\\ndepression [13] . Not being formally trained how to deal with\\nthese situations, however, can create secondary trauma and\\nfeelings of guilt. Thus, this paper asks a general research\\nquestion:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,348,746,380],\"text\":\"RQ3: What are the emotional tolls of being a moderator in\\nTwitch micro communities?\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,405,504,423],\"text\":\"3 METHOD\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,427,747,553],\"text\":\"The research was conducted using semi-structured inter-\\nviews with Twitch moderators. The interview protocol started\\nwith questions about who they moderated for, how long they\\nhad been moderating for, and how they became a modera-\\ntor. Participants were then asked about their motivations,\\ngeneral moderation practices, and their relationships with\\nstreamers and viewers. The protocol was reviewed and ap-\\nproved by IRB.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,553,747,746],\"text\":\"Recruitment was focused on people who moderated in mi-\\ncro communities. This criteria was used because live stream-\\ning can refer to any live event that is broadcast via the In-\\nternet and can also involve the broadcasting of events or\\ntournaments. Moderating for events may be very different\\nfrom that of micro communities, because communication\\nthat happens in chat for events has large volume and makes\\nit difficult for people to read, leading to higher reliance on\\nemotes [24, 30] . Also, events are usually run by a professional\\nproduction team, thus the dynamics between the content pro-\\nducer and moderator may be different than channels where\\nit is just one streamer.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,746,747,889],\"text\":\"Convenience sampling was used to recruit moderators.\\nTwo moderators were contacted through personal connec-\\ntions of the research team while five were moderators of\\nstreamers who were interviewed for a separate research\\nproject (the streamers were those who said they were a\\nTwitch streamer on their Twitter profile and were contacted\\nvia Twitter or those that were recruited at TwitchCon, a con-\\nvention for Twitch streamers). The other moderators were\\nrecruited\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,890,748,955],\"text\":\"through Twitter by searching for people who wrote that\\nthey were Twitch moderators in their profile and sending\\nthem direct messages. Participants were interviewed for 40-\\n60 minutes over the phone or through the audio function of\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,924,393,954],\"text\":\"'Bob Ross was the host of The Joy of Painting, a program on PBS from\\n1983-94 where he taught oil painting.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 160\",\"reading_order\":18,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1013],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,124,394,156],\"text\":\"Skype or Discord? All interviews were audio recorded and\\ntranscribed for analysis.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,156,394,411],\"text\":\"The author first went through all the transcripts and ex-\\ntracted all relevant text that pertained to the research ques-\\ntions. Some of the literal questions that asked about motiva-\\ntions and roles were: “How did you become a mod?” “What\\nmotivates you to be mod?” and “How serious do you con-\\nsider your role as moderator?” However, other questions that\\nasked more generally about their activities also contained\\ndiscussions on those topics. There were also questions that\\nasked moderators to recall toxic scenarios and describe how\\nthey handled the situations. The author conducted open\\ncoding and arranged the codes in groups and hierarchies\\nto determine emergent themes. High-level codes included\\ntopical codes such as “motivation, experience, role, decision,”\\nas well as emotional states such as “feelings, treatment, rela-\\ntionships” which broke down into more detailed categories\\nsuch as “racism, sexual harassment, loneliness.”\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,431,185,450],\"text\":\"Participant Details\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,453,394,644],\"text\":\"The moderators who participated in this study were diverse\\nin age, ranging from 18 to 45, and were primarily in the\\nU.S. (see Table 1 ). They were mostly White males, although\\nthe streamers that they supported were diverse in gender.\\nParticipants were moderators for one to as many as 80 differ-\\nent channels for streamers who had as few as a handful of\\nviewers to those who were very popular and had thousands\\nof viewers. They spent as little as two hours per week up\\nto 70 hours per week as a volunteer moderator. On aver-\\nage, our participants had been moderators on Twitch for 2.4\\nyears. Table 1 contains basic information of our participants.\\nParticipant names are randomly assigned pseudonyms.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,644,394,772],\"text\":\"None of the moderators that we interviewed received\\nmoney for their services from the streamer but some received\\nsmall gifts, such as subscriptions for the channel that they\\nmoderate, tickets to events, and branded merchandise from\\nthe streamer's online shop, such as mugs and T-shirts. Some\\nof these gifts came from the streamer, other times some-\\none in the community would give them a gift as a sign of\\nappreciation.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,772,394,868],\"text\":\"In the Twitch interface, moderators carry a green badge\\nwith white sword next to their username, which many con-\\nsidered a literal and figurative status symbol. Participants\\ndiscussed about how viewers recognize their moderator sta-\\ntus. \\\"Everyone knows who you are and kind of looks up to\\nyou in that certain way,\\\" Dave said.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,502,140],\"text\":\"4 RESULTS\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,144,563,161],\"text\":\"Becoming a Moderator\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,164,746,356],\"text\":\"RQ1 inquired into the process of becoming a moderator.\\nWhile moderators had different motivations, their process\\nof becoming a moderator was not always aligned with their\\nmotivations – just because someone wanted to become a\\nmoderator did not mean that they could be one. In fact, there\\nwas almost a stigma attached to asking, “Never ask for a\\nmod,” Chuck said. Thus, 18 of our 20 moderators were asked\\nto be moderators by the streamer while two responded to\\nopen calls for moderators. For moderators who did not know\\ntheir streamer beforehand, only two had met their streamer\\nin person at various events before becoming a mod but most\\nothers had never met their streamer in person.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,356,746,467],\"text\":\"Most of our volunteer moderators had no formal training\\non how to moderate, although some thought that certain\\nexperiences that they had gave them better justification for\\nwhy they should be one, such as studying law in college,\\nbeing a teacher, or having customer service experience. Sev-\\neral had had experience being moderators on online forums,\\naudio chat rooms, or were admins in gaming communities.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,468,747,707],\"text\":\"Only a few moderators said that their channels had strict\\ninstructions with regards to moderation. “I think it's all\\ntrial and error, there were some moderation guidelines, but\\nTwitch themselves didn't really have a guideline for how to\\ndo moderation,” Barry said. Echoing this sentiment, Ivan said,\\n“I just learned a lot from for example when I first started I\\nwas really afraid of timing people out. I was so terrified of\\nmaking a mistake like banning someone who didn't deserve\\nto be banned or anything, but my friend he really just took\\nme under his wing and like, I have a lot of friends now who\\nare involved in moderation and it's usually who most of my\\nfriends online are. We really just learned from one another.\\nSo, I didn't really look anything up or take classes for how to\\nbe a mod I kind of just developed as a person and I learned\\nhow to do it as I [sic] wung it.”\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,707,746,818],\"text\":\"There was also a lot of building of informal guidelines\\nthrough cases, much like how the legal system relies on\\nprecedence. If there was a specific instance of an unusual sit-\\nuation, moderators would sometimes discuss this with other\\nmoderators and/or the streamer after the stream, usually on\\nDiscord. These discussions sometimes involved the streamer\\nbut not always.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,747,955],\"text\":\"The Token Mod. Moderators sometimes became moderators\\nbecause they were already friends or family with the streamer.\\nSome referred to this as a \\\"token mod\\\" implying that the\\nperson did not become a moderator because of merits but\\nbecause of their personal connections. \\\"There's such thing\\nas what I consider a token mod. You're in a small stream,\\nyou know the person. They mod you because they know\\nyou, not because you know they expect you to actually do\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,924,394,954],\"text\":\"5Skype and Discord are both free Voice over Internet Protocol (VoIP) appli-\\ncations that support both voice and audio calls.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 160\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 4\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"table_cap\",\"bbox\":[331,122,482,137],\"text\":\"Table 1: Participant Details\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[89,152,723,499],\"text\":\"
ParticipantAgeRaceGenderCountryHours spent weeklyNo. of channelsExperience (yrs)
Alex35WhiteMaleNetherlands3042
Anne30sWhiteTransfemaleUSA612
Brandon31WhiteMaleUSA106-75
Barry24WhiteMaleUSA20804
Chuck21WhiteMaleUSANot sure303
Caleb43WhiteMaleUSADepends2
Diana33WhiteFemaleUK2021
Dave18WhiteMaleUSA60-7012
Evan25WhiteMaleFrance35-422
Emily37AsianFemaleUSA311.5
Frank20WhiteMaleUSA21-2821
Floyd21MaleUSANot sure11
George41WhiteMaleUSA21-28602.5
Greg29WhiteMaleUSA12-162-31
Harry19WhiteMaleScotland2-3442
Hanna40WhiteFemaleUSA12202
Isaac40WhiteMaleUSA4-1243-4
IvanMaleUSA8-1034
Jasmine27BlackFemaleUSA36-7055
Jared45BlackTransmaleUSA16-2411
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table presenting participant data across various attributes. The columns include Participant, Age, Race, Gender, Country, Hours spent weekly, No. of channels, and Experience (yrs). Each row contains details for a specific participant, showing a mix of numerical and categorical data.\",\"figure_path\":\"tables/3290605-3300390_pdf_shortened_page_4_tab_3.png\"},{\"label\":\"half_para\",\"bbox\":[68,524,394,587],\"text\":\"anything. They also trust you enough to know that you're \\nnot going to go on a banning spree and just ban people just \\nbecause you can,\\\" explained Brandon, who said that he was \\na token mod on some channels.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,588,394,699],\"text\":\"Sometimes these family and friends were the most dedi-\\ncated supporter of the streamer in spirit but not necessarily\\ndoing any physical work of moderation despite carrying the\\nmoderator status. “Before I became a mod I thought all mods\\nwill actually moderate and it came off as I'm the only one\\nthat's doing a lot of the moderating and I thought that was\\nkind of weird,” Anne said.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,700,395,907],\"text\":\"Token mod motivations varied, especially depending on\\nthe popularity of the streamer and how many viewers would\\nbe watching, but for the most part token mods did not have\\na strong sense of duty to be present all the time and of all\\nmoderator types were the least intrinsically motivated. Par-\\nticipants noted, however, that even if the token mod is not\\nactually doing anything, their presence in itself could help\\nthe streamer, especially for channels that are new or do not\\nhave many viewers, because the interface allows viewers to\\nsee the list of who is viewing the channel. Because modera-\\ntors have a green badge of a sword next to their user name,\\ntheir presence could potentially make people think twice\\nbefore saying something rude.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,920,394,954],\"text\":\"The Glorified Viewer. If not appointed because of an exist-\\ning relationship, moderators earned their status by being a\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,524,746,652],\"text\":\"positive influence in the channel and/or a frequent viewer,\\nwhich brought them to the streamer's attention and subse-\\nquent appointment as a moderator. This appeared to be the\\nmost common path to becoming a moderator and considered\\nequivalent to a recognition and promotion of sorts. \\\"You\\ndon't become a moderator without first being a member of\\nthe community. So you understand what that community\\nexpects and what it is like,\\\" Isaac said.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,652,746,794],\"text\":\"Oftentimes, the streamer would personally reach out and\\nask the person if they wanted to be a moderator. Floyd said he\\nviewed someone's stream for several years and then started\\nplaying games together. \\\"I started playing Overwatch after\\nthe stream and we grew closer and closer. I had been on\\nTwitch for a few years more than him so I knew about how\\nthings worked. He asked me if I would be a moderator for\\nhis chat and I gladly said yes, and that's how it happened,\\\"\\nhe recalled.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,794,746,907],\"text\":\"However, surprisingly, there were a few moderators who\\nwere not particularly intending to be a moderator but sud-\\ndenly found themselves one appointed by the streamer. All\\nof these participants said that because of their new found\\nrole, they felt a stronger obligation to be in the stream more\\noften. Emily described her thoughts on how she became a\\nmoderator:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 160\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 5\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\"]},{\"label\":\"para\",\"bbox\":[69,125,394,171],\"text\":\"Emily: \\\"Suddenly one day I log in and find out that I am\\na mod. They didn't even tell me, it was like, oh, I'm a mod-\\nuhh oh.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[82,173,331,188],\"text\":\"Interviewer: and how did you feel about that.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,189,394,298],\"text\":\"Emily: It was weird. I had mixed feelings. I felt like being a \\nmod would give me responsibilities, and watching the stream \\nwas fun for me so getting a job was a little bit of a – well, I \\nwouldn't say burden, but yeah, responsibility that I wasn't \\nsure I wanted. At the same time it was flattering, I mean, in \\nhindsight I guess I deserved it in a sense but it was nice to \\nbe recognized.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[82,299,350,315],\"text\":\"Interviewer: What do you mean you deserved it?\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,316,394,395],\"text\":\"Emily: Well they stream once a week and I was there most\\nof the time, pretty consistently, to support them. I also was\\ninteracting with other people in chat because I wanted to\\nkeep up the conversation so in a way I was already being a\\nmoderator before I became a moderator.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,407,395,520],\"text\":\"The Recruit. Another method of becoming a moderator was\\nthrough open requests for moderators by the streamer. Un-\\nlike glorified viewers, who were usually approached directly\\nby the moderators, recruits were those who responded to the\\nstreamer's request and usually happened when a streamer\\nwho had a small viewership experienced a sudden influx of\\nviewers and needed the extra help.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,520,394,583],\"text\":\"Diana said that she frequented a certain channel of a\\nwoman who makes quilts, and that one day, the streamer\\nasked if any of the viewers would be interested in becoming\\na moderator, so she volunteered.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,584,394,711],\"text\":\"Moderators also received requests from streamers who\\nknew that they moderated for other streams and solicited\\ntheir help even if that moderator was not a viewer on their\\nchannel. In these cases usually the streamer would be familiar\\nof the person that the moderator already moderated for and\\nhad either seen the moderator in action on a different channel\\nor had heard of the moderator's reputation through other\\nstreamers.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,728,173,745],\"text\":\"Moderator Roles\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,749,394,908],\"text\":\"Our second research question was about the different roles\\nthat moderators play and their styles of moderation. Even\\nif the basic moderation tasks were fairly uniform across all\\nmoderators (e.g., deleting rude messages, banning people,\\nanswering questions posed by viewers) there were clear pref-\\nerences and priorities that moderators had. Moderators took\\non specific roles that reflected different approaches to mod-\\neration; these inclinations were completely self-imposed and\\nnot necessarily mutually exclusive – a moderator could take\\non one or more of the roles outlined below.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,921,394,954],\"text\":\"The Helping Hand: The vast majority of moderators said that\\nthey moderate because they really wanted to help others.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,746,236],\"text\":\"\\\"I'm somebody who really really likes to help people,\\\" ex-\\nplained Dave. \\\"I've been working customer service and retail\\nsince I turned 18, I'm a people's person, I like helping people\\nout, making sure that they're successful, I just really have\\na servant's heart and I really enjoy making sure people are\\nhappy and satisfied and can pursue their passions,\\n\\\" Barry\\nsaid.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,237,745,283],\"text\":\"The desire to help was twofold: helping the streamer\\nand helping the community. Sometimes these interests over-\\nlapped but not always.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,283,746,443],\"text\":\"For those who cared about the community, it was all about\\nfacilitating a positive environment. Numerous participants\\ntalked about making the internet a better place. “ If it's a place\\nthat's trying to create a good healthy space on the internet\\nor is doing really good work that I believe in and I think I\\ncan be a positive contributor to, that is one of the things that\\nwould get me to say \\\"yes,\\\" said Jared, describing how he\\nagreed to become a moderator. Similarly, Ivan said that they\\n\\\"just love making communities a happier and healthier place\\nand building the friendships within the community.\\\"\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,444,745,570],\"text\":\"While the desire to make online spaces nice was generic,\\nthere were a few moderators who were finding meaning\\nby making a difference—something that they did not think\\nthey did offline. Some mentioned being bullied as a child,\\nincluding Anne, a transgender woman, who said that there\\nis a \\\"trend of toxic that just comes out by being anonymous\\non the internet.\\\" Bullied individuals said that they wanted to\\nprevent others from having similar experiences.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,571,746,634],\"text\":\"Alex, who has autism, said,\\n\\\"Generally feel pretty useless\\nin the world. This is a great way to prove that I do still have\\nvalue even though I am on disability. I got to be useful, I got\\nto help, I got to make the world a better place.\\n\\\"\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,635,746,746],\"text\":\"Moderators also wanted to help the channel because they\\nadmired the streamer, appreciated their content, and/or\\nwanted to ensure the streamer's success. \\\"It really is very\\nsatisfying to know like you can help a streamer out like\\nthat. There are people that donate or that subscribe, but\\nmoderating you don't really offer anything financially but\\nit's still a very a good way to help a streamer,\\\" said Harry.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,747,746,825],\"text\":\"\\\"Being able to make someone else's dream a reality is the\\nbiggest thing. Because if a streamer is happy, it makes all the\\nviewers happy and then everyone is smiling. Being able to\\nbe part of the team that makes that happen means the world,\\\"\\nsaid Chuck.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,826,746,954],\"text\":\"Sometimes the desire to support streamers and the view-\\ners intersected, but other times it didn't. Brandon said, \\\"Ulti-\\nmately, you know, I'm there for the streamer not the viewers.\\nSo if I do something, you know, if I time out a viewer and\\nthat pisses them off I could care less (laughs). I'm not there\\nto make them happy.\\\" There were also moderators who dif-\\nferentiated between wanting to help the community and\\nwanting to help a viewer by putting collective needs first.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 160\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,996,745,1012],\"text\":\"Page 6\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[69,125,395,299],\"text\":\"The Justice Enforcer. Seeking justice was a major theme among\\nmoderators who felt strongly about enforcing community\\ntandards. Some of these did not particularly enjoy this\\npower, whereas others explicated stated that they enjoyed\\npunishing bad behavior.\\n\\\"It is something I really like to do\\nsince I have strong sense of justice. I can understand when\\npeople behave badly, sexism, racism, all that stuff, so it feels\\nreally good to do something about it. In real life, you can only\\nleave them there, you can let them go away, but in a chat\\nroom, if I am moderating, saying 'You are terrible human\\nbeing, go away,\\n' that feels really good,\\n\\\" said Alex.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,299,395,522],\"text\":\"For those who took moderation as a duty, some considered\\nit as a form of community service whereas others saw it as\\nbeing thee \\\"middle man\\\" or \\\"bad guy\\\" so that the streamer\\ndid not have to be. \\\"The streamer needs to get viewers and\\nneeds to be likeable, especially a streamer who does this\\nprofessionally, they are successful as far as people subscribe\\nto them and view them, so the streamer can't be the bad guy.\\nIt's easier for the streamer when the mods will take care of\\npeople who are problems. If we're doing the banning, the\\nmods are the bad guys, which is important for the health of\\nthe stream,\\\" said Jared. Caleb also said he was there to be\\nthe \\\"bad guy\\\": \\\"The streamer is there to stream... they don't\\nneed that kind of headaches. So you are there to be the one\\nto get all the hate,\\\" he said.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,522,395,667],\"text\":\"For others, it wasn't about taking the hit but about exer-\\ncising behavior that made them feel powerful, especially if\\nthey felt like they did not have much power in their offline\\nlife. \\\"Sometimes it feels good. I have a long day at work,\\nand you're like 'work sucks' and you come home and you\\nsee some idiot in chat yelling all the time- just click and\\nhe's done. It's satisfying,\\\" Chuck said. Brandon said, \\\"Being\\na moderator is just like being a regular viewer except you\\nhave power.\\\"\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,714,395,954],\"text\":\"The Surveillance Unit. A couple moderators described mod-\\neration as a form of surveillance, saying that they did not\\nsee their role as interacting with the viewers but watching\\nuntil it is time for them to step in. Sometimes, this was not\\nnecessarily because they did not want to talk to viewers\\nbut because they felt that their voice as a moderator should\\nnot overwhelm the chat. \\\"If there's a current conversation\\ngoing on and it is fine, I don't really feel the need to throw\\nmyself in the middle of it. I just kind of sit there and watch\\nthings quietly,\\\" said Hanna. She added that the moderators'\\nsword badge also discourages her to converse. \\\"They com-\\nplain about too many swords in chat so sometimes I just kind\\nof keep it to myself because I don't want to make people\\nuncomfortable or think that they can't have a conversation\\nbecause I'm watching,\\\" she said.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,283],\"text\":\"The Conversationalist. On the opposite spectrum were the\\nconversationalists, who genuinely enjoyed the aspect of in-\\nteracting with viewers, building community, facilitating con-\\nversation, and keeping people engaged so that they have a\\ngood experience. \\\"Whenever there's no hatred in the chat,\\nit's a really fun interactive thing to watch and being able\\nto like mold it, for example whenever you're the mod for a\\nreally big channel you can just ask whatever you want and\\nthe chat is so eager to respond to you, like, you can ask them\\nanything and 50k people will just reply to you,\\\" said Frank.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,283,746,379],\"text\":\"There were a mix of participants who said they were \\\"nat-\\nurally extroverted\\\" and those who admitted to being more\\nsocial online then in person. In particular, this latter group\\nfound that it was easier for them to interact with people\\nthrough typing in chat than talking in person, and that do-\\ning so sometimes improved their social skills.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,746,538],\"text\":\"Jasmine pointed out that moderation is not just about \\nbanning but also about answering questions or just keeping \\nthe chat entertaining while the streamer is focused on the \\ngame. She talked about how she actively tries to say things \\nin chat so the streamers can see that an audience exists. “I \\ndo try to consciously welcome new people though and if \\nchat gets quiet I will talk more so it doesn't seem like chat \\nis empty. I think streamers could feel bad if there is nothing \\ngoing on in chat and seeing someone else in chat may get \\nlurkers3 to say something too,” she said.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,538,746,635],\"text\":\"Conversationalists also helped facilitate more meaningful \\ninteractions beyond general hellos. Alex, who lived in the \\nNetherlands, talked about a conversation with a viewer from \\nPuerto Rico right after the hurricane, and how people were \\ninterested in how they were doing and if everything was \\nokay.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,649,518,664],\"text\":\"Emotional Tolls\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,667,746,813],\"text\":\"While there are many difficulties in moderating that have\\nto do with the moderation practices themselves – some of\\nwhich include unclear moderation guidelines, different men-\\ntal models of moderation, and technical difficulties – RQ3\\nfocused on the emotional tolls that moderators experience.\\nThree main themes emerged along these lines: feelings of be-\\ning under appreciated, misaligned relationship expectations\\nwith both streamers and viewers, and difficulties in handling\\nnegativity and guilt.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,822,746,920],\"text\":\"Lack of Appreciation. As much as many moderators said that\\nthey felt like a cherished member of the community and a\\ntrue collaborator of the streamer, there were also instances,\\neither observed or experienced directly, where moderators\\nthought they were not being valued as much as they should.\\nDiana talked about how, mostly in channels with higher\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,664,953],\"text\":\"3People who are watching but not participating in chat\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 160\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300390", "source_image_path": "test_data/3290605-3300390/3290605-3300390_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300390/results/output_json/3290605-3300390_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,125,394,252],\"text\":\"volume of chat, some streamers or viewers blame moder-\\nators for missing certain things, which they thought was\\nunfair given the amount of work that moderators have to\\ndo: “I understand that it’s a stressful environment for the\\nstreamer, but sometimes they won’t appreciate that it’s also\\na stressful time for the moderators. I’ve seen a couple of\\noccasions where the stream has snapped at the moderators\\nfor not reacting quickly enough,” she said.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,252,394,380],\"text\":\"\\\"Having a healthy chat is a good part of a good live stream\\nin my opinion and moderators do most of the job to keeping\\nthe chat healthy,\\\" said Evan, \\\"A lot of live streamers don't\\nappreciate that, which is kind of sad. Some do, but I've like\\nmoderated for a lot of streamers. Sometimes you rarely get\\na thank you. Like alright, I'm just doing hours of work just\\nfor you, just for the chat, just for the stream. You're getting\\npaid for it. I don't even get a thank you.\\\"\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,393,427],\"text\":\"This idea of \\\"just wanting thanks\\\" was echoed by many\\nmoderators. \\\"They recently had their stream anniversary\\nand they thanked everybody but their mods,\\\" said Emily.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,428,394,522],\"text\":\"Several moderators also said that they felt like an employee\\nor colleague rather than a member of a team. Many streamers\\nnever shared their schedule for streaming in advance, which\\nmade moderators feel uncomfortable because they felt like\\nthey had a responsibility to be there, even if they technically\\ndid not have to always be there.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,523,394,666],\"text\":\"Brandon described a situation where he was moderating \\nfor someone for years and then the streamer just closed their \\nchannel without letting any of the moderators know, “If they \\njust stop and go dark without saying anything, it’s like, ‘OK, \\nwhy?’ It’s not cool that we put in all this free time and work \\nfor them– they were making money off the stream and I \\nwasn’t, I was doing this completely voluntary. The least they \\ncould do is tell me why they quit but when they don’t even \\ndo that, it’s like, basically a PU,” he said.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,666,394,891],\"text\":\"In a unique instance, Anne said that she felt like the stream-\\ners paid more attention to people who paid money to sub-\\nscribe to the channel and that monetary contributions were\\nfavored over time. She said that the streamer sometimes\\nlet viewers join in on playing games and that people who\\npaid the streamer got opportunities to do that whereas mod-\\nerators did not, even though some of the moderators had\\nbeen on the channel for a couple years. “Their personality\\nchanged when they got partnered 14 too. It became about the\\nmoney,” she added. Sometimes moderators removed them-\\nselves from the community because of these issues, but this\\nwas rare and something that the participants noted seeing in\\nother moderators but did not experience themselves. When\\nasked why moderators continue despite these feelings of\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,205],\"text\":\"disappointment – and sometimes resentment – they explained\\nthat either 1) they still enjoyed the content of the stream\\nregardless of how the streamer treated them, and 2) they\\nenjoyed interacting with the viewers, whom they considered\\nthemselves a part of the community with.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,219,747,363],\"text\":\"Misaligned Relationship Expectations. A second theme that\\nwas identified was misaligned relationship expectations with\\nregard to both streamers and viewers. For example, some\\nmoderators had a strong desire to become closer to the\\nstreamer but found out that the streamer did not share those\\ndesires. These examples led to disappointment. “I think friend-\\nship is a strong priority for most people but this relationship\\nis just going to stay where it's at. Some days it can be frus-\\ntrating but usually it just feels like it is what it is,” said Jared.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,364,746,476],\"text\":\"To be fair, there were moderators who had wonderful re-\\nlationships with their streamers and over time become close\\nfriends. For example, Floyd, who moderates for a streamer\\nwho is an artist, said that he has a very close relationship\\nwith the streamer, and that when they went to a convention,\\nthe streamer and his fiance picked him up from the airport\\nand they all shared a hotel room together.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,476,746,570],\"text\":\"Similarly, Ivan also said that he became close with several\\nof streamers that he is a moderator for: \\\"I met them, I've been\\nto their house, I consider myself to be best friends with them,\\\"\\nhe said. The moderators who fell close to streamers usually\\nspent a lot of time with the streamer outside of the stream,\\nmostly playing games together or chatting in Discord.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,747,730],\"text\":\"Some moderators, however, feel that it is necessary to\\nmaintain a professional distance, describing how they frowned\\nupon practices when moderators tried to use their moderator\\nstatus to seek special favors from the streamer or express\\ninterest to streamers in an inappropriate manner, such as\\nwanting sexual relations with the moderator. No one had an\\nexample that pertained to themselves but were able to recall\\ninstances in which they thought other moderators in the\\nchannel were being unprofessional. Jared had some strong\\nopinions on this issue:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,731,746,873],\"text\":\"\\\"I try not to have too close of a relationship with my\\nstreamer because I know that streamers sometimes get stall-\\ners and people who are really needy or people who overstep\\nboundaries by trying to be too close and some people might\\nwant to mod because they want a too close relationship, but\\nI think that's creepy so I generally try to stay pretty profes-\\nsional and keep strong boundaries, like I don't contact her\\nvery often and I don't contact her much for things outside\\nof mod work.\\\"\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,874,747,955],\"text\":\"Anne discussed how meeting the streamer offline made\\nher realize where her expectations went wrong. A main\\nmoderator for a certain channel, she talked about how she\\nwent to TwitchCon to meet the streamer but aside from a\\ngreeting, did not get to spend any time with the streamer,\",\"reading_order\":14,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,899,394,954],\"text\":\"\\\"Twitter has a tiered system: users who stream regularly, have a certain\\nlevel of viewership, and agree to exclusively stream to Twitter (among other\\ncriteria) are made \\\"partners.\\\" Partners receive ad revenue and also can earn\\nmoney through viewer subscriptions and other methods.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 160\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 8\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300390/results/markdown/3290605-3300390_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,39,134],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[117,118,697,182],\"text\":\"Towards Understanding the Link\\nBetween Age and Smartphone Authentication\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[155,199,329,266],\"text\":\"Lina Qiu\\n\\nUniversity of British Columbia\\nVancouver, Canada\\n\\nlqiu@cee.ubc.ca\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[154,275,329,342],\"text\":\"Idar Mushukhov\\n\\nUniversity of British Columbia\\nVancouver, Canada\\n\\nidarm@ece.ubc.ca\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[399,199,633,266],\"text\":\"Alexander De Luca\\n\\nGoogle\\n\\nZürich, Switzerland\\n\\nadeluca@google.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[396,276,657,342],\"text\":\"Konstantin Beznosov\\n\\nUniversity of British Columbia\\nVancouver, Canada\\n\\nbeznosov@ece.ubc.ca\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[68,350,141,367],\"text\":\"ABSTRACT\",\"reading_order\":8,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,372,395,529],\"text\":\"While previous work on smartphone (un)locking has re-\\nvealed real world usage patterns, several aspects still need\\nto be explored. In this paper, we fill one of these knowledge\\ngaps: the interplay between age and smartphone authen-\\ntication behavior. To do this, we performed a two-month\\nlong field study ( N = 134). Our results indicate that there\\nare indeed significant differences across age. For instance,\\nyounger participants were more likely to use biometric un-\\nlocking mechanisms and older participants relied more on\\nauto locks.\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[68,537,204,552],\"text\":\"ACM Reference Format:\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,553,394,641],\"text\":\"Lina Qiu, Alexander De Luca, Ildar Musshukov, and Konstantin\\nBeznosov. 2019. Towards Understanding the Link Between Age and\\nSmartphone Authentication. In CHI Conference on Human Factors in\\nComputing Systems Proceedings (CHI 2019), May 4-9, 2019, Glasgow,\\nScotland, UK . ACM, New York, NY, USA, 10 pages. https://doi.org/\\n10.1145/3290605.3300393\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,656,197,672],\"text\":\"1 INTRODUCTION\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,676,395,804],\"text\":\"Advances in technical capabilities of modern smartphones\\nenable storing (and access to) large amounts of data, some\\nof which might be sensitive or private in nature [14] . Due to\\nthese devices' small sizes and high mobility, unauthorized\\naccess to sensitive data has become a realistic threat. For\\ninstance, it has been shown that 1 out of 5 users in the US\\nhas accessed someone else's mobile phone without permis-\\nsion [13] .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,352,747,479],\"text\":\"To protect smartphones from unauthorized access, mobile\\noperating systems provide secure device locking, however,\\nmost smartphone users tend to choose no or easy-to-guess\\nunlocking secrets [3] . Inconvenience of the currently de-\\nployed unlocking methods, lack of motivation, and lack of\\nawareness about the sensitivity of the data stored on their\\ndevices are often used to justify why a secure lock is not\\nused [4, 7, 14] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,480,747,669],\"text\":\"Recent studies [5, 6, 10, 12] have started to shed light on\\nhow and when smartphone users employ unlocking mech-\\nanisms, some of which were conducted in the wild. For in-\\nstance, Mahfouz et al. [12] investigated authentication pro-\\ncess parameters, such as time to unlock, authentication error\\nrates, and types of apps used within each session. Harbach\\net al. [5] focused on exact authentication speed, error counts,\\nand types of errors among different unlocking mechanisms,\\nwith a study sample containing 134 participants. While these\\nefforts have provided first valuable insights into studying\\nperformance of smartphone unlocking mechanisms in the\\nwild, there are still plenty of unknowns.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,670,747,862],\"text\":\"One of these unknowns is the relation between age and\\nauthentication behavior. A recent online survey on secure\\nsmartphone locking across eight countries suggested that age\\nmight be linked to differences in locking behavior of users [6]\\n(e.g., whether or not they use secure locks). It is, however,\\nstill unclear how age affects smartphone unlocking, because\\nreal world data is missing. In order to fill this knowledge gap\\nand to provide initial insights into how age correlates with\\nsmartphone authentication, we conducted a longitudinal\\nfield study with 134 participants of diverse backgrounds.\\nThe main goal was to investigate what behavioral patterns\\nare linked to age and which are not.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,863,748,925],\"text\":\"The results of our study reveal that age indeed signifi-\\ncantly correlates with unlocking behavior. For example, older\\nparticipants were less likely to use 'Fingerprint' authentica-\\ntion. They also interacted with their devices less frequently,\",\"reading_order\":17,\"tags\":[]},{\"label\":\"icon\",\"bbox\":[67,817,210,872],\"reading_order\":18,\"tags\":[\"cross_marker\"]},{\"label\":\"fnote\",\"bbox\":[69,874,339,902],\"text\":\"This work is licensed under a Creative Commons Attribution-\\nNonCommercial-NoDerivsInternational 4.0 License.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[68,913,273,953],\"text\":\"© 2019 Copyright held by the owner/author(s).\\nhttps://doi.org/10.1145/3296055.330391\",\"reading_order\":20,\"tags\":[\"meta_pub_date\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,127,1012],\"text\":\"Paper 163\",\"reading_order\":21,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":22,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,124,394,156],\"text\":\"which means that they are less frequently exposed to their\\nunlocking mechanism.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,167,198,184],\"text\":\"2 RELATED WORK\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,189,394,426],\"text\":\"Despite the existence of a variety of smartphone unlocking\\nmethods (e.g., PIN, alphanumeric passwords, Android un-\\nlock patterns, biometrics), a recent study [4] showed that\\nmost smartphone users likely underestimate the sensitiv-\\nity of their data and how they access it with their devices.\\nThus, many users do not protect their devices, and with\\nit their data, properly [6] . One potential reason for this is\\nthe inconvenience caused by frequent unlocking and the\\nrespective time this takes [7] . As a consequence, many alter-\\nnative systems were proposed to make the authentication\\nprocess easier [1, 8, 9, 15] . SnapApp [1] , which provides a\\ntime-constrained quick-access option, is an example that re-\\nduces the authentication workload by keeping users logged-\\nin in a more secure way than having their device unlocked\\nall the time.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,427,394,491],\"text\":\"Researchers and designers need data on how people use\\ntheir devices in the real world, in order to design new mech-\\nanisms that are in line with users' real needs. A few studies\\nhave started to provide insights into this [5, 6, 10, 12] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,491,394,666],\"text\":\"Mahfouz et al. [12] studied how different smartphone use\\npatterns correlate with the time it takes users to unlock their\\ndevice, how often users make a mistake during authentica-\\ntion, and which authentication methods users choose for\\ndevice unlocking. The findings suggest that users who lock\\ntheir devices interact with them more frequently and for\\nlonger sessions than those who do not. In addition, the cost\\nof unlocking is low when compared to overall smartphone\\nusage and users do not mind adopting unlocking methods\\nwith a higher error rate (e.g., Android unlock pattern), as\\nlong as they allow faster input of the unlocking secret.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,666,394,808],\"text\":\"Hintze et al. [ 10 ] investigated the number of interactions\\nper day, the average interaction duration, and the total daily\\ndevice usage time by using a state machine based on screen\\non/off events. Here the authors analyzed mobile device data\\nlogs from 1,960 Android smartphones (from the Device Ana-\\nlyzer project [ 16 ] ). The authors report that on average, par-\\nticipants interacted with their devices 57 times a day, among\\nwhich 43 % were actual unlocks, and the daily device usage\\ntime was 117 minutes.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,808,395,954],\"text\":\"In a month-long field study done by Harbach et al. [5] , the\\nauthors collected data from a subset of PhoneLab users, all of\\nwhich were affiliated with a university. The authors instru-\\nmented LG Nexus 5 smartphones to study the performance\\nof Android unlocking mechanisms in situ. They found that\\n\\\"PIN\\\" users take longer to unlock while committing fewer\\nerrors than \\\"pattern\\\" users, who tend to unlock more fre-\\nquently and are more prone to errors. However, on average,\\n\\\"PIN\\\" and \\\"pattern\\\" users spend a similar amount of total\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,746,171],\"text\":\"unlocking time. In addition, the authors offer a benchmark\\nagainst which newly designed unlocking mechanisms can\\nbe evaluated.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,172,746,363],\"text\":\"Harbach et al. [6] also conducted a global-scale survey\\non Google Consumer Surveys (GCS) with 8,286 participants\\nfrom 8 countries to investigate whether users' attitudes to-\\nwards smartphone unlocking differed between various na-\\ntionalities. The findings pointed towards the need that de-\\nmographic differences, including both nationality and age,\\nshould be considered when designing new authentication\\nsystems for smartphones. The authors also conclude that de-\\nspite the differences between nationalities, inconvenience of\\nunlocking is still one of the major reasons for low adoption\\nrate of current authentication systems, especially for older\\nusers.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,364,746,538],\"text\":\"While previous work provided manifold insights on smart-\\nphone authentication in situ, all the aforementioned real\\nworld studies suffer from samples skewed towards predomi-\\nnantly tech-savvy, young participants. That is, they do not\\nprovide data to understand whether and how age is linked\\nto smartphone authentication. To fill this gap, we conducted\\na field study with a more representative participant pool\\nwith regard to age and other factors. We focused our analy-\\nsis on how smartphone authentication behaviour correlates\\nwith participants' age, while considering the effect of other\\ndemographic covariates like gender.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,549,551,567],\"text\":\"3 METHODOLOGY\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,571,746,650],\"text\":\"At the beginning of the study, participants installed a custom-\\nbuilt application on their smartphones and ran it for 60 days\\nor more (the first 60 days were used for the analysis). The\\nstudy app ran in the background and collected relevant usage\\nstatistics.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,651,746,746],\"text\":\"At first launch, the application presented the consent form\\nand allowed participants to opt out of providing certain types\\nof data (e.g., activity data). Afterwards, the app directed par-\\nticipants to an entry survey to collect basic demographic\\ndata. In addition, participants were asked to report which\\nunlocking mechanism they were currently using.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,746,746,872],\"text\":\"During the study, the app recorded all lock and unlock\\nevents, whether they were auto locks or manual locks, and\\nlogged the start and end time stamps of each user session. In\\naddition, the app collected user activity data such as whether\\nunlocking happened while being still or on the move (if\\nopted-in). We define a user session as the time between a\\ndevice unlock and the corresponding lock event (either auto\\nlock or manual).\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,954],\"text\":\"In order to make sure that the data collection process\\nwas robust, we conducted a pilot study with six participants\\nfor 15 days and fixed the (few) bugs we found. We applied\\nand obtained approval from the research ethics board in our\\nuniversity before conducting the pilot.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 163\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 2\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"sec_2\",\"bbox\":[69,125,184,140],\"text\":\"Data Transmission\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,144,395,256],\"text\":\"For data confidentiality, we encrypted all data logged through-\\nout the day with a symmetric encryption key, generated at\\nrun time. We encrypted this key with a hard-coded public\\nkey, and then appended it to the encrypted data logs be-\\nfore submitting them to the back-end server. Encrypted logs\\nwere uploaded to our back-end server once a day, around\\nmidnight.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,269,154,285],\"text\":\"Data Analysis\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,289,395,625],\"text\":\"Our research objective was to investigate how (un)locking\\nbehaviours, such as choice of unlocking mechanism or error\\nlikelihood, correlate with age. For this, we also took into\\naccount other demographic covariates like gender. To an-\\nswer this research question, we conducted regression analy-\\nses among different variables. We applied (multiple) linear\\nregression models for continuous response variables, and\\nlogistic regression models for categorical response variables,\\nwith a p-value threshold of 0.05. We validated all required\\nassumptions, e.g. normality of residuals and no/little multi-\\ncollinearity, before applying the the regression models. We\\nperformed data transformation, e.g. natural log, square root,\\non the response variables, and data centralization on the inde-\\npendent variables when necessary, to assure the data meets\\nall assumptions required for applying corresponding regres-\\nsion models. For the analysis, we averaged participants' data\\nacross the 60 days whenever there were several data points.\\nFor example, we averaged session length across all recorded\\nsessions per participant. Details of all data metrics (e.g., how\\nwe computed the variables for each statistical test) can be\\nfound in Section 5 .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,636,186,653],\"text\":\"4 PARTICIPANTS\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,657,395,784],\"text\":\"We recruited participants from North America (US and Canada)\\nthrough Amazon Mechanical Turk (MTurk), Twitter, Face-\\nbook, our university mailing lists, and The Sample Network\\n(TSN). 1 etc. In order to be eligible for the study, participants\\nhad to be Android users and 19 years or older. To prevent\\npotential recruitment biases, we avoided using terms like\\n\\\"authentication\\\", \\\"privacy\\\" and \\\"security\\\" in our advertise-\\nment. 2\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,785,395,897],\"text\":\"Out of 185 people that completed the study, we had to\\nremove some for different reasons including a technical issue\\ndue to which our back-end server was silently failing for 10\\ndays. Another reason for removal was answer ambiguity\\nin the start and exit surveys. These exclusions resulted in\\na pool of 137 participants. In addition, we removed the 3\\npassword users from the statistical analysis due to being too\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,220],\"text\":\"small of a sample. We thus report our analysis of data from\\n134 participants. As shown in Table 1 , the majority of our\\nparticipants (57%) was recruited from TSN, while 27% were\\nrecruited through MTurk and the rest were from the other\\nfive platforms. All data used in the analysis was collected\\nbetween December 8, 2016 and August 10, 2017.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,221,746,298],\"text\":\"Each participant who ran the study app for 60 days re-\\nceived a compensation of USD 40 and was entered into a\\nraffle for an iPad Pro 2. We additionally provided a report\\nto each participant with a summary of how they used their\\nsmartphone during the study.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,299,746,444],\"text\":\"We compared our study sample to the smartphone pop-\\nulation in the US reported by the Pew Research Center [2] .\\nStatistical results did not reveal any significant differences\\nbetween our participants' demographics and those presented\\nin the Pew Research Center report, in terms of age ( $\\\\chi^2 = 20$ ,\\n$p = .22$ ), gender ( $\\\\chi^2 = 2$ , $p = .16$ ), education levels ( $\\\\chi^2 = 15$ , $p$\\n= .24), and annual salary ( $\\\\chi^2 = 20$ , $p = .22$ ). Based on this, we\\nclaim that our study sample was relatively representative.\\nAll demographics are shown in Table 1 .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,460,744,824],\"text\":\"
ParameterProperty# of participants
GenderFemale79
Male55
Age19-2415
25-3482
35-4426
45-5430
55-6521
EducationLess than High School1
High School56
Professional School23
University (Bachelor's)33
Master or PhD18
Other5
OccupationManagers8
Professionals29
Clerical Support Workers16
Service and Sales Workers19
Craft and Trades Workers7
Machine Operators1
Elementary Employees3
Students15
Unemployed/Retired/Disabled4
Annual salaryLess than$20,00042
$30,000-$49,99921
$50,000-$74,99935
$75,000-$99,99916
$100,000+16
Recruiting platformThe Sample Network77
Amazon/Schrodersburg Park29
Martha Living in the University of British Columbia15
Other (e.g., Twitter)6
\",\"reading_order\":12,\"tags\":[],\"alt_text\":\"This table presents a summary of participant demographics and recruiting methods. It lists various parameters such as Gender, Age, Education, Occupation, Annual salary, and Recruiting platform, along with specific properties for each and the corresponding number of participants.\",\"figure_path\":\"tables/3290605-3300393_pdf_shortened_page_2_tab_12.png\"},{\"label\":\"table_cap\",\"bbox\":[466,827,700,842],\"text\":\"Table 1: Participant demographics, N = 134.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,885,502,901],\"text\":\"5 RESULTS\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,906,746,954],\"text\":\"As mentioned before, we conducted regression analyses to\\nidentify usage patterns that were significantly correlated\\nwith age, while considering other demographic covariates\",\"reading_order\":15,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,912,345,924],\"text\":\"1The Sample Network was used for recruitment in the US only.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,924,394,950],\"text\":\"Full content of the advertisement can be found in the supplementary\\nmaterial.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1013],\"text\":\"Paper 163\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 3\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,126,395,300],\"text\":\"(gender, education, occupation, annual salary, and unlocking\\nmechanism). For example, we checked whether there is a\\ncorrelation between used unlocking mechanism and age,\\nwith gender as a covariate. For each interaction pattern, we\\napplied different combinations of the independent variables\\n(e.g., age and unlocking mechanism, age and gender). We\\nreport the best fitting prediction models, based on metrics\\nincluding R-squared, adjusted R-squared, and predicted R-\\nsquared. Table 2 shows an overview of these results and the\\nadjustments used (e.g., for \\\"session length\\\" the best fit was\\nachieved by applying log).\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,311,295,329],\"text\":\"Authentication Mechanism Selection\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,333,395,603],\"text\":\"To understand how age correlates with used unlocking mech-\\nanism, we conducted a multinomial logistic regression analy-\\nsis of correlation between the types of unlocking mechanisms\\nand age, with gender as a covariate. We used “Swipe/None” as\\nthe reference category for lock type and “Female” for gender.\\nWe found that age significantly correlated with participants’\\nchoice of “Fingerprint” vs. “Swipe/None”, while there was no\\nsignificant difference in their choice of “Android Pattern” and\\n“PIN” vs. “Swipe/None”. With one-year increase in age, our\\nparticipants were 6.3% less likely to choose “Fingerprint” as\\ntheir unlocking mechanism, than “Swipe/None”. In addition,\\nwe found that gender significantly correlated with partici-\\npants’ choice of “PIN” vs. “Swipe/None”, but not their choice\\nof “Android Pattern” and “Fingerprint” vs. “Swipe/None”.\\nSpecifically, male participants were 230.8% more likely to\\nchoose “PIN” than “Swipe/None”. Table 3 presents the details\\nof the fitted model.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,616,141,632],\"text\":\"Error Rates\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,637,395,766],\"text\":\"Since “ Swipe/None ” users cannot make unlocking errors due\\nto the nature of the method, we removed these participants\\nfrom the error analysis, which reduced the analyzed sample\\nto 87 participants. We fitted a multiple linear regression\\nmodel of the square root of error rates to investigate if error\\nrates correlated with age . While applying the model, we\\nconsidered the correlation between the error rates and age,\\nthe type of unlocking mechanism, as well as the interaction\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,570,747,763],\"text\":\"effect between those two factors. We used “Android Pattern”\\nas the reference category. The results show that while the\\nmain effect of both age and unlocking mechanism were not\\nsignificant $(F(1,81)=2.07, p=.15$ vs. $F(2,81)=1.63, p=.20$\\nrespectively), and the interaction effect between age and\\nunlocking mechanism was significant $(F(2,81)=5.13, p=.008)$ . Specifically, “Fingerprint” participants were more likely\\nto have unlocking errors than “Android Pattern” participants,\\nwith the likelihood increasing for older participants. Overall,\\nthe model explained 10.98 % of the variance $(R2=.16, F(5,81)=3.12, p=.01)$ . Figure 1 shows the interaction effects and\\ngives an overview of the fitted model.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[70,786,393,901],\"text\":\"
Interaction PatternAge Matters?
Used Unlocking MechanismYes
sqrt(Error Rate)No
Auto/Manual LocksYes
log(Session Lengths)Yes
log(Number of Sessions Per Day)Yes
sqrt(Daily Usage Times)Yes
Whether authentication happened at still / on the moveYes
\",\"reading_order\":8,\"tags\":[],\"alt_text\":\"This image is a two-column table titled \\\"Interaction Pattern\\\" and \\\"Age Matters?\\\". The \\\"Interaction Pattern\\\" column lists various user behaviors and metrics like \\\"Used Unlocking Mechanism\\\" and \\\"log(Session Lengths)\\\". The \\\"Age Matters?\\\" column indicates \\\"Yes\\\" or \\\"No\\\" for each listed interaction pattern.\",\"figure_path\":\"tables/3290605-3300393_pdf_shortened_page_3_tab_8.png\"},{\"label\":\"table_cap\",\"bbox\":[68,903,394,932],\"text\":\"Table 2: Overview of the usage patterns that were and were\\nnot significantly correlated with age.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300393_pdf_shortened_page_3_figure_010.png\",\"bbox\":[432,123,724,364],\"reading_order\":10,\"tags\":[],\"alt_text\":\"This is a scatter plot showing the square root of error rates against centralized age. Data points are colored and grouped by unlocking mechanism: Android Pattern (green), PIN (magenta), and Fingerprint (cyan), each with a corresponding regression line and shaded confidence interval. The X-axis ranges from approximately -20 to 25, and the Y-axis ranges from 0 to about 6.\"},{\"label\":\"figure_cap\",\"bbox\":[420,376,747,538],\"text\":\"Figure 1: Multiple linear regression model of the square root\\nof error rates on age (centralized), unlocking mechanism\\n(base category \\\"Android Pattern\\\") and their interaction ef-\\nfect: sqrt( ErrorRates ) = 1.758±0.004 * CentralizedAge × 0.477 +\\nFingerprint×-0.302 + PIN×0.076 * CentralizedAge × Fingerprint×-\\n0.004 × CentralizedAge × PIN, N = 87 ( Fingerprint ) and PIN are\\nbinary variables with values { 0, 1 } . The black line represents\\nthe fitted model, and the grey area represents the 95 % confi-\\ndence interval. The other lines represent the simple linear\\nregression models of the square root of error rates on age\\nfor participants in each unlocking mechanism group.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,773,543,790],\"text\":\"Auto/Manual Locks\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,792,747,905],\"text\":\"We removed “Swipe/None” participants from the analysis\\non auto/manual locks, because in Android OS, the auto lock\\nsetting is not enabled for them. Furthermore, we removed\\n25 participants who manually disabled auto lock, either at\\nthe beginning of the study or during the study. Overall, we\\nanalyzed locking behavior based on data collected from 62\\nparticipants.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,905,747,953],\"text\":\"By default, auto lock is set to 5 seconds. Our analysis\\nrevealed that out of the 62 participants, 26 kept the default\\nauto lock timeout, while 18 reduced the auto lock time to 0.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 163\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"tab\",\"bbox\":[84,124,726,207],\"text\":\"
VariableEstimateStd. Err.z valueOdds RatioEstimateStd. Err.z valueOdds RatioEstimateStd. Err.z valueOdds Ratio
Swipe/None vs. Android PatternSwipe/None vs. FingerprintSwipe/None vs. PIN
Intercept0.3900.9590.4071.4771.2140.9771.2423.366-0.4150.808-0.5140.66
Age-0.0340.023-1.490.966-0.0650.0252.572$^{*}$0.937-0.0020.018-0.1260.998
Gender=Male0.3410.5850.5841.4071.0560.5611.8842.8761.1960.4522.644$^{*}$3.308
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a statistical table displaying logistic regression results across three comparisons: \\\"Swipe/None vs. Android Pattern\\\", \\\"Swipe/None vs. Fingerprint\\\", and \\\"Swipe/None vs. PIN\\\". For each comparison, the table provides \\\"Estimate\\\", \\\"Std. Err.\\\", \\\"z value\\\", and \\\"Odds Ratio\\\" for the variables \\\"Intercept\\\", \\\"Age\\\", and \\\"Gender=Male\\\". Some z values are marked with an asterisk.\",\"figure_path\":\"tables/3290605-3300393_pdf_shortened_page_4_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,210,745,241],\"text\":\"Table 3: Multinomial logistic regression model: how age and gender correlated with participants' choice of unlocking mecha-\\nnism. A *** denotes significance ( $p<.05$ ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,277,394,357],\"text\":\"which locks the device immediately after it enters sleep mode.\\nSince we were unable to differentiate auto locks from manual\\nlocks when the timeout was set to 0, we further excluded\\nthose 18 participants from the analysis. This reduced our\\nparticipants pool for this analysis down to 44.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,357,395,614],\"text\":\"To evaluate whether participants relied more on auto locks\\nor manual locks, we calculated the percentages of auto locks\\nover the total number of locks per day per user. We fitted\\na multiple linear regression model to investigate if the av-\\nerage percentage of auto locks correlated with age, while\\nconsidering gender (with \\\"Female\\\" serving as the base cate-\\ngory) and its interaction with age as covariates. The results\\nin Figure 2 , show that only the main effect of age ($F(1,40)$\\n= 7.46, $p$ = .009) was significantly correlated with people's\\nlocking behaviors, but not the main effect of gender ($F(1,40)$\\n= 1.86, $p$ = .18) and the interaction effect between age and\\ngender ($F(1,40)$ = 2.26, $p$ = .14). Specifically, older people\\nrelied more on auto locks, with an increase of 5.09 % for fe-\\nmales and 16.06 % for males for every 10-year increment of\\nage. Overall, age explained 16.63 % of the variance ($R2$ = .22,\\n$F(3,40)$ = 3.86, $p$ = .02).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,627,170,644],\"text\":\"Session Lengths\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,648,395,887],\"text\":\"The analyzed dataset contained 257,437 user sessions in total.\\nOn average, a session lasted 10.89 minutes (SD = 12.80 min-\\nutes). We applied multiple linear regression analysis to test\\nif age, gender and the interaction effect between those two\\nfactors correlated with the log of averaged session length.\\nFigure 3 gives an overview of the fitted model, with “ Female ”\\nserving as the reference category. The results indicate that\\nthe main effect of both age and gender, as well as their in-\\nteraction effect were significantly correlated with the log\\nvalue of session length ( $F(1,129)=6.72$ , $p=.01$ vs. $F(1,129)$\\n$=6.91$ , $p=.01$ vs. $F(1,129)=6.31$ , $p=.01$ respectively), and\\nthose factors accounted for 11.37 % of the variance ( $R^2=.13$ ,\\n$F(3,129)=6.65$ , $p=.001$ ). Furthermore, a 10-year increase in\\nage corresponds to a growth of 0.9 % for female participants\\nand 41.76 % for male participants in session length.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,901,243,918],\"text\":\"Number of Sessions Per Day\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,922,395,954],\"text\":\"On average, participants had 32 smartphone sessions a day\\n(SD = 26). We applied multiple linear regression analysis to\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,745,747,954],\"text\":\"test if age and unlocking mechanism correlated with the aver-\\nage number of sessions each day. Figure 4 gives an overview\\nof the fitted model, with “ Swipe/None ” serving as the ref-\\nerence category. The results reveal that both age ( $F(1, 129)$\\n= 37.99, $p$ < .001) and unlocking mechanism ( $F(3, 129)$ =\\n4.14, $p$ = .008) were significant factors. Younger participants\\ninteracted with their devices more frequently than older\\nparticipants (i.e., a 10-year increase in age corresponds to\\na deduction of 25.17 % in total number of sessions per day),\\nand “ Swipe/None ” users had significantly more sessions (ap-\\nproximately 39.51 % ) than those using “ PIN ” . Overall, the two\\nindependent variables explained 25.87 % of the variance ( $R2$\\n= .28, $F(4, 129)$ = 12.60, $p$ < .001).\",\"reading_order\":10,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300393_pdf_shortened_page_4_figure_011.png\",\"bbox\":[437,272,730,513],\"reading_order\":11,\"tags\":[],\"alt_text\":\"This is a scatter plot showing \\\"Average Percentage of Auto Locks [%]\\\" on the y-axis against \\\"Age\\\" on the x-axis. Data points are color-coded by \\\"Gender\\\", with orange representing Female and cyan representing Male. The plot includes a black overall linear trend line and separate colored linear trend lines for each gender, all with shaded confidence intervals, indicating an increasing trend in auto locks percentage with age for both genders.\"},{\"label\":\"figure_cap\",\"bbox\":[420,528,747,662],\"text\":\"Figure 2: Multiple linear regression model of the per-\\ncentages of auto looks on age, gender (base category “Fe-\\nmale”) and their interaction effect: PercentageofAutoLooks =\\n13.303×0.509 × 0.509 + Age-28.906 × Male+1.097 = Age × Male, N = 44 (Male\\nis a binary variable with values [0, 1]). The black line repre-\\nsents the fitted model, and the grey area represents the 95 %\\nconfidence interval. The other lines represent the simple lin-\\near regression models of the percentage of auto looks on age\\nfor female and male participants.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 163\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 5\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300393_pdf_shortened_page_5_figure_002.png\",\"bbox\":[84,121,375,358],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This scatter plot displays the log of average session length versus age, with points colored by gender. Female users (orange) show a relatively flat trend line, while male users (teal) exhibit an increasing trend in log average session length with age. Both trend lines include confidence intervals.\"},{\"label\":\"figure_cap\",\"bbox\":[68,376,394,509],\"text\":\"Figure 3: Multiple linear regression model of log of av-\\nerage session length on age, gender (base category \\\"Fe-\\nmale\\\") and their interaction effect: $\\\\log(AverageSessionLength) = 2.073 \\\\times 0.0009 + Age - 1.715 + Male \\\\times 0.034 + Age + Male$ , $N = 133$\\n(Male is a binary variable with values (0, 1)). The black line\\nrepresents the fitted model, and the grey area represents the\\n95 % confidence interval. The other lines represent the sim-\\nple linear regression models of the percentage of auto locks\\non age for female and male participants.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300393_pdf_shortened_page_5_figure_004.png\",\"bbox\":[436,123,730,359],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This scatter plot displays the relationship between Age and the logarithm of the Average Number of Sessions, categorized by different Unlocking Mechanisms. Each unlocking mechanism (Swipe/None, Fingerprint, Android Pattern, PIN) is represented by distinct colored data points and a corresponding linear regression line with a shaded confidence interval. All regression lines show a general downward trend, indicating a negative correlation between age and the logged average number of sessions across all unlocking mechanisms.\"},{\"label\":\"figure_cap\",\"bbox\":[420,376,747,524],\"text\":\"Figure 4: Multiple linear regression model of log of aver-\\nage number of sessions on age and unlocking mechanism\\n(base category “ Swipe/None ” ) $\\\\log$ ( AverageNumber of Sessions ) =\\n$4.338$ $0.029$ $+0.037$ $\\\\langle$ AndroidPattern $\\\\rangle$ $0.353$ + Fingerprint $\\\\rangle$\\n$0.333$ $+$ PIN , $N$ $134$ ( AndroidPattern , Fingerprint and PIN are\\nbinary variables with values [0, 1]). The black line represents\\nthe fitted model, and the grey area represents the $95\\\\%$ confi-\\ndence interval. The other lines represent the simple linear\\nregression models of the log of average number of sessions\\non age for participants in each unlocking mechanism group.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,574,184,591],\"text\":\"Daily Usage Times\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,594,395,818],\"text\":\"We fitted a multiple linear regression model among the\\nsquare root of the average amount of daily device usage\\ntime for participants and the three factors age, unlocking\\nmechanism, and gender, while using “Swipe/None” and ”Fe-\\nmale” as the reference categories. The results show that both\\nage and gender significantly correlated with daily usage time\\n( $F(1, 127) = 6.55$ , $p = .01$ vs. $F(1, 127) = 7.74$ , $p = .006$ respec-\\ntively), whereas unlocking mechanism did not ( $F(3, 127) =$\\n1.36, $p = .26$ ). In particular, older participants tended to inter-\\nact with their smartphones for a significant shorter amount\\nof time per day, while female participants tended to have\\nlonger daily usage times than male participants, as shown in\\nFigure 5 . Overall, the model explained 9.20 % of the variance\\n( $R^2 = 0.13$ , $F(5, 127) = 3.68$ , $p = .004$ ).\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,836,227,854],\"text\":\"Activity While Unlocking\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,857,395,954],\"text\":\"Of the 134 study participants, 116 opted in to provide activity\\ndata. To identify user activities during unlocks, we mapped\\ntheir timestamps. We used one minute as a threshold, mean-\\ning that if there were no activity records that occurred one\\nminute before or after an unlock event, then we considered\\nthat we failed to detect the type of activity for this unlock.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,574,746,621],\"text\":\"When there were multiple activity records within the one-\\nminute timeframe, we selected the closest (time-wise) activ-\\nity as the one that user undertook during the unlock.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,621,747,811],\"text\":\"Among all unlocking events collected for the 116 par-\\nticipants, we removed the unlocks that were tagged with\\n\\\"unknown\\\" activity and those in which we failed to detect\\nactivities for, which were around 50.1 % . Figure 6 shows the\\ndistribution of activity types over the remaining 49.9 % of\\nunlocks (106,030 in total). We found that more than half of\\nthese unlocks happened when participants' devices were\\nstill, whereas the other 43.8 % of unlocks happened while the\\ndevice was moving. Only 0.26 % of unlocks happened while\\nparticipants were on a bicycle. The distributions of activities\\nfor each unlocking mechanism did not differ notably from\\neach other.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,811,747,909],\"text\":\"We removed the activity type \\\"tilling\\\", $^3$ which we con-\\nsidered as not significant enough of a move to influence\\nunlocking performance. Then we categorized all activities\\nexcept still as move . As shown in Table 2 , we found that age\\nwas a good predictor for whether authentication was used\\nwhile at still or on the move (details below).\",\"reading_order\":12,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[422,938,673,953],\"text\":\"$^{3}$Tilting the device around the horizontal or vertical axes.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 163\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,746,1013],\"text\":\"Page 6\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"meta_subject\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300393_pdf_shortened_page_6_figure_002.png\",\"bbox\":[86,120,378,358],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This image presents four scatter plots showing the relationship between Age and the square root of Average Daily Usage Length, categorized by four different phone unlocking methods: Swipe/None, Android Pattern, Fingerprint, and PIN. Each panel displays individual data points color-coded by Gender (Female in orange, Male in blue), along with regression lines indicating trends.\"},{\"label\":\"figure_cap\",\"bbox\":[67,376,394,568],\"text\":\"Figure 5: Multiple linear regression model of the square\\nroot of average daily usage length on age, unlocking mech-\\nanism (base category “ Swipe/None ” ) and gender (base cate-\\ngory “ Female ” ): sqrt ( AverageDailyUsageLength )=18.869+0.108*\\n0Age+0.161 + (AndroidPattern)*1.019 × Fingerprint-1.256 + PIN-\\n2.867+Male × N + 133 (AndroidPattern, Fingerprint, PIN and Male\\nare binary variables with values [0, 1]). The black line rep-\\nresents the fitted model for participants in each unlocking\\nmechanism group, and the grey area represents the 95 % con-\\nfidence interval. The other colored lines represent the sim-\\nple linear regression models of the square root of average\\ndaily usage length on age for female participants and male\\nparticipants in each unlocking mechanism group.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300393_pdf_shortened_page_6_figure_004.png\",\"bbox\":[118,601,349,806],\"reading_order\":4,\"tags\":[],\"alt_text\":\"A pie chart displays the distribution across five categories, each represented by a slice. The largest segment, labeled \\\"Still,\\\" shows a value of 56.16, followed by \\\"In a vehicle\\\" at 21.98, \\\"Tilting\\\" at 13.87, \\\"On foot\\\" at 7.73, and \\\"On a bicycle\\\" at 0.26.\"},{\"label\":\"figure_cap\",\"bbox\":[73,844,388,860],\"text\":\"Figure 6: Distribution of activities during unlock, $N = 116$.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[67,889,393,953],\"text\":\"Error Rates While At Still vs. On the Move. To assess how error\\nrates correlated with activity types, we again excluded par-\\nticipants who used “Swipe/None” , as errors are not possible\\nwith this unlocking method.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300393_pdf_shortened_page_6_figure_007.png\",\"bbox\":[439,123,726,358],\"reading_order\":7,\"tags\":[],\"alt_text\":\"This scatter plot illustrates the relationship between age and the percentage of unlocks that occurred while a user was either still or moving. Cyan data points and an upward trend line indicate unlocks while still, generally increasing with age, while red data points and a downward trend line show unlocks while moving, generally decreasing with age. Shaded areas around the trend lines represent confidence intervals.\"},{\"label\":\"figure_cap\",\"bbox\":[420,376,747,449],\"text\":\"Figure 7: Distribution of unlocks that happened while at\\nstill/move, $N = 116$ . The lines represent the fitted simple lin-\\near regression model of the percentage of unlocks on age for\\neach activity category, and the grey area represents the 95 %\\nconfidence interval.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,522,747,664],\"text\":\"We then counted the number of failed unlocking attempts\\nand total unlocking attempts that each participant performed,\\nwhile they were in \\\"still\\\" and \\\"move\\\" states. Afterwards, we\\ncalculated the likelihood of making an error, for each par-\\nticipant for each of the two activity categories. However, a\\npaired-samples t-test did not reveal any significant differ-\\nences in the likelihoods that participants would make an\\nerror, while their devices were still ( M = 4.37, SD = 7.16) and\\nmoving ( M = 4.78, SD = 7.27); (70) 1.08, p = .28.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,681,747,953],\"text\":\"How Age Predicts Whether Authentication is Used While At\\nStill vs On the Move. To evaluate how often participants\\nunlocked while they were in still and moving states, we cal-\\nculated the percentage of unlocks for each activity category\\nper user over the whole study period. Figure 7 shows the\\ndistribution of unlocks at still and on the move, with re-\\nspect to participants' age. To further understand how age\\ninteracted with activity types ( still/move ), we fitted a binary\\nlogistic regression model to predict whether authentication\\nwould be used when users were at still and on the move\\nbased on age, with move as the reference activity category.\\nThe analysis revealed that age had a significant effect on\\npredicting whether authentication happened while at still or\\non the move. Specifically, with one-year increase in age, par-\\nticipants were 1.5 % more likely to use authentication when\\nthey were still than moving. Table 4 gives an overview of\\nthe fitted model.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[68,995,127,1012],\"text\":\"Paper 163\",\"reading_order\":11,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 7\",\"reading_order\":12,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300393", "source_image_path": "test_data/3290605-3300393/3290605-3300393_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300393/results/output_json/3290605-3300393_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"tab\",\"bbox\":[101,123,358,177],\"text\":\"
VariableEstimateStd. Err.z valueOdds Ratio
Intercept.078.0243.268$^{*}$1.081
Age.015.00323.772$^{*}$1.015
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"This table presents statistical results for an \\\"Intercept\\\" and \\\"Age\\\" variable. It includes columns for Estimate, Standard Error, z value, and Odds Ratio for each variable. The z values for both Intercept and Age are marked with an asterisk, indicating statistical significance.\",\"figure_path\":\"tables/3290605-3300393_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[68,179,394,224],\"text\":\"Table 4: Binary logistic regression model: whether authen-\\ntication is used while at still vs on the move by age. An \\\"**\\\"\\ndenotes significance $(p<.05)$ .\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,262,173,277],\"text\":\"6 DISCUSSION\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,282,395,475],\"text\":\"The results presented in this paper provide the first real\\nworld data and detailed insights on the link between indi-\\nvidual smartphone authentication patterns and age, thus,\\ncorroborating and extending on the previous study [6] that\\nhypothesized that age might be an important factor. In ad-\\ndition, we investigated a broader scope of unlocking mech-\\nanisms, than previous work [5, 6, 10, 12] , in terms of how\\nparticipants' in-situ (un)locking behaviour differs among un-\\nlocking mechanisms. We are the first to extend these findings\\nto \\\"Fingerprint\\\" users, despite that we had relatively smaller\\n\\\"Fingerprint\\\" sample size (about 56 % of participants' devices\\nsupporting such mechanism).\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,486,216,503],\"text\":\"Age Makes a Difference\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,507,394,554],\"text\":\"First of all, and most importantly, our data suggests that\\nsmartphone usage patterns, indeed, in many cases signifi-\\ncantly correlate with age.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,554,395,681],\"text\":\"Specifically, we found a significant correlation of age with\\nthe following parameters: the choice of unlocking mecha-\\nnism, session length, number of sessions per day, daily usage\\nlength, auto/manual lock, state of movement (as still vs. on\\nthe move), the choice of unlocking mechanism at still vs. on\\nthe move. In addition, we found that participant's gender\\nalso significantly correlated with their session length, daily\\nusage length, and the choice of the unlocking mechanism.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,681,395,859],\"text\":\"That is, our results provide the first quantitative support\\n(based on field measurements of real-world behaviour) for\\nprevious recommendations that, while designing new au-\\nthentication systems for smartphones, demographic differ-\\nences, such as age, should be taken into account [6] . Further-\\nmore, we emphasize that our work not only confirms the link\\nbetween age and in-situ authentication behaviour, but also\\nextends the findings to gender. We thus invite more studies to\\ninvestigate (other) demographic factors, and suggest future\\nwork could focus on recruiting even more representative\\n(particularly age-wise) samples to provide further evidence.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,869,241,887],\"text\":\"Age and Unlocking Security\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,890,395,954],\"text\":\"One of our results related to age being a good predictor for\\nsome choices related to smartphone unlocking mechanism\\nselection, is that older participants were less likely to enable\\n\\\"Fingerprint\\\" authentication on their devices. In addition,\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,125,746,172],\"text\":\"older participants significantly more likely relied on the auto\\nlock feature, despite the used unlocking mechanisms, which\\nis in line with [5] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,172,746,252],\"text\":\"The auto lock feature very specifically represents a trade-\\noff between security and usability. The related question is\\nwhether users make educated choices, when making these\\ndecisions, or whether other factors are more prominent in\\nthe decision-making process.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,252,746,299],\"text\":\"As a consequence, we argue that future research should\\nlook into the popularity of auto lock among older users and\\ntheir awareness of respective security implications.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,310,638,328],\"text\":\"Design and Evaluate for Movement\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,332,746,379],\"text\":\"Another interesting result to highlight is that age was a good\\npredictor for whether device unlocking was used on the\\nmove compared to at still.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,380,746,460],\"text\":\"Our results show that, overall, about 44 % of unlocks hap-\\npened with the devices moving. Furthermore, despite a trend\\nin our data towards more authentication taking place in still\\nstates with increasing age, authentication on moving devices\\nwas a common task across all age groups.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,460,747,570],\"text\":\"While one might hypothesize that participants were more\\nlikely to make unlocking errors while moving, our findings\\ndo not support such a claim. The numbers of failed unlocking\\nattempts when participants' devices were still and when they\\nwere moving were very similar, also across age groups. This\\nmight indicate that current unlocking mechanisms are robust\\nagainst errors on the move.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,571,747,699],\"text\":\"A consequence of this and the fact that people do regularly\\nauthenticate themselves while moving, means that newly-\\ndesigned unlocking mechanisms should be as robust in the\\npresence of movement as existing mechanisms, in order to be\\nacceptable for smartphone unlocking. This requirement not\\nonly influences how unlocking systems should be designed\\n(e.g., constant eye contact might not be possible) but also\\nhow they are evaluated in studies (in-lab vs. in the wild).\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,710,571,727],\"text\":\"No One-Fits-All Solution\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,731,747,808],\"text\":\"As mentioned before, we showed that age significantly corre-\\nlated not only with the choice of unlocking mechanism but\\nalso whether and how features such as auto lock were used\\nand whether authentication took place on still or moving\\ndevices.\",\"reading_order\":21,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,746,890],\"text\":\"Previous research [7] has concluded that due to user pref-\\nerences, it is hard (or impossible) to find or build one authen-\\ntication system that caters to all user needs. Our results add\\nto these previous findings by providing evidence that these\\nusage differences are also linked to age and gender.\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,890,747,954],\"text\":\"While we cannot make claims about the cause of these\\ndifferences, our findings suggest that these differences are\\nimportant factors to consider. The findings further our un-\\nderstanding of why offering different unlocking mechanisms\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 163\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,745,1012],\"text\":\"Page 8\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300393/results/markdown/3290605-3300393_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[70,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"icon\",\"bbox\":[0,92,38,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[84,118,730,150],\"text\":\"HotStrokes: Word-Gesture Shortcuts on a Trackpad\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[94,168,282,250],\"text\":\"Wenzhe Cui\\n\\nDepartment of Computer Science\\n\\nStony Brook University\\nStony Brook, New York, USA\\nwecui@cs.stonybrook.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[328,168,483,237],\"text\":\"Jingjie Zheng\\n\\nGoogle\\n\\nKitchener, Ontario, Canada\\n\\njingjie@acm.org\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[523,168,729,250],\"text\":\"Blaine Lewis\\n\\nCheriton School of Computer Science\\nUniversity of Waterloo\\nWaterloo, Ontario, Canada\\nblaine.lewis@waterloo.ca\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[215,261,376,343],\"text\":\"Daniel Vogel\\n\\nSchool of Computer Science\\n\\nUniversity of Waterloo\\nWaterloo, Ontario, Canada\\ndvogel@uwaterloo.ca\",\"reading_order\":7,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[421,261,610,343],\"text\":\"Xiaojun Bi\\n\\nDepartment of Computer Science\\n\\nStony Brook University\\nStony Brook, New York, USA\\nxiaojun@cstanburybrook.edu\",\"reading_order\":8,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"sec_1\",\"bbox\":[70,351,141,368],\"text\":\"ABSTRACT\",\"reading_order\":9,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[69,372,395,627],\"text\":\"Expert interaction techniques like hotkeys are efficient, but\\npoorly adopted because they are hard to learn. HotStrokes\\nremoves the need for learning arbitrary mappings of com-\\nmands to hotkeys. A user enters a HotStroke by holding a\\nmodifier key, then gesture typing a command name on a\\nlaptop trackpad as if on an imaginary virtual keyboard. The\\ngestures are recognized using an adaptation of the SHARK 2\\nalgorithm with a new spatial model and a refined method for\\ndynamic suggestions. A controlled experiment shows Hot-\\nStrokes effectively augments the existing \\\"menu and hotkey\\\"\\ncommand activation paradigm. Results show the method is\\nefficient by reducing command activation time by 43 % com-\\npared to linear menus. The method is also easy to learn with\\na high adoption rate, replacing 91 % of linear menu usage.\\nFinally, combining linear menus, hotkeys, and HotStrokes\\nleads to 24 % faster command activation overall.\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[70,639,172,657],\"text\":\"CCS CONCEPTS\",\"reading_order\":11,\"tags\":[]},{\"label\":\"list\",\"bbox\":[70,660,394,694],\"text\":\"• Human-centered computing $\\\\rightarrow$ Interaction devices;\\nInteraction techniques;\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[70,701,202,717],\"text\":\"ACM Reference Format:\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[70,717,394,762],\"text\":\"Wenzhe Cui, Jingjie Zheng, Blaine Lewis, Daniel Vogel, and Xiaojun\\nBi. 2019. HotStrokes: Word-Gesture Shortcuts on a Trackpad. In\\nCHI Conference on Human Factors in Computing Systems Proceedings .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,405,549,423],\"text\":\"1 INTRODUCTION\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,426,747,524],\"text\":\"It is a common belief that user interfaces should be easy\\nto learn, provide high-performance mechanisms for power\\nusers, and ideally, support the progression from ease to\\nefficiency [9, 23, 43] . In personal computing, menus and\\nhotkeys (or keyboard shortcuts) are the most common ways\\nof activating commands, representing the two opposite ends\",\"reading_order\":16,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_0_figure_022.png\",\"bbox\":[430,552,732,806],\"reading_order\":17,\"tags\":[],\"alt_text\":\"The figure illustrates a scenario where a user is attempting to open a file or folder in a graphical user interface (GUI) using a keyboard shortcut. The user's hands are shown interacting with the keyboard and a mouse, indicating the process of navigating through the GUI. In the image, the following elements are present: 1. **Laptop Screen**: The screen displays a window with the text \\\"open Ctrl+O\\\" in the center. The \\\"open\\\" text is in blue, and the \\\"Ctrl+O\\\" text is in black. The cursor is positioned above the \\\"open\\\" text, suggesting that the user is about to click on it. 2. **Keyboard**: Below the laptop screen, there is a standard QWERTY keyboard. The keys are depicted in a light gray color, and the user's left hand is positioned on the left side of the keyboard, pressing down on a key. 3. **Mouse**: The user's right hand is shown holding a mouse, which is positioned over the right side of the keyboard. The mouse is depicted in a light gray color, and the user's hand is pressing down on the mouse button. 4. **Arrows and Lines**: There are two yellow lines with arrows pointing towards the \\\"open\\\" text on the screen. One arrow points from the left side of the screen to the \\\"open\\\" text, and the other points from the right side of the screen to the \\\"open\\\" text. These lines likely represent the user's intended actions or the expected sequence of clicks. The overall scene demonstrates a common task in GUI interaction where a user might accidentally press the wrong key combination, leading to an undesired action. This scenario is relevant to the paper's focus on improving GUI design through user-centered design principles and automated testing.\"},{\"label\":\"figure_cap\",\"bbox\":[421,818,746,935],\"text\":\"Figure 1: HotStrokes activates a command ( “ Open ” ) by hold-\\ning down the Ctrl key, then tracing through letters of that\\ncommand on the trackpad ( “ O-P-E-N ” ) as if gesturing on\\na soft keyboard. The red trace on the trackpad shows the\\nfinger motion, the yellow trace on the keyboard shows the\\nequivalent gesture typing shape, and the blue trace on the\\ndisplay provides feedback. Red and yellow traces are for il-\\nlustration only and invisible in real use.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,776,394,884],\"text\":\"Permission to make digital or hard copies of all or part of this work for\\npersonal or classroom use is granted without fee provided that copies\\nare not made or distributed for profit or commercial advantage and that\\ncopies bear this notice and the full citation on the first page. Copyrights\\nfor components of this work owned by others than the author(s) must\\nbe honored. Abstracting with credit is permitted. To copy otherwise, or\\nrepublish, to post on servers or to redistribute to lists, requires prior specific\\npermission and/or a fee. Request permissions from permissions@acm.org.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[70,884,274,898],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\",\"reading_order\":20,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,899,394,924],\"text\":\"© 2019 Copyright held by the owner/author(s). Publication rights licensed\\nto ACM.\",\"reading_order\":21,\"tags\":[\"meta_pub_date\"]},{\"label\":\"fnote\",\"bbox\":[70,925,265,952],\"text\":\"ACM ISBN 978-1-4503-5970-2/19-05...$35.00\\nhttps://doi.org/10.1145/3206905.3303995\",\"reading_order\":22,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"fnote\",\"bbox\":[421,354,745,384],\"text\":\"(CHI 2019), May 4–9, 2019, Glasgow, Scotland UK. ACM, New York,\\nNY, USA, 13 pages. https://doi.org/10.1145%2F966050.3300395\",\"reading_order\":23,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"foot\",\"bbox\":[70,996,127,1012],\"text\":\"Paper 165\",\"reading_order\":24,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1012],\"text\":\"Page 1\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,61],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,252],\"text\":\"of the ease-to-efficiency spectrum. On the one end, graphics-\\nbased menu interaction is easy for novices, but can be in-\\nefficient when performing repetitive actions [48] . On the\\nother, hotkeys are fast but require a conscious and effort-\\nful switch from menu interaction [15, 21] . Research shows\\nthat hotkeys are largely underused, and many attributes to\\nthe arbitrary command-to-key mappings caused by limited\\nkeyboard input space [9, 15, 27, 48, 49] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,252,395,427],\"text\":\"We present HotStrokes, a command activation method\\nthat removes the need for memorizing arbitrary key assign-\\nment (Figure 1 ). It works by transforming a laptop trackpad\\ninto an imaginary word-gesture keyboard: a user enters a\\ncommand by holding down a modifier key (e.g., Ctrl), then\\ninputs the command label on the trackpad by gesture typing.\\nThe user learns a word gesture by referring to the physical\\nkeyboard on the laptop for static visual guidance. Then, with\\nrepetitive use of the same command, they may gradually\\ntransition from depending on the visual guidance to directly\\nrecalling the gesture from memory.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,426,400,555],\"text\":\"We implement HotStrokes using an adaption of the SHAKE 2\\nalgorithm [19] with a new spatial model and a refined method\\nfor dynamic suggestions. Our evaluation shows that Hot-\\nStrokes is efficient by reducing command activation time\\nby 43 % compared to linear menus. The method is also easy\\nto learn with a high adoption rate, replacing 91 % of linear\\nmenu usage. Finally, combining linear menus, hotkeys, and\\nHotStrokes leads to 24 % faster command activation overall.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,570,197,588],\"text\":\"2 RELATED WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,592,395,625],\"text\":\"HotStrokes refers to the word-gesture keyboard, techniques\\nfor promoting hotkey usage, and gestural command input.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,639,218,657],\"text\":\"Word-gesture Keyboard\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,659,395,868],\"text\":\"Word-gesture keyboard [19, 34, 42, 45] , also variably known\\nas gesture typing or shape writing, is a text entry method\\nthat has been widely adopted on touchscreen mobile devices.\\nUsers may trace through letters of a word as a single ges-\\nture instead of tapping on individual letters. As users gain\\nexpertise, they may gradually transition to directly recalling\\nthe gesture without relying on the visual guidance provided\\nby the keyboard. Past research has extended word-gesture\\nkeyboard to supporting bi-manual input [8] , mid-air text\\nentry [31] , head-movement based [41] , and device-tilt based\\ntext input [40] . Building on the success of word-gesture in-\\nput, HotStroke extends this input paradigm to command\\nactivation on a trackpad.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,882,224,900],\"text\":\"Promoting Hotkey Usage\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,903,395,952],\"text\":\"Hotkeys are viewed as the gold standard in efficient com-\\nmand input [27, 34, 35]. They enable parallel interaction by\\ncombining keyboard and mouse input, and allow users to\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,189],\"text\":\"focus on primary tasks by reducing visual distraction. How-\\never, research shows that except for very frequent commands\\nlike \\\"copy\\\" and \\\"paste\\\", users fail to transition from using\\ngraphical interfaces to using shortcuts [1, 18, 27, 39, 48] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,189,747,315],\"text\":\"The failure to adopt hotkeys may be ascribed to factors like\\npoor visibility [14, 15, 39] , cumbersome hand movement [22,\\n32] , lack of user motivation [9, 26, 38] , and the large cost\\nto learn more efficient interaction strategies [21, 23] . Yet,\\none primary issue, as identified by many [15, 18, 22, 27, 39]\\nand reiterated by a recent survey by Zheng et al. [48] , is\\nthe requirement for memorizing an often arbitrary mapping\\nfrom command labels to hotkeys.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,315,747,491],\"text\":\"Various techniques have been proposed to promote hotkey\\nusage. ExposeHK [30] displays hotkey labels on UI elements\\nwhen a modifier key is pressed to enable rehearsing hotkey\\nactions with visual guidance. FingerArc and FingerChord [48]\\nprovide similar guidance, but reduce the need for pressing\\nmodifier keys by detecting special hand gestures. Grossman\\net al. [15] show providing auditory feedback about shortcut\\ninformation when interacting with menus may significantly\\nimprove hotkey adoption. IconHK [14] increases the visi-\\nbility of hotkeys by artistically incorporating hotkey letters\\ninto toolbar icons.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,490,747,652],\"text\":\"Despite these techniques, requiring an arbitrary mapping\\nfrom a command to key presses is still a fundamental chal-\\nlenge for the wide adoption of hotkeys, partly due to the\\nlimited keyboard space compared to the relatively large num-\\nber of commands on desktop computing [49] . HotStrokes\\nproposes to alleviate this issue by leveraging the interac-\\ntion space of the trackpad for command activation. Because\\nHotStrokes directly associate the command with its word\\ngesture, it removes the need for learning arbitrary mappings,\\nwhich may substantially ease the learning procedure.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,660,578,678],\"text\":\"Gestural Command Input\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,680,747,809],\"text\":\"Taking advantage of human's ability in well-remembering\\npictorial information [33] , many techniques have explored\\nusing gestures for command input [44] . Gestural commands\\nmay address the arbitrary mapping problem by using ges-\\ntures with semantic meanings. For example, Gesture Search\\n[28] triggers actions on a smartphone by drawing related\\ncharacters, and similarly, Gesture Avatar [29] activates on-\\nscreen UI widgets by drawing their icons.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,809,747,955],\"text\":\"Many other interfaces use somewhat arbitrary gestures,\\nbut provide visual guidance for novices to facilitate learning.\\nOn touchscreen devices, Marking Menu [21, 24, 25] and its\\nvariants [5, 6, 11, 12, 46, 47] allow novices to \\\"press and hold\\\"\\nto expand a hierarchical menu and trace through menu labels\\nto form a gesture, while experts may approximate the same\\ngesture without depending on any guidance. OctoPocus [7]\\nexpands this idea, but only shows what gestures are possible\\nwhen users pause their fingers. On trackpads, Markpad [13]\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 165\",\"reading_order\":18,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":19,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,125,394,157],\"text\":\"triggers commands by gesturing on a predefined grid while\\nreferring to the display for visual guidance.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,157,394,348],\"text\":\"More relevant are Command Strokes [20] and Command-\\nBoard [2] , both supporting entering a command by gesture\\ntyping its label on a touchscreen keyboard. HotStrokes trans-\\nfers this idea to a laptop trackpad. It significantly deviates\\nfrom these techniques by letting users refer to the physical\\nkeyboard for static visual guidance and providing gesture\\nfeedback on a separate display. Anderson and Bischof [3]\\nshow that static guidance, in contrary to common belief, may\\nactually foster better motor performance when recalling ge-\\ntures, and the limited guidance with HotStrokes compared\\nto showing an on-screen keyboard directly under the finger\\nmay have certain benefits.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,358,378,375],\"text\":\"3 HOTSTROKES: WORD-GESTURE SHORTCUTS\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,380,394,587],\"text\":\"To strike a balance between efficiency and ease of use, we\\ndesign and implement HotStrokes to enable entering a com-\\nmand by gesture typing its label on a laptop trackpad as if on\\nan imaginary virtual keyboard, while also holding a modifier\\nkey (Figure 1 ). The gesture stroke is visualized on the laptop\\nscreen, providing real-time action feedback. The command\\nis executed as soon as the finger lifts off the trackpad. The\\nactivated command label, as well as the hotkey option, is\\ndisplayed on the screen after the execution. Since HotStrokes\\nis aimed to augment, rather than replace the existing com-\\nmand input paradigm, displaying hotkeys serves as calm\\nnotification [38] to remind users of the existence of another\\nefficient command input method.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,587,394,747],\"text\":\"HotStrokes has the following theoretical advantages. First,\\na known command can be triggered directly without having\\nto search in linear menus or toolbars. Second, it inherits\\nthe same benefits of gesture typing, supporting a gradual\\ntransition from relying on visual guidance to direct memory\\nrecall. Third, it reduces the need for memorizing arbitrary\\nkey combinations by naturally mapping command labels to\\ncorresponding word gestures. The physical keyboard above\\nthe trackpad also serves as a reference to help users recall\\ngesture shapes and locations, easing the learning procedure.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,747,394,810],\"text\":\"In the rest of the paper, we first investigate how to decode\\nHotStrokes input, then study the pros and cons of using\\nHotStrokes in combination with the existing \\\"linear menu\\nand hotkey\\\" command input paradigm.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,821,301,837],\"text\":\"4 DECODING HOTSTROKES INPUT\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,841,394,955],\"text\":\"Decoding HotStrokes input on a trackpad is substantially dif-\\nferent from regular touchscreen keyboards. First, the input\\nsignal is expected to be noisy due to the lack of on-screen key-\\nboard visual where locating key positions can be challenging\\nto users. Second, no language context exists for command\\ninput, so the decoding algorithm can not leverage a language\\nmodel to disambiguate words like regular typing.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,189],\"text\":\"In this section, we review the SHARK 2 gesture decoding\\nalgorithm [19] , analyze users gesture typing behavior on a\\ntrackpad, and optimize SHARK 2 for decoding HotStrokes\\ninput.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,199,541,218],\"text\":\"Decoding Principle\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,221,746,301],\"text\":\"We developed a gesture decoding algorithm from scratch,\\nfollowing principles outlined in $SHARK^2$ [19] with two aug-\\nmentations explained later. Since command input has no\\nlanguage context, our algorithm relied on the shape channel\\nand location channel in $SHARK^2$ for decoding.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,307,747,454],\"text\":\"Shape Channel. This channel classifies gestures based on the\\nshape information. It takes a gesture stroke $u$ as input, and\\noutputs the shape matching distance $D_{s}(u,v)$ between the\\ngesture input $u$ and the template pattern $v$ of a candidate\\ncommand $w$ . The template pattern is formed by connecting\\nkey centers of the command with straight lines on a Qwerly\\nlayout whose dimensions are identical with the trackpad. We\\nfollowed the same procedure outlined in [19] to calculate\\n$D_{s}(u,v)$ .\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,460,747,621],\"text\":\"Location Channel. This channel examines the absolute loca-\\ntion of the user's gesture trace on the keyboard. It outputs\\naverage the location distance $D_l(u,v)$ between the input ges-\\nture $u$ and the template pattern of a command candidate\\n$v$ . The procedure of calculating $D_l(u,v)$ is also detailed in\\nSHARK 2 [19] . We followed the same procedure. The only\\ndifference was that $D_l(u,v)$ was divided by the diagonal of a\\nkeyboard whose dimensions were identical to the trackpad,\\nwhich normalized its value between [0, 1], in the similar scale\\nwith $D_s(u,v)$ .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,620,745,668],\"text\":\"Finally, we combined the shape distance $D_s(u,v)$ and loca-\\ntion distance $D_l(u,v)$ to obtain the matching distance $D(u,v)$\\nbetween an input gesture $u$ and a template pattern $v$ as:\",\"reading_order\":15,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[480,674,744,691],\"text\":\"$$D(u,v)=\\\\alpha D_{s}(u,v)+(1-\\\\alpha) D_{l}(u,v),\\\\quad(1)$$\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,697,745,729],\"text\":\"where $a$ is the weight between $D_{s}$ and $D_{t}$ which was later\\ntrained from the collected data.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,729,746,825],\"text\":\"Applying Equation (1) , the algorithm obtains the matching\\ndistance $D(u,v)$ between an input gesture $u$ with every com-\\nmand candidate $v$ whose template pattern is denoted by $v$ .\\nThe one with the shortest $D(u,v)$ is the intended command\\nwhile the candidates with 2nd and 3rd shortest $D(u,v)$ are\\nthe 2nd and 3rd suggestions.\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,746,889],\"text\":\"To investigate whether this algorithm can decode Hot-\\nStrokes and optimize its performance, we conducted a study\\nto collect HotStrokes input data, and used it to train and test\\nthe algorithm parameters.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,900,626,919],\"text\":\"Collecting HotStrokes Input Data\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,954],\"text\":\"Task. The study was to study the users' HotStrokes gestur-\\ning behavior and collect HotStrokes input data. The subjects\",\"reading_order\":21,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 165\",\"reading_order\":22,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 3\",\"reading_order\":23,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_3_figure_002.png\",\"bbox\":[115,118,348,311],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A computer program window displays text in the upper left corner indicating \\\"Block: 1/16\\\" and \\\"Word: 2/5\\\". Centered on the screen is the blue word \\\"setup\\\" followed by \\\"( 2 to go )\\\", also in blue. Below the word, there is a handwritten-style blue line with a slight upward curve at its left end, flattening out to the right.\"},{\"label\":\"figure_cap\",\"bbox\":[68,325,394,370],\"text\":\"Figure 2: Screenshot of the data collection application. The\\nuser was instructed to gesture type setup three times in a\\nrow.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,408,395,552],\"text\":\"were instructed to gesture type commands displayed on the\\nscreen via the trackpad of a laptop, imagining that there\\nwas an invisible keyboard superimposed on the trackpad\\nand could successfully decode their input. We used this Wiz-\\nard of Oz keyboard approach to collect neutral input data\\nwhich was not biased toward any algorithm. Participants\\nwere asked to gesture as naturally as possible. The keyboard\\nabove the trackpad worked as an input and to help partici-\\npants who were not familiar with QWERTY keyboard layout.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,576,395,737],\"text\":\"Design. The command set contained 80 single word com-\\nmands chosen from menu items from Apple OS X. These\\nwords covered all 26 English letters from 'a' to 'z'. These\\ncommands were extracted from Safari menus and systems\\napplications of Apple OS X. Most of the commands were sin-\\ngle words. For those commands containing multiple words\\nthat were hard to input in one continuous gesture, we picked\\neither the verb or the core word in the command phrase. An\\n80-word dictionary was set up using these commands for\\ngesture input recognition.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,737,395,832],\"text\":\"Each command appeared 3 times consecutively, while the\\nCtrl key was pressed. In total, each participant input 240\\ngestures. The orders of all words were randomized across\\nparticipants. The gesture traces were recorded for later train-\\ning and testing. The gesture traces were displayed on the\\nlaptop screen as feedback.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,840,395,953],\"text\":\"Participants and Apparatus. We recruited 12 participants (3\\nfemales, 25 % ) aged from 22 to 39. All were right-handed.\\nThree of them had gesture input experiences. The others\\nhad never used gesture typing before. The subjects were\\ninstructed to use their preferred finger and hand. In the\\nexperiment, all the users used right hand and index finger.\\nAll the experiments conducted on a Lenovo Thinkpad X1\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,394,747,443],\"text\":\"Carbon 2017. (CPU:ti-7550U, RAM:8G) with Synaptics HID-\\nCompliant Touch pad Device. In total, 2880 gestures of 80\\nwords were collected from 12 participants.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_3_figure_009.png\",\"bbox\":[419,118,748,304],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This visualization displays multiple overlapping, transparent, and multi-colored ellipses. Within or near these ellipses are various letters of the English alphabet, along with a few other characters like \\\"don\\\", \\\"Pse\\\", and a Hebrew letter. The arrangement of the letters broadly resembles a keyboard layout, but with significant clustering and distortion.\"},{\"label\":\"figure_cap\",\"bbox\":[421,315,746,360],\"text\":\"Figure 3: Imaginary key position distribution with 95 % confi-\\ndence ellipses. The black boundaries were the trackpad bor-\\nders.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[422,454,735,472],\"text\":\"Data Analysis – Imagined Key Position Distribution\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,475,747,554],\"text\":\"After collecting the input data, we first investigated whether\\nusers could recall key positions without key visuals, and\\nwhether the imagined key positions differed from a regular\\nQwerty keyboard. Such information would be critical in\\ndesigning the decoding algorithm.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,554,747,906],\"text\":\"We located the imagined key positions of a command $w$\\nfrom its corresponding gesture input $u$ . It was straightfor-\\nward to locate the first and last letter positions: the first and\\nlast touch points in $u$ corresponded to the first and last letter\\nin $w$ , respectively. However, it was not easy to match letters\\nin the middle of $w$ with touch points in the gesture $u$ . We\\nachieved it using the Dynamic Time Warping (DTW) algo-\\nrithm [37] . We performed DTW between $u$ and the pattern\\ntemplate of $w$ (denoted by $v$ ). For a letter $c$ in $w$ , assuming\\nits key center in the template pattern is $c_v$ , the DTW algo-\\nrithm would output its matching point $u_c$ in $u$ , which is the\\nimagined key position of letter $c$ on the trackpad. Note that\\nDTW matched the template pattern ( $u$ ) with a user-entered\\ngesture ( $v$ ) based on touch point coordinates of these two\\ntraces, not the time stamp. So matching results were un-\\nlikely to be affected by the gesturing time from letter to\\nletter. More specifically, it first sampled $u$ and $v$ into 100\\nequidistant points, and obtained the optimal match between\\n$u$ and $v$ . This procedure resulted in good matches for letters\\nat the beginning and end of a word (they will be matched\\nto starting and ending points on a gesture trace), and also\\nmiddle letters where the gesture exhibited sharp turns.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,907,747,954],\"text\":\"Figure 3 shows the distribution of imagined key positions\\nafter this procedure. As shown, the relative imagined key cen-\\nters approximately followed a Qwerty layout, which showed\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 165\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 4\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_4_figure_002.png\",\"bbox\":[81,140,366,347],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A line graph plots Decoding Accuracy (%) on the y-axis, from 0 to 100, against α on the x-axis, from 0.0 to 1.0. The graph shows a peak accuracy of 77.71% at α = 0.67, indicated by a highlighted point and dashed gridlines.\"},{\"label\":\"figure_cap\",\"bbox\":[68,362,393,393],\"text\":\"Figure 4: Performing a linear search to obtain the optimal $\\\\alpha$\\nin Equation ( 1 ) on training data set.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,439,394,582],\"text\":\"that users could to a certain degree recall relative Query\\nkey locations without key visuals shown on the trackpad.\\nPrevious research in imaginary interfaces [16, 17] has shown\\nthat users' memory on interface location is strong enough to\\nhelp them draw single-stroke characters and simple sketches\\nand perform interaction without interface visuals. Our work\\nadvances the understanding to word-gesture input on a track-\\npad, showing that such ability also holds for gesture typing\\non an imaginary keyboard on a trackpad.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,582,394,725],\"text\":\"Figure 3 also showed the touch point distribution clus-\\ntered near the central region of the trackpad, suggesting that\\nthe width of the imaginary keyboard was smaller than the\\nwidth of the trackpad, and the imagined key positions did\\nnot evenly distribute over the trackpad. This finding led us to\\nhypothesize that adapting the key positions to the imagined\\nkey positions (a.k.a, spatial model adaption) may improve the\\naccuracy of recognizing HotStrokes input. We investigate\\nthe effectiveness of this method as follows.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,740,358,758],\"text\":\"Enhancing Decoding 1. Spatial Model Adaption\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,761,394,825],\"text\":\"In this section, we evaluate the effectiveness of spatial model\\nadaption : we learned the key positions from the collected\\ndata, used them in decoding and compared its performance\\nwith a regular Qwerty layout.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,824,394,951],\"text\":\"To avoid over-fitting, we randomly selected 10 out of 12\\nusers' data as the training set, and the rest as the test set.\\nWe first computed the center of each key from the training\\ndata, following the procedure described in the previous sec-\\ntion. The new key locations were then used in both shape\\nand location channels [19] to form a template pattern for\\na command, and used in both shape and location distance\\ncalculation.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_4_figure_009.png\",\"bbox\":[429,144,716,337],\"reading_order\":9,\"tags\":[],\"alt_text\":\"This bar chart displays \\\"Input Accuracy (%)\\\" on the y-axis against \\\"Dictionary Size (word number)\\\" on the x-axis, ranging from 50% to 100% accuracy and 10 to 80 dictionary size. For each dictionary size, two bars compare accuracy: one for \\\"Without Spatial Model Adaptation\\\" (blue) and one for \\\"With Spatial Model Adaptation\\\" (orange). The orange bars consistently show higher accuracy than the blue bars across all dictionary sizes, with the difference becoming more pronounced as dictionary size increases.\"},{\"label\":\"figure_cap\",\"bbox\":[421,351,745,367],\"text\":\"Figure 5: Decoding accuracy by the size of the command set.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,408,747,566],\"text\":\"We also performed a linear search to obtain the optimal\\n$\\\\alpha$ value in Equation (1) , to maximize the decoding accuracy\\non training data. It worked as follows. We first initiated $\\\\alpha$\\nto 0, and gradually increased it to 1, with 0.01 as the step\\nlength. For each $\\\\alpha$ value, we plugged it into Equation (1) and\\nobtained the overall decoding accuracy on the training data.\\nThe $\\\\alpha$ that led to the greatest accuracy was the optimal value.\\nFigure 4 showed how the accuracy varied as $\\\\alpha$ changed. The\\noptimal $\\\\alpha$ was 0.67 and the accuracy on the training data\\nwas 77.71 % .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,567,746,678],\"text\":\"The algorithm was then evaluated over the test data and\\ncompared with a baseline condition. The baseline condition\\nwas using a regular Qwerty layout in decoding; we equally\\ndivided the trackpad into a $3\\\\times10$ grid, and superimposed a\\nQwerty layout onto it. We also performed an identical linear\\nsearch to obtain the optimal $\\\\alpha$ value for the baseline, which\\nwas 0.88. The accuracy on the training data was 74.17 % .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,679,746,790],\"text\":\"To investigate how the decoding accuracy was affected by\\nthe size of the command set, we created 8 test command sets\\nfrom the test data, with the size of 10, 20, 30, $\\\\cdots$ , 80. For com-\\nmand set with size $X$ , we randomly chose $X$ commands from\\ntest data set, used these $X$ commands as the dictionary in\\nthe decoding algorithm, and fed the gestures corresponding\\nto these $X$ commands into the algorithm for decoding.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,791,746,871],\"text\":\"Figure 5 shows the decoding accuracy by the size of the\\ncommand set, with and without spatial model adaption. As\\nshown, adapting key centers in general improved the de-\\ncoding accuracy, especially for command set greater than\\n30.\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,884,689,918],\"text\":\"Enhancing Decoding 2. Suggesting Multiple\\nCommands When Necessary\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,921,746,953],\"text\":\"Figure 5 showed that the top 1 decoding accuracy was above\\n90 % on small-sized command set, but the accuracy drop as\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,995,127,1012],\"text\":\"Paper 165\",\"reading_order\":17,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 5\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_5_figure_002.png\",\"bbox\":[79,135,379,357],\"reading_order\":2,\"tags\":[],\"alt_text\":\"Two interface elements display text suggestions with horizontal slider controls. The top element shows two suggestions, \\\"cut\\\" and \\\"copy\\\", with \\\"cut\\\" highlighted as if selected by a slider. The bottom element shows three suggestions, \\\"shut\\\", \\\"cut\\\", and \\\"copy\\\", with \\\"copy\\\" highlighted by a slider.\"},{\"label\":\"figure_cap\",\"bbox\":[68,400,394,476],\"text\":\"Figure 6: Dynamic suggestion shows 2 or 3 suggestions if the\\ninput command is ambiguous, determined by Equation (2) ,\\nand Equation (6) . Sliding the finger to the left, right, or up\\nselects the corresponding command. Sliding down cancels\\nthe input.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,518,394,629],\"text\":\"the command set size increases, suggesting users will likely\\nbenefit from suggesting two or three commands especially\\non large command set. On the other hand, always providing\\nmultiple suggestions may introduce unnecessary cost for\\ngestures where the top 1 suggestion was already the intended\\nword, which was the majority across all the conditions (the\\ntop 1 accuracy was above 77 % for across command set sizes).\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,629,393,677],\"text\":\"To address this problem, we developed a dynamic sug-\\ngestion feature. The decoding algorithm will suggest two\\ncommand candidates if\",\"reading_order\":5,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[177,695,391,712],\"text\":\"$$D _ { t o p 2 } - D _ { t o p 1 } < \\\\sigma _ { 1 } , ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 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~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,425,746,490],\"text\":\"where fp is the number of false positive (i.e., the intended\\ncommand was the 1st suggestion but two suggestions were\\ndisplayed) and tp is the number of true positive as previously\\nexplained.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,490,746,584],\"text\":\"We weighed recall rate more than precision because a false\\nnegative is more costly than a false positive. Missing a hit\\n(false negative) means the user needs to redraw the gesture,\\nwhile falsely reporting the 2nd suggestion (false positive)\\nmeans the user needs to do a follow-up sliding to select the\\nintended command.\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,585,746,649],\"text\":\"To balance precision and recall rates, and weigh recall\\nhigher than precision, we performed a linear search to find\\nthe optimal $\\\\sigma_L$ value that maximized the commonly used $F_2$\\nscore [36] on the training data:\",\"reading_order\":17,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[535,656,744,686],\"text\":\"$$F _ { 2 } = 5 \\\\cdot \\\\frac { P \\\\cdot r } { 4 \\\\cdot p \\\\cdot r ^ { \\\\prime } } . \\\\quad ( 5 ) $$\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[422,695,702,711],\"text\":\"where $p$ is the precision rate and $r$ is the recall rate.\",\"reading_order\":19,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,711,746,774],\"text\":\"We first initiated $\\\\sigma_1$ to 0, gradually increased it to 0.25\\n(max value in experiment data) with an increment of 0.0001,\\nand calculated the $F_2$ score. $\\\\sigma_1 = 0.0468$ led to the highest $F_2$\\nscore of 0.6823.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,774,747,839],\"text\":\"Similarly, we expanded the dynamic suggestion feature\\nto include the 3rd suggestion. If the matching distance of\\ntop 1 and top 3 command candidates satisfy the following\\nequation, the decoding algorithm will show three candidates:\",\"reading_order\":21,\"tags\":[]},{\"label\":\"equ\",\"bbox\":[529,848,743,863],\"text\":\"$$D _ { t o p 3 } - D _ { t o p 1 } < \\\\sigma _ { 2 } , ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~\",\"reading_order\":22,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,872,746,953],\"text\":\"where $E_d$ is the matching distance between the 3rd command\\ncandidate and the input gesture. The user will then slide the\\nfinger in the corresponding direction to select the candidate\\ncommand (Figure 6 ). Similar to determining optimal $\\\\sigma_i$ , we\\nsearched for the optimal $\\\\sigma_2$ to maximize the corresponding\",\"reading_order\":23,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,126,1012],\"text\":\"Paper 165\",\"reading_order\":24,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,996,745,1012],\"text\":\"Page 6\",\"reading_order\":25,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"table_cap\",\"bbox\":[67,122,394,187],\"text\":\"Table 1: The intended command Coverage per com-\\nmand set size without and with dynamic suggestion,\\nand false positive rates for 2 suggestions (2-FP) and 3\\nsuggestions (3-FP) with dynamic suggestion.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[102,199,363,368],\"text\":\"
sizeCoverage (without)Coverage (with)2-FP3-FP
1092.31%96.00%13.05%6.92%
2087.76%93.33%18.03%10.53%
3085.20%92.11%22.33%15.89%
4082.56%90.25%25.51%18.62%
5081.52%89.18%29.52%22.60%
6080.42%88.25%32.95%24.49%
7078.81%87.71%35.94%25.30%
8077.71%86.88%38.07%27.47%
\",\"reading_order\":3,\"tags\":[],\"alt_text\":\"This is a table displaying five columns of numerical data. The columns are labeled \\\"size\\\", \\\"Coverage (without)\\\", \\\"Coverage (with)\\\", \\\"2-FP\\\", and \\\"3-FP\\\". The 'size' column lists values from 10 to 80, while the other columns show corresponding percentage values.\",\"figure_path\":\"tables/3290605-3300395_pdf_shortened_page_6_tab_3.png\"},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_6_figure_004.png\",\"bbox\":[77,421,363,609],\"reading_order\":4,\"tags\":[],\"alt_text\":\"This bar chart displays Input Accuracy (%) on the y-axis against Dictionary Size (word number) on the x-axis. It compares two conditions: \\\"Without Spatial Model Adaptation\\\" (orange bars) and \\\"With Spatial Model Adaptation\\\" (green bars). The green bars consistently show higher input accuracy than the orange bars across all dictionary sizes, with accuracy generally decreasing as dictionary size increases for both conditions.\"},{\"label\":\"figure_cap\",\"bbox\":[67,622,392,654],\"text\":\"Figure 7: Intended command coverage without and with dy-\\nnamic suggestions.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,696,393,728],\"text\":\"$F_2$ score, and found $\\\\alpha_2 = 0.0318$ led to the highest $F_2$ score\\nof 0.7155 on the training data set.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,729,394,792],\"text\":\"Equation (2) with $\\\\sigma_1=0.0468$ and Equation (6) with $\\\\sigma_2=0.0318$ were our solution for dynamically showing multiple\\ncommands when necessary. We applied it on the test data\\nset to evaluate its effectiveness.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,792,394,952],\"text\":\"Figure 7 shows the intended command coverage after\\nadopting the dynamic suggestion. Intended command cov-\\nerage is the percentage of gestures in which the intended\\ncommand was correctly recognized, or it is one of the pre-\\nsented suggestions when 2 or 3 suggestions are displayed.\\nAs shown in Figure 7 and Table 1 , using dynamic suggestion\\nbrought the intended command coverage to above or near\\n90 % for command set less or equal to 50. Table 1 showed the\\nintended command coverage, and the false positive rates for\\n2, and 3 suggestions.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,124,489,140],\"text\":\"Discussion\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,144,748,191],\"text\":\"Our investigation showed both spatial model adaption and\\ndynamic suggestions were effective in recognizing HotStrokes\\ninput.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,192,746,303],\"text\":\"First, as shown in Figure 5 , adapting the spatial model\\nsubstantially improved the decoding accuracy, especially for\\ncommand set greater than 30 commands. It was probably\\nbecause users exhibited distinct gesturing behavior when\\ndrawing HotStrokes. For example, they underused the re-\\ngions near the left and right boundaries. Accounting for their\\ngesturing behavior improved the decoding performance.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,303,746,431],\"text\":\"Second, the dynamic suggestion method was effective in\\nrecommending the necessary suggestion when there was\\nambiguity in decoding. If the algorithm only showed the\\ntop 1 suggestion, the recognition accuracy dropped from\\n92.21 % (10-command set) to around 80 % as the command set\\nsize increases to 60 or 70. Dynamic suggestions brought the\\nintended command coverage to above or near 90 % especially\\nfor command sets with 50 or fewer commands. (Figure 7 )\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,446,527,461],\"text\":\"5 EVALUATION\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,465,746,545],\"text\":\"After investigating how to support HotStrokes, we studied\\nthe utility of HotStrokes. We conducted a user study to in-\\nvestigate whether and to what degree providing HotStrokes\\nas an alternative improved the performance of the existing\\ncommand input paradigm (e.g., menus and hotkeys).\",\"reading_order\":14,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[422,559,533,577],\"text\":\"Experiment Setup\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,580,746,611],\"text\":\"Design. The study was a command activation task, and had\\ntwo conditions:\",\"reading_order\":16,\"tags\":[]},{\"label\":\"list\",\"bbox\":[442,617,749,729],\"text\":\"• Hotkeys + linear menus (KM). This represented the\\nexisting command activation paradigm. A user could\\nfreely choose either hotKey or use linear menus.\\n• HotStrokes + hotkeys + linear menus (SKM). HotStrokes\\nwere added as an option for triggering command. A\\nuser could choose any of these three methods for trig-\\ngering a command, according to her preference.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,734,747,814],\"text\":\"We adopted a between-subject design to eliminate the\\npotential carryover learning effect, since participants may\\nlearn hotkey combinations during the study. There was a\\nsingle independent variable, technique, with two levels (KM,\\nand SKM).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,824,747,952],\"text\":\"Task. The study consisted of multiple command activation\\ntrials. At the start of each trial, a start button appeared at\\nthe center of the screen. Participants moved the cursor to\\nclick on the start button, which would then be replaced by a\\nstimulus icon at the same position with a size of 200 × 200\\npixels. The icon was a highly familiar graphical object, such\\nas cat, apple, or hat. The associations among all the stimulus\\nobjects were trivial and unique. Choosing iconic stimuli was\",\"reading_order\":19,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,996,126,1013],\"text\":\"Paper 165\",\"reading_order\":20,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 7\",\"reading_order\":21,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300395", "source_image_path": "test_data/3290605-3300395/3290605-3300395_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300395/results/output_json/3290605-3300395_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300395_pdf_shortened_page_7_figure_002.png\",\"bbox\":[83,120,379,336],\"reading_order\":2,\"tags\":[],\"alt_text\":\"A person's hands are positioned over the keyboard and trackpad of a black Lenovo laptop. The laptop screen displays a white background with a small illustration of a dog, the text \\\"dog ctrl+alt\\\", and a blue handwritten-style arrow pointing right.\"},{\"label\":\"figure_cap\",\"bbox\":[68,346,394,434],\"text\":\"Figure 8: A participant just finished inputting the command\\ndog with HotStrokes in Experiment. The green ✓ indicated\\nthe input was correct. The blue trace was the feedback for\\nHotStrokes input. The command label (e.g., dog ) and corre-\\nsponding hotkey option (e.g., ctrl + alt + d ) were displayed\\nafter the command was successfully entered.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[69,475,394,524],\"text\":\"based on the fact that verbal or textural objects reduce the\\nconnections between the stimulus and the command. It is\\nthe same strategy used in previous research [4, 15] .\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,524,394,635],\"text\":\"Participants were then instructed to input the command\\naccording to the stimulus image on the icon. The participant\\ncould use either hotkeys or linear menus in the KM condi-\\ntion, and linear menus, hotkeys or HotStrokes in the SKM\\ncondition. In both conditions, participants were instructed\\nto only use the trackpad for cursor movement, a common\\nusage on laptop.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,394,763],\"text\":\"If the input was correct, the command label and the corre-\\nsponding hotkey would appear under the stimulus image. It\\nwas consistent with the HotStrokes design: command feed-\\nback including hotkey option was provided after it was trig-\\ngered. If the input was incorrect, the window would freeze\\nfor 3 seconds as a penalty, preventing participants from ran-\\ndomly guessing hotkeys. The user then repeated the same\\ntrial until the command was correctly triggered.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,763,395,843],\"text\":\"A post-study questionnaire was administered at the end of\\nthe study to collect participants' subject rating about mental\\ndemand, physical demand, temporal demand, the effort of\\nperforming the task, and their overall preference of each\\ntechnique.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,854,394,951],\"text\":\"Command Set. The task included six categories of 72 com-\\nmands, each category containing 12 commands. A 72-word\\ndictionary was created based on these commands for recog-\\nnition. For each command, a hotkey was assigned after the\\nfollowing rules designed to simulate the common hotkey\\nassigning strategies:\",\"reading_order\":8,\"tags\":[]},{\"label\":\"list\",\"bbox\":[419,123,746,395],\"text\":\"1) If the first letter of a command word was the only letter\\nappears in initial letters of all the commands, it would be\\nassociated with 'Ctrl' button. For example, 'g' was the first\\nletter of 'gloves', and there was no other words in 30 com-\\nmands start with 'g', 'Ctrl + G' would be assigned to glove\\nas a hotkey.\\n\\n2) If there were several words with the same first letter, we\\nassigned the 7 combinations of 'Ctrl', 'Shift', 'Alt' buttons to\\neach of them. In an order as 'Ctrl', 'Shift', 'Alt', 'Ctrl + Shift',\\n'Ctrl + Alt', 'Alt + Shift', 'Ctrl + Alt + Shift'. For example,\\nif there are only three words 'pig', 'pea' and 'printer' in all\\n72 commands start with 'p', we will only use the first 3 of 72\\ncombinations, 'Ctrl + P', 'Alt + P' and 'Shift + P'. To ensure\\nall the hotkeys were designed with the first letter of the\\ncorresponding command, for all the words in our study, the\\nnumber of words that start with the same letter is less than\\nor equal to 7 in the study.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,396,746,459],\"text\":\"A command could also be activated via the menu bar. The\\nheight of the menu bar was 20 pixels (7mm on the laptop),\\napproximately the same size of menu bars in common appli-\\ncations.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,460,746,586],\"text\":\"We randomly selected 14 commands from the 6 categories\\nas target commands. The same target commands were used\\nacross participants. Since previous research showed that the\\ndistribution of commands could be approximated with a\\nZipfian distribution, the frequencies of the command were\\ngenerated according to Zipfian distribution with exponent 1\\n(relative frequency = 1/rank) based on 30 random inputs of\\n7 items.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,586,747,841],\"text\":\"The generated frequencies are (12, 6, 4, 3, 2, 2, 1). Since we\\nhad 14 target commands, each frequency value was assigned\\nto two commands. The frequencies of target commands in a\\n60-trial block were (12, 12, 6, 6, 4, 4, 3, 3, 2, 2, 2, 2, 1, 1). The\\ncommand to frequency mapping was counterbalanced across\\nall participants in each condition(KM and SKM). Therefore,\\neach command was mapped to each frequency an equal\\nnumber of times. This strategy was the same as used in the\\nprevious research [4, 15] . Each participant performed 20 tri-\\nals (in 3 minutes) as a warm-up prior to the formal study.\\nEach condition contained 2 blocks of 60 trials (120 trials in\\ntotal) for each participant. The orders of commands were\\nrandomized in each block, with the constraint on the fre-\\nquencies of each command. For instance, the two commands\\nmapped to the frequency 6, would each appear exactly 12\\ntimes over both blocks.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,854,746,934],\"text\":\"Participants and Apparatus. 28 subjects (6 female), aged from\\n18 to 36 participated in this experiment. The median of self-\\nreported familiarity with the Qwerty keyboard (1: extremely\\nunfamiliar; 5: extremely familiar) was 5. The experiment was\\nconducted on a Thinkpad X1 2017 running Windows 10 OS.\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[434,934,621,951],\"text\":\"In total, our experiment included:\",\"reading_order\":14,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1013],\"text\":\"Paper 165\",\"reading_order\":15,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,745,1013],\"text\":\"Page 8\",\"reading_order\":16,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300395/results/markdown/3290605-3300395_pdf_shortened_page_7.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_0.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_0.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_0.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[475,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"icon\",\"bbox\":[0,93,39,132],\"reading_order\":2,\"tags\":[\"cross_marker\"]},{\"label\":\"sec_0\",\"bbox\":[73,118,741,151],\"text\":\"App Usage Predicts Cognitive Ability in Older Adults\",\"reading_order\":3,\"tags\":[]},{\"label\":\"author_information\",\"bbox\":[121,167,255,218],\"text\":\"Mitchell L. Gordon\\n\\nStanford University\\n\\nmgord@cs.stanford.edu\",\"reading_order\":4,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[356,168,459,218],\"text\":\"Leon Gatys\\n\\nApple Inc\\n\\nlgatys@apple.com\",\"reading_order\":5,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[568,168,684,218],\"text\":\"Carlos Guestrin\\n\\nApple Inc.\\n\\ngquestrin@apple.com\",\"reading_order\":6,\"tags\":[\"author\",\"author_affili\",\"author_mail\"]},{\"label\":\"author_information\",\"bbox\":[130,228,245,277],\"text\":\"Jeffrey P. Bigham\\n\\nApple Inc\\n\\nbjigham@app.apple.com\",\"reading_order\":7,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[350,228,463,277],\"text\":\"Andrew Trister\\n\\nApple Inc\\n\\natrister@apple.com\",\"reading_order\":8,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"author_information\",\"bbox\":[571,228,679,278],\"text\":\"Kayur Patel\\n\\nApple Inc\\nkayur@apple.com\",\"reading_order\":9,\"tags\":[\"author\",\"author_mail\",\"author_affili\"]},{\"label\":\"sec_1\",\"bbox\":[69,288,141,305],\"text\":\"ABSTRACT\",\"reading_order\":10,\"tags\":[\"paper_abstract\"]},{\"label\":\"para\",\"bbox\":[68,309,394,597],\"text\":\"We have limited understanding of how older adults use smart-\\nphones, how their usage differs from younger users, and the\\ncauses for those differences. As a result, researchers and\\ndevelopers may miss promising opportunities to support\\nolder adults or offer solutions to unimportant problems. To\\ncharacterize smartphone usage among older adults, we col-\\nlected iPhone usage data from 84 healthy older adults over\\nthree months. We find that older adults use fewer apps, take\\nlonger to complete tasks, and send fewer messages. We use\\ncognitive test results from these same older adults to then\\nshow that up to 79 % of these differences can be explained by\\ncognitive decline, and that we can predict cognitive test per-\\nformance from smartphone usage with 83 % ROCAUC. While\\nolder adults differ from younger adults in app usage behavior,\\nthe “ cognitively young ” older adults use smartphones much\\nlike their younger counterparts. Our study suggests that to\\nbetter support all older adults, researchers and developers\\nshould consider the full spectrum of cognitive function.\",\"reading_order\":11,\"tags\":[\"paper_abstract\"]},{\"label\":\"sec_1\",\"bbox\":[69,601,202,616],\"text\":\"ACM Reference Format:\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,617,394,704],\"text\":\"Mitchell L, Gordon, Leon Gatys, Carlos Guestron, Jeffrey P. Bigham,\\nAndrew Trister, and Kayur Patel. 2019. App Usage Products Cog-\\nnitive Ability in Older Adults. In CHI Conference on Human Fac-\\ntors in Computing Systems Proceedings (CHI 2019), May 4-9, 2019,\\nGlasgow, Scotland. UK: ACM, New York, NY, USA, 12 pages. https:\\n//doi.org/10.1145/3290605.3303098\",\"reading_order\":13,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,716,197,733],\"text\":\"1 INTRODUCTION\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,736,394,785],\"text\":\"Although more than 42 % of older adults use smartphones\\n[3] , relatively little is known about smartphone usage pat-\\nterns amongst older adults (65 or older), particularly when\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,289,747,464],\"text\":\"compared to what we know about the younger population's\\nsmartphone usage patterns [27] . Understanding similarities\\nand differences in how older adults and the younger popula-\\ntion use smartphones is important for designing engaging\\nand helpful experiences. Emerging trends in health and well-\\nness applications delivered through smartphones seem espe-\\ncially well-suited to the needs of older adults, yet designers\\nmay fail to create applications that address the needs of older\\nadults without this understanding. For example, older adults\\noften experience cognitive decline while aging, but we do\\nnot know to what extent this affects smartphone use [26] .\",\"reading_order\":16,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,465,747,671],\"text\":\"In this paper, we present a quantitative study of smart-\\nphone usage by older adults (aged 61 to 76), utilizing a dataset\\nthat we created containing usage metadata logs of 84 iPhone\\nusers over a three month period. We characterize application\\nusage in a number of different ways, including by type and\\nnumber of applications used, amount of time spent on appli-\\ncations, and behavior in switching between applications. We\\ncompare with prior work that looked at similar behavior in\\nthe general population, noting that the usage behaviors of\\nolder adults are different than younger adults, but more simi-\\nlar than might have been previously assumed. This suggests\\nthat approaches developed for the general population might\\nusefully be applied for older smartphone users as well.\",\"reading_order\":17,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,671,747,864],\"text\":\"We also uncover important differences that may guide\\ndesign principles for application developers to better design\\nfor the older population. By reproducing analyses frequently\\nperformed on other smartphone usage data sets in prior\\nwork, we demonstrate that older adults display distinct app\\nusage characteristics from younger adults, such as using\\nfewer apps and keeping them open for longer. To further\\ncharacterize the usage patterns of older adults, we apply new\\nanalysis techniques for app-usage dynamics to reveal how\\napplications are used in sequence ( e.g., most switches into\\nPhotos comes from Camera, and most switches into Safari\\ncome from Mail).\",\"reading_order\":18,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,864,747,943],\"text\":\"While these differences likely result from a complex com-\\nbination of generational and age-related shifts in culture,\\nvalues, lifestyle, and cognitive / physical abilities, we focus\\non how cognitive function of participants is associated with\\ndifferences in use. Cognitive function is of particular interest\",\"reading_order\":19,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,792,392,807],\"text\":\"*This work was done while Mitchell L. Gordon was an intern at Apple Inc.\",\"reading_order\":20,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,816,394,896],\"text\":\"Permission to make digital or hard copies of part or all of this work for\\npersonal or classroom use is granted without fee provided that copies are\\nnot made or distributed for profit or commercial advantage and that copies\\nbear this notice and the full citation on the first page. Copyrights for third-\\nparty components of this work must be honored. For all other uses, contact\\nthe owner/author(s).\",\"reading_order\":21,\"tags\":[]},{\"label\":\"fnote\",\"bbox\":[69,898,274,954],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland UK\\n© 2019 Copyright held by the owner/author(s).\\nACM ISBN 978-1-4305-3970-2/19-05.\\nhttps://doi.org/10.1145/3290605.3303098\",\"reading_order\":22,\"tags\":[\"meta_pub_date\",\"meta_subject\",\"meta_num\"]},{\"label\":\"foot\",\"bbox\":[69,996,127,1013],\"text\":\"Paper 168\",\"reading_order\":23,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,996,744,1013],\"text\":\"Page 1\",\"reading_order\":24,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_0.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_1.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_1.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_1.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,746,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,188],\"text\":\"in the context of older adults, as cognitive function has pre-\\nviously been found to be important across a wide array of\\nactivities, e.g., in technology usage [16] , office productivity\\n[29] , and avoiding motor vehicle accidents [55] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,189,394,476],\"text\":\"Each participant in our study also underwent neurocogni-\\ntive testing in two major cognitive domains: (i) perceptual\\nand motor, and (ii) learning and memory. To explore how dif-\\nferences in cognitive function might explain differences we\\nobserve in behavior, we constructed a quasi-experiment im-\\nplemented using our usage log data paired with the neurocog-\\nnitive testing results of our participants. Our 84 participants\\nhad assessed neurocognitive function in the normal range,\\nyet we observed a wide distribution of performance on neu-\\nrocognitive testing. Specifically, some healthy older adults\\nperform on neurocognitive testing at the level of younger\\nadults, while others did not. We compared app usage behav-\\nior of those who performed like younger adults with the\\nremainder of our participants, and found that the observed\\ndifferences in usage behavior can be largely explained by\\ncognitive function. We generalized these results into a pre-\\ndictive model capable of predicting neurocognitive testing\\nperformance from app usage patterns with 83 % ROC AUC.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,476,394,635],\"text\":\"Our research demonstrates that while older adults display\\nsome notable differences as compared to younger adults,\\n“ cognitively young ” older adults use smartphones much like\\ntheir younger counterparts. To better support all older adults,\\nresearchers and developers should especially consider how\\nto design applications that can accommodate users who are\\nno longer cognitively young. Older adults now form a sizable\\npercentage of the user base of smartphones. Our research\\ncontributes an important step toward understanding how to\\nbest support them.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,652,181,667],\"text\":\"2 PRIOR WORK\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,672,394,737],\"text\":\"Our work is informed by prior work on (i) studies of smart-\\nphone app usage patterns, (ii) how older adults use tech-\\nnology, and (iii) predicting personal characteristics from\\nsmartphone usage.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,754,269,772],\"text\":\"Smartphone App Usage Patterns\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,775,394,871],\"text\":\"Smartphone app usage patterns have been studied exten-\\nsively. Researchers have investigated how many apps people\\ninstall, which apps are most used at which time of day, and\\nhow long these apps are kept open for [10, 19, 24]. They've\\ninvestigated daily routines [20] and even predicted which\\napp a user will launch next [5].\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,871,394,952],\"text\":\"We note that two factors unify most of this work. The\\nfirst is that these studies have typically relied upon data\\nfrom younger adults. For instance: in Do et al.'s study, using\\ndata gathered from 77 volunteers, only 11 % of participants\\nwere over 40 [19] . Larger-scale studies, which rely on users\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,125,747,236],\"text\":\"deciding to download publicly available logging apps, typi-\\ncally did not collect demographic data but can be assumed\\nto contain primarily younger adults given the demographics\\nof Android users [10] . While some specific demographics\\nhave been investigated, such as a 14-participant study of\\nteenagers [9] , researchers have yet to characterize the usage\\npatterns of older adults.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,236,747,443],\"text\":\"The second unifying factor is that, as pointed out by Mor-\\nison et al. [36] , nearly all of this work has been performed\\nusing Android phones rather than on iPhone and iOS, as\\nthe Android platform allows for the easy installation of log-\\nging software for OS-level events such as app launches and\\nphone unlocking. Morrison responded by reproducing on\\niPhone a variety of studies previously performed on An-\\ndroid. Morrison achieved this by focusing on 10,000 jailbro-\\nken users, which enabled them to install an app that could\\nlog OS-level events. While this study did not collect or re-\\nport demographic information, people who jailbreak their\\niPhones have been found to have a mean of 36 years old and\\nare and 65 % male [35] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,444,747,682],\"text\":\"In this paper, we analyze iPhone usage patterns – notably,\\nolder adults are more likely to use an iPhone than any other\\nage groups [22] . Therefore, when we compare usage statis-\\ntics reproduced on our population with other studies, we do\\nso primarily with Morrison et al. 's work, given that it is the\\nonly study reporting general usage patterns from iPhones.\\niOS is different than Android and may promote different us-\\nage patterns. Further, people who choose iPhone have been\\nfound to exhibit sociological differences [43] . One difficulty\\nwith this comparison is that, as noted by Morrison, users of\\njailbroken devices likely differ from the general population\\nin that they may be more engaged and familiar with their\\niPhones. Therefore, their usage patterns can likely be con-\\nsidered on the more 'extreme' end of what we may expect\\nfrom the general population [36] .\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,693,602,711],\"text\":\"Technology and Older Adults\",\"reading_order\":13,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,715,747,808],\"text\":\"Older adult's relationship with technology is an important\\narea of research and has been studied extensively. Technol-\\nogy use tends to decline with age [46] . While older adults\\ngenerally use fewer technologies than younger adults, and\\nuse them less frequently, notable exceptions have been found\\nin domains such as healthcare [11, 40] .\",\"reading_order\":14,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,809,747,954],\"text\":\"While older adult's general relationship with technology\\nis well-documented, their specific usage patterns are not.\\nWork which quantifies how older adults use smartphones\\n– increasingly the most important and versatile pieces of\\ntechnology in our lives – is extremely limited. Many stud-\\nies have broadly surveyed older adults on their preferences\\nand attitudes towards mobile phones, but have not analyzed\\nactual usage data [ 38 ] . Some studies are centered around\\ninput. For instance, older adults have been found to input\",\"reading_order\":15,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,128,1013],\"text\":\"Paper 168\",\"reading_order\":16,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,995,746,1013],\"text\":\"Page 2\",\"reading_order\":17,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_1.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_2.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_2.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_2.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,125,395,235],\"text\":\"text via voice equally as fast as younger adults, but slower in\\nother input methods [49] . While some work has sought to\\ncreate guidelines for designing mobile phone interfaces for\\nolder adults, typically recommending larger buttons and less\\ncomplex interfaces [1, 18, 47] , it relies primarily on surveys\\nof older adults and their preferences, rather than analysis of\\ntheir actual app usage data.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,235,395,603],\"text\":\"Even more difficult than understanding the app usage pat-\\nterns of older adults is understanding why these patterns\\nmight be different than younger adults. One area of study is\\ncognitive ability. Older adults with cognitive difficulties may\\nperceive technology as more difficult to use [45] , and indi-\\nviduals with higher cognitive levels are likely to participate\\nin a wider variety of web-based tasks (i.e., Internet use and\\nemail) [23] . Perceptual speed, an area of cognitive ability,\\nhas been found to be a reasonable predictor of determining\\ndesktop browsing characteristics in older adults [15] . Poten-\\ntial cultural and lifestyle causes have also been explored. In\\na qualitative survey of 14 older adults, several reasons for\\na lack of technology use emerged: they were found to be\\nuncomfortable with having to take on responsibility for tasks\\npreviously handled by trained professionals, made deliberate\\ndecisions to not use technologies when they perceived them\\nas replacing or eroding something of value to them; and sup-\\nported by the fact that opting out of technology use fits with\\ncultural expectations and thus seems acceptable, despite be-\\ning increasingly limiting in digital society [31] . In our work,\\nwe aim to quantify how much of certain app-usage behav-\\nioral differences between older adults and younger adults\\ncan be explained by cognitive ability versus other factors.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,614,387,631],\"text\":\"Relating Personal Characteristics to Smartphone Use\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,635,395,842],\"text\":\"Smartphones can be a window into their users' minds. Early\\nwork in this area found that smartphone usage patterns\\ncan be used to predict personality traits [12] . More recently,\\nsmartphone usage patterns have been used to predict propen-\\nsity to trust others, their college GPA, depression dynamics,\\nsleep quality, and social capital [6, 8, 48, 51, 52] . Researchers\\nhave even shown that people exhibit unique app usage signa-\\ntures, and can be differentiated just from their usage patterns\\n[56] . Other work has focused on linking real-time physio-\\nlogical traits to usage patterns. In a study of 20 participants\\nover 40 days, Murnane et al. connected app usage patterns\\nwith biological rhythms, finding that usage patterns vary for\\nindividuals with different body clock types [37] .\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,842,395,954],\"text\":\"To our knowledge, our work is the first to focus on how\\nsmartphone app usage patterns can be explained by cog-\\nnitive ability. Other work has looked at how higher-level\\nsmartphone habits may have a lasting impact on cognitive\\nfunction and development [54] . We are aware of only one pa-\\nper which predicts cognitive ability from smartphone usage,\\nand its focus was on lower level physical touch events such\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,345,747,378],\"text\":\"as tapping on the space-bar followed by the first character of\\na word, rather than on higher level app usage behavior [17] .\",\"reading_order\":7,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[437,122,730,298],\"text\":\"
Dataset statistics
# of participants84
Age range61-76
Median age66
% female69.0
Observation periodThree months, mid 2018
Total app launches494,641
Total unlocks186,968
Total minutes of app use1,396,429.9
Total messages386,573
Total calls66,371
\",\"reading_order\":8,\"tags\":[],\"alt_text\":\"This image is a table titled \\\"Dataset statistics,\\\" presenting key figures about a study. It lists participant demographics, including number, age range, median age, and percentage female, along with mobile usage metrics such as observation period, total app launches, unlocks, minutes of app use, messages, and calls.\",\"figure_path\":\"tables/3290605-3300398_pdf_shortened_page_2_tab_8.png\"},{\"label\":\"table_cap\",\"bbox\":[420,300,745,333],\"text\":\"Table 1: Descriptive statistics from our dataset of\\nsmartphone usage log data from older adults.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[420,390,594,406],\"text\":\"3 DATASET DESCRIPTION\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,410,747,490],\"text\":\"We conducted a three-month observational study using smart-\\nphone data collected from 84 healthy older adults, ranging\\nin age from 61 to 76, with paired neurocognitive testing. Our\\ndataset contains 494,641 app launches and 186,968 phone\\nunlocks. Table 1 lists descriptive statistics from our dataset.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,490,747,713],\"text\":\"All participants were existing iPhone users (iPhone 5S\\nor newer) for at least one year prior to joining the study.\\nParticipants were provided with an iPhone 7 Plus to use\\nas their primary personal phone. The iPhones were instru-\\nmented with logging software that recorded lock/unlock\\nevents, apps launched/closed, and anonymized metadata for\\neach text message and call sent/received. A full backup of\\ntheir personal pre-study iPhone was uploaded to the new\\niPhones 7. We gave participants new iPhones installed with a\\nbackup of their existing iPhone for two reasons: first, logging\\napp launches on iOS requires custom software that could not\\nbe installed on participants' existing phones. Second, doing\\nso removes confounders related to individual device quality,\\nspeed, size, or battery.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,713,747,954],\"text\":\"At the start of the study, participants took a neurocogni-\\ntive screening exam called the Cogstate Brief Battery (CBB).\\nWe discuss the CBB in more detail in Section 5 . No partici-\\npants with diagnosed cognitive impairment were included\\nin our study. Participants were recruited at medical centers\\nin several locations around the United States. Participants\\ncompleted a survey to report diagnosed medical conditions.\\nWe removed participants diagnosed with cognitive impair-\\nment, deafness, blindness, motor impairment disorders, or\\ndepression. Participants were not given special instruction\\nas to how frequently or for what purpose they should use\\ntheir iPhones. We surveyed participants for their race, edu-\\ncational attainment, and employment status. 82 participants\\nidentified themselves as White Caucasian, 1 as African Amer-\\nican, and 7 as Hispanic. 34 % had achieved a graduate degree\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 168\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1013],\"text\":\"Page 3\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_2.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_3.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_3.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_3.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,44,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[68,125,394,172],\"text\":\"as their highest level of education, 35% an undergraduate\\ndegree, and 31% a high school diploma. 26% were currently\\nemployed full time, 13% part-time, 53% retired, and 6% other.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,172,395,333],\"text\":\"For the purposes of our evaluation, we consider an app\\nlaunch to take place each time a user actively brings a new\\napp into focus. This includes when a user taps on a notifica-\\ntion to launch its corresponding app, but does not include\\nnotifications themselves, widgets, or other background ser-\\nvices. Following convention from prior work, when app cat-\\negories are discussed, we use the categories provided by app\\ndevelopers to the Apple App Store. For Apple's first party\\napps that are built into iOS and are thus not on the Store, we\\nmanually assigned apps to categories.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,343,362,360],\"text\":\"4 HOW OLDER ADULTS USE SMARTPHONES\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,363,395,603],\"text\":\"We begin by reproducing analyses by Morrison et al. [36] .\\nAs mentioned in our Prior Work section, this is the only\\nother paper to have characterized iPhone app-usage statis-\\ntics. Their analyses consist primarily of descriptive statistics\\ncentered around number of apps used, type of apps used,\\ntotal usage by time of day, and usage duration. In the follow-\\ning subsections, we report our results and discuss how they\\ncompare. In many cases, the scope of our analysis is limited\\nby available prior work. In many cases, we go beyond what\\nhas been done in prior work in order to present a more thor-\\nough picture of how older adults use smartphones, despite\\nthe inability to directly compare those results to younger\\nadults. Thus, our work combines replication of prior work\\nwith new analysis, focusing on older adults whose usage has\\nnot been studied in this way before.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,614,290,632],\"text\":\"Number of apps and duration of use\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,634,394,747],\"text\":\"Participants used an average of 50.3 unique apps (std. dev.\\n22.7). This is notably lower than Morrison et al., who found\\nan average of 64.0 (std. dev. 52.5) and the Boehmer et al.\\nAndroid study which found an average of of 74.37 (std. dev.\\n44.16) [10]. We find that older adults keep apps open for an\\naverage of 121.2 seconds, nearly 37 % longer than the 88.6\\nseconds found by Morrison et al.\",\"reading_order\":7,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[69,758,210,776],\"text\":\"App usage by category\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,778,395,955],\"text\":\"In Table 2 , we aggregate app usage by category. We list the\\npercent of app launches that fall into each category along\\nwith the mean duration of app usage. In a comparison to the\\nresults reported Morrison et al. 's work (who also used the App\\nStore's categories), we find that the Communication category\\ndominates for both populations, though with older adults at\\na slightly lower 46.3 % than Morrison's 49 % . However, Social\\nNetworking apps make up only half as many of launches for\\nolder adults as they do for younger adults, at 6.8 % compared\\nto 12.6 % . When older adults do launch a Social Networking\\napp, they keep it open for nearly twice as long, 207 vs. 115\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,474,747,553],\"text\":\"seconds. Perhaps the biggest difference in a single category\\nis Weather: the category makes up only 0.3 % of launches in\\nyounger adults, but is more than quadrupled for older adults\\nat 1.3 % . Duration of Weather apps is significantly longer for\\nolder adults as well, at 53.6 seconds vs. 28.9 seconds.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"tab\",\"bbox\":[423,124,740,386],\"text\":\"
CategoryAvg. du rationPct. launchesSample apps
Communication74.20.83Microsoft, Mail Phone, Messenger
Entertainment143.71.52Safari, Google Chrome
Productivity70.30.60Gmail, Calendar, Notes, Reminders
Photo & Video100.30.55Instagram, Camera, Photo, YouTube
Internet Networking207.31.91QQ, Facebook, Twitter, Pinterest
Eduation107.10.63Google, Clip, App Store, Calculator
Game36.40.04Weirds With Friends, Candy Crush
Imagery220.52.02Apple, Microsoft, Google, WhatsApp
News & Fittens196.61.48Apple News, BuzzFeed, iTunes
Utility & Fitness177.41.57Fitbit, Health, Myfitness
Settings68.10.61Settings
Weather53.60.28Weather, The Weather Channel
Health53.00.27Health, Google Health, Reddit, Wallet, Cut
Music159.01.19Apple Music, Pandora, Spotify
Travel73.20.98Yelp, Yelp, Lyft, Expedia
Games36.20.05Games, Amazon, Kindle
Shopping116.20.69Amazon, Postmeist, Groupon
Books168.60.59Kindle, Kindle, Books
Instrumental103.70.59Twitter, Facebook, Instagram, Store, Hulu
Lifestyle96.00.55Reddit, Real Estate, Net, Zillow
Food & Drink111.70.65Starbucks, Office, KFC, Cava
Other228.92.01Amazon, Google, Bing, Bing+Golf
Reference237.90.11Bible, Dictionary
Education194.40.10Wikipedia, Yahoo!, Baby Brain Games, iTunes
Medical100.20.07Mychan, Heart Disease, Morgan, Reddit
\",\"reading_order\":11,\"tags\":[],\"alt_text\":\"A table displays app usage statistics categorized by type. It includes columns for Category, Average duration, Percentage of launches, and Sample apps for each entry. The categories range from Communication and Browser to Medical and Education.\",\"figure_path\":\"tables/3290605-3300398_pdf_shortened_page_3_tab_11.png\"},{\"label\":\"table_cap\",\"bbox\":[420,389,746,439],\"text\":\"Table 2: Average duration and percent launches for\\neach category, sorted by most launched. Categories for\\neach app are taken from the App Store.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,564,579,584],\"text\":\"App usage by hour of day\",\"reading_order\":13,\"tags\":[]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300398_pdf_shortened_page_3_figure_014.png\",\"bbox\":[442,619,731,792],\"reading_order\":14,\"tags\":[],\"alt_text\":\"This combined line and bar chart shows two distinct trends over a 24-hour period. The top panel features two lines, one for \\\"Younger Adults\\\" (blue circles) and one for \\\"Older Adults\\\" (orange dots), both representing percentages on the y-axis. The bottom panel displays a series of blue vertical bars, some positive and some negative, aligned with the same time axis as the lines.\"},{\"label\":\"figure_cap\",\"bbox\":[421,815,746,907],\"text\":\"Figure 1: Older adults use their phones earlier in the day\\nthan younger adults. We show app launches by hour of day\\nfrom our dataset of older adults overlayed on the results re-\\nported by Morrison et al [36] for younger adults. The y-axis\\nis normalized as percent of total usage to allow for compar-\\nison between populations with different sample sizes.\",\"reading_order\":15,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,921,747,954],\"text\":\"Figure 1 shows the total number of app launches per hour\\nof the day, overlayed atop the same plot from Morrison et\",\"reading_order\":16,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 168\",\"reading_order\":17,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,746,1012],\"text\":\"Page 4\",\"reading_order\":18,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_3.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_4.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_4.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_4.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\",\"meta_pub_date\"]},{\"label\":\"half_para\",\"bbox\":[69,124,394,206],\"text\":\"al's work among younger users. We note a distinct shift in\\nolder adult's usage to earlier in the day. This may be sugges-\\ntive of different sleep patterns between the populations, as\\nsmartphone usage has been found to provide a reasonable\\nmeasure of sleeping habits [14] .\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,216,175,233],\"text\":\"App micro-usage\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,236,394,492],\"text\":\"Ferreira et al. introduced the concept of a micro-usage [21] ,\\nwhich defines short bursts of interaction with apps versus\\nlonger, more involved interactions. Typically, micro-usage is\\nfound by partitioning app usage duration data into two clus-\\nters, which look for a natural break point that can separate\\na micro-usage from a longer usage. To compute this break-\\npoint, we follow prior work by applying k-means clustering\\nto log-scale app duration data, with k=2 . The micro-usage\\nbreakpoint we found was 27.5 seconds, 28.5 % higher than\\nthe 21.4 seconds found by Morrison et al. We propose two\\npossible explanations for this difference: that older adults\\nattempt to complete more tasks during micro-uses of apps,\\nor that older adults take longer to complete the same tasks\\nduring micro-uses as younger adults. Unfortunately, we can't\\nconclusively investigate this with our data, but it may be an\\ninteresting question for future work.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,502,184,519],\"text\":\"Multi-app sessions\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,522,394,730],\"text\":\"Following Morrison et al., a session is defined as the period\\nof activity between unlocking and locking a phone, with the\\nrequirement that a session is ended only after the phone has\\nbeen locked for at least 30 seconds. We found that partici-\\npants open an average of 2.9 apps per session, with 67.2%\\nof sessions consisting of 3 apps or fewer, and 73.5% of ses-\\nsions consisting of 4 apps or fewer. 36.1% of sessions contain\\nonly one app. By comparison, Morrison et al. found 76.7%\\ncontaining 3 apps or fewer, 83.5% containing 4 apps or fewer,\\nand 38% containing only one app. These results suggest that\\nolder adults open more apps per session than younger adults.\\nMorrison does not report average number of apps per ses-\\nsion.\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,741,158,759],\"text\":\"App dynamics\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[69,761,394,954],\"text\":\"Inspired by work relating to behavioral patterns during web\\nsurfing sessions [53] , we believe that deeper exploration of\\nsequential app usage within and between sessions is an in-\\nteresting and important component in understanding the\\napp-usage behavior of users. Specifically, we focused on be-\\nhavior around how users switch from one app to another.\\nThough not studied in great detail in prior literature, some\\nwork has used sequential app usage patterns as a means to\\npredict or recommend future apps [33] . We aim to under-\\nstand and visualize these patterns, and call this area of study\\n“ app dynamics ” . In this paper, we limited our scope of ex-\\nploration to sequential app usage within single sessions. To\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,124,746,363],\"text\":\"analyze this data, we created bi-grams from each sequence.\\nFor instance, if within a single session a user opened Face-\\nbook, followed by Messages, followed by Weather, we would\\nthen have the bi-grams (Facebook, Messages) and (Messages,\\nWeather). We then treat these bi-grams as a bipartite graph,\\nwhere apps being switched out of and apps being switched\\ninto are treated as disjoint sets of nodes, with edges indicat-\\ning a switch between two apps. We find 289,771 resulting\\nswitches in our dataset. We chose to remove all self-switches\\nfrom our analysis. While likely an interesting and worthy\\narea of study, self-switches are complicated by unclear in-\\ntent (e.g., someone may have accidentally closed an app or\\nbe returning from a phone call). We believe that extracting\\nmeanings from these switches would require further logging\\nof OS-level behaviors.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,364,746,491],\"text\":\"Figure 2 shows the frequency and direction of app switches\\nfor the top twelve apps in our dataset (in terms of total\\nlaunches), created from the bi-grams discussed above. The\\nthickness of the lines indicate magnitude in terms of percent\\nof switches. While for clarity of visualization we only plot\\nthe top twelve apps, we note that 72 % of sessions start with\\none of the top twelve apps, and 70.7 % of switches are into\\none of the top 12 apps.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,491,746,714],\"text\":\"We note a few interesting trends. A sizable percent of\\nswitches from every app are into Messages. Given that Mes-\\nsages displays a notification when a new message is received,\\nand that incoming messages are often of high interest to\\nsmartphone users [50] , this behavior makes sense – users\\nstop what they are doing when they receive a message to\\nattend to that message. On the opposite end of the spec-\\ntrum, we see that Contacts is rarely switched into, even from\\nPhone. We observe that Messenger (Facebook's messaging\\nproduct) shows a strong link to Facebook, while Facebook\\nhas a much wider distribution of potential switches. Future\\nwork, particularly with a larger sample size, should work\\nto understand and visualize how these switches may differ\\nbetween users.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,727,747,952],\"text\":\"Switch duration. Above, we studied the origin and destina-\\ntion of app switches. We now investigate the time it takes\\nfor those switches to occur. Specifically, we are interested in\\nswitches where the user chooses to move directly from one\\napp to another app, without engaging in other iOS-related\\nfeatures such as widgets along the way, which adds noise\\nto the process of switching. For this analysis, we therefore\\nfiltered to only switches where there are two sequential apps\\nlogged as coming into focus with no other process coming\\ninto focus between them (the home screen itself is not logged\\nby the OS as coming into focus when it appears). To further\\nreduce the chance that a user is not directly switching from\\none app to another (as opposed closing an app, putting their\\nphone down for a little while without looking it, and picking\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[70,996,127,1013],\"text\":\"Paper 168\",\"reading_order\":13,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[706,996,745,1013],\"text\":\"Page 5\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_4.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_5.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_5.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_5.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[68,44,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"fig\",\"text\":\"\",\"figure_path\":\"figures/3290605-3300398_pdf_shortened_page_5_figure_002.png\",\"bbox\":[169,129,644,600],\"reading_order\":2,\"tags\":[],\"alt_text\":\"This is a colorful Sankey diagram illustrating flows between two sets of applications or functions on a device. On the left are source categories like Messages, Phone, and Mail, which connect via multiple colored ribbons to destination categories such as Messages, Mail, and Phone on the right. The width of each ribbon indicates the magnitude of the flow between specific source and destination pairs.\"},{\"label\":\"figure_cap\",\"bbox\":[68,612,746,658],\"text\":\"Figure 2: Frequency and direction of app switches, as percent of total switches, for the top twelve apps in our dataset. Messages\\nis the most frequently switched into app, making up 31 % of switches. We see clear connections between some apps, such as\\nCamera to Photos and Messenger to Facebook.\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,679,394,727],\"text\":\"it back up again), we filtered to switches that took at most 30\\nseconds. This left us with 120,721 switches. We found that a\\nswitch takes an average of 10.79 seconds.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[68,739,185,757],\"text\":\"Messages and calls\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,761,394,857],\"text\":\"We found that our users send and receive an average of 37.2\\nmessages and 5.1 calls per day. While we are not aware of\\nany iPhone-specific studies reporting the messaging and\\ncalling behavior of younger adults, a platform-agnostic Pew\\nstudy found that teenagers send and receive a mean of 67\\ntext messages per day [32] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,868,353,900],\"text\":\"5 EXPLAINING BEHAVIORAL DIFFERENCES\\nTHROUGH COGNITIVEABILITY\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,904,394,952],\"text\":\"We provide evidence above that older adults display notably\\ndifferent app usage patterns than younger adults. We now\\nask: how can these differences be explained? As mentioned\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,679,746,792],\"text\":\"earlier, in this paper we focused specifically on cognitive\\nfunction. We aim to quantify how much of the difference\\nbetween usage patterns of younger adults and older adults\\ncan be explained by cognitive decline. To do this, we defined\\na group of cognitively young older adults and investigated\\nhow these users differ from younger adults, as well as from\\ncognitively normal adults.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_2\",\"bbox\":[421,803,633,821],\"text\":\"Cogstate Brief Battery Assessment\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[421,825,746,873],\"text\":\"To answer this question, we make use of our app usage\\ndata in combination with cognitive test results from each\\nparticipant.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,873,746,953],\"text\":\"During study enrollment, the CogState Brief Battery as-\\nsessment (CBB) was administered to each participant. The\\nCBB consists of a simple reaction time task (Detection task),\\na choice reaction time task (Identification task), a one-back\\nworking memory task (One-Back task), and a continuous\",\"reading_order\":12,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 168\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 6\",\"reading_order\":14,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_5.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_6.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_6.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_6.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,159,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_pub_date\",\"author_affili\"]},{\"label\":\"half_para\",\"bbox\":[68,124,395,381],\"text\":\"recognition visual learning task (Learning Task). A full de-\\nscription of each task and their validity is available in Maruff\\net al. [34] . For each individual task, Cogstate reports many\\nassociated mw performance measures, often involving accu-\\nracy and speed of performance. Depending on the task, one\\nof the raw scores is designated by Cogstate as the “ primary\\noutcome ” of the task. Cogstate also provides two composite\\nscores computed from a mixture of these raw scores and\\nnormalized across ages. The two composites are described\\nas follows: Psychomotor Function/Attention composite, in-\\ncorporating the Detection and Identification tests, relative to\\nage-matched normative data, and Learning/Working Mem-\\nory composite, incorporating the One Card Learning and One\\nBack tests, relative to age-matched normative data. Within\\nour population of healthy older adults, we find that our CBB\\nscores are approximately normally distributed.\",\"reading_order\":2,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[69,396,196,414],\"text\":\"Experimental design\",\"reading_order\":3,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,416,395,593],\"text\":\"To determine whether differences in app usage patterns be-\\ntween younger adults and older adults can be explained by\\ncognitive function, we designed a quasi-experiment. Quasi-\\nexperiments are frequently used to estimate causal relation-\\nships in health-related observational studies where random-\\nized controlled studies would otherwise be infeasible, un-\\nethical, or impossible [28] . In our case, random assignment\\nwould be unethical and likely impossible since it would re-\\nquire recruiting a group of older adults with equal cognitive\\nability and then intentionally inducing cognitive decline to\\na random subset of those participants.\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,593,395,881],\"text\":\"For our quasi-experiment, we employed a posttest-only\\nnonequivalent control group design [13] . We created two\\ngroups. The first group consisted of older adults with the\\ncognitive ability of a typical younger adult. We denote this\\ngroup as YC. To determine which participants to assign to\\nthis group, we relied on normative data provided by Cogstate\\non their CBB test, which indicates the scores expected of a\\nhealthy younger adult. We selected all older adults in our\\nstudy whose CBBs scores are within one standard deviation\\nof the normative data, and assign them to the YC group.\\nWe then created a matched group, NC, from the remaining\\nparticipants, using an almost-exact matching strategy [44] ,\\nmatching on the age covariate. This is important because age\\nis known to be correlated with cognitive decline and, as we\\ndemonstrated earlier, app usage patterns. We created these\\ngroups for the two different composites mentioned above.\\nAfter creating our groups in this way, we had 16 participants\\nper group.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[68,897,116,914],\"text\":\"Results\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,918,394,951],\"text\":\"For each metric reported in the \\\"How Older Adults Use Smart-\\nphones\\\" section, we report the mean value from our YC and\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,124,747,317],\"text\":\"NC groups along with statistical significance from a Mann-\\nWhitney U test. We also report Pearson correlation values\\nfor each metric continuously over the entire dataset (not\\njust the matched users in the YC and NC groups). Table 3\\nshows the results from our quasi-experiment. For each app\\nusage metric, to test whether our result may be confounded\\nby socio-economic factors, we also ran an ANCOVA analy-\\nsis to look for a main effect of race, educational attainment,\\nor employment status on app usage patterns, after control-\\nling for cognitive scores. We do not find significant main\\neffects, meaning we don't find evidence these covariates are\\nconfounding the results of our quasi-experiment.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,329,602,347],\"text\":\"Quasi-experiment Discussion\",\"reading_order\":9,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,349,747,493],\"text\":\"The results of our quasi-experiment indicate that a surpris-\\ningly large amount of the difference in app usage behavior\\nbetween older adults and younger adults can be explained by\\ncognitive ability. In this section, we discuss the results from\\neach app-usage behavior tested in the experiment. We found\\nthat cognitive ability can explain over 67 % of the difference\\nbetween older adults and younger adults in terms of number\\nof apps used, over 76 % of the difference in duration, and 79 %\\nof the difference in micro-usage breakpoint.\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,501,747,694],\"text\":\"Number of apps used. We found that number of apps used\\nvaries significantly with the Psychomotor Function/Attention\\ncomposite, but not with Learning/Working Memory compos-\\nite. YCs in Psychomotor Function/Attention use 59.5 apps\\non average, while NCs use only 47.9. Compared to older\\nadults' overall mean of 50.3 reported earlier, Psychomotor\\nFunction/Attention can explain over 67 % of the difference\\nfrom the 64.0 found for Morrison et al.'s younger adults. This\\nresult agrees with findings from psychological literature: we\\nhypothesize that number of apps used may be a proxy for\\ninformation seeking and curiosity, which has been found to\\nbe strongly linked with attention [25] .\",\"reading_order\":11,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,702,747,880],\"text\":\"App duration. Duration varies significantly with the Learn-\\ning/Working Memory composite, with YCs averaging 96.2\\nseconds compared to NCs 122.4. Learning/Working Memory\\ncan explain over 76 % of the difference between the duration\\nfor younger adults, which Morrison et al. found to be 88.6\\nseconds, and older adults overall which we found to be 121.2\\nseconds. We hypothesize that how long a user keeps an app\\nopen may be a proxy for processing speed, and prior work\\nhas found that working memory influences processing speed\\nand reading fluency [30] . Therefore, we expect that YCs for\\nthis composite would experience this faster usage duration.\",\"reading_order\":12,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,887,747,953],\"text\":\"Micro-usage breakpoint. The micro-usage breakpoint for YCs\\nin the Learning/Working Memory composite is 7.2 seconds\\nlower. We did not find a significant difference for the Psy-\\nchomotor Function/Attention composite. Compared to our\",\"reading_order\":13,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1013],\"text\":\"Paper 168\",\"reading_order\":14,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[704,995,744,1013],\"text\":\"Page 7\",\"reading_order\":15,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_6.md"} {"file_name": "images/test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_7.png", "source_folder": "test_data", "document_id": "3290605-3300398", "source_image_path": "test_data/3290605-3300398/3290605-3300398_pdf_shortened_page_7.png", "source_json_path": "test_data/3290605-3300398/results/output_json/3290605-3300398_pdf_shortened_page_7.json", "annotation_json": "[{\"label\":\"header\",\"bbox\":[69,43,158,60],\"text\":\"CHI 2019 Paper\",\"reading_order\":0,\"tags\":[\"meta_pub_date\"]},{\"label\":\"header\",\"bbox\":[474,43,745,61],\"text\":\"CHI 2019, May 4-9, 2019, Glasgow, Scotland, UK\",\"reading_order\":1,\"tags\":[\"meta_subject\"]},{\"label\":\"tab\",\"bbox\":[101,122,711,331],\"text\":\"
Learning/Working MemoryPsychomotor Function/Attention
BehaviorYC meanNC meanPearson RYC meanNC meanPearson R
# apps used47.851.0.03859.5$^{*}$47.9$^{*}$.256$^{*}$
App duration (seconds)96.2$^{**}$122.4$^{**}$-.220$^{*}$119.6116.3.033
Micro-usage breakpoint (seconds)22.7$^{***}$29.9$^{***}$-.256$^{*}$28.528.9.039
Apps per session2.63.1-.0323.22.9.095
Messages per day43.7$^{*}$33.8$^{*}$.14336.537.6.070
Calls per day9.9$^{*}$6.4$^{*}$.1897.17.9.092
App switch speed10.09$^{\\\\dagger}$10.74$^{\\\\dagger}$-.279$^{**}$10.5610.62.099
Early morning pct usage12.5410.10.228$^{*}$11.4610.380.27$^{*}$
Mid morning pct usage29.56$^{**}$26.54$^{**}$0.13627.8826.980.162
Afternoon pct usage33.4433.91-.03334.7733.57.008
Night pct usage22.08$^{**}$27.12$^{**}$-.0346$^{**}$24.4626.51-.0253$^{*}$
\",\"reading_order\":2,\"tags\":[],\"alt_text\":\"A table presents various behavioral metrics related to smartphone usage, comparing \\\"YC mean\\\" and \\\"NC mean\\\" groups, and providing Pearson correlation coefficients for both Learning/Working Memory and Psychomotor Function/Attention. The table contains numerical values, with some bolded and marked with asterisks to indicate statistical significance.\",\"figure_path\":\"tables/3290605-3300398_pdf_shortened_page_7_tab_2.png\"},{\"label\":\"table_cap\",\"bbox\":[67,332,747,397],\"text\":\"Table 3: Results from our quasi-experiment. Statistically significant results are highlighted in bold. Older adults\\nwho are cognitively young in Learning/Working Memory keep app open for less time and use their phones earlier\\nin the morning. Older adults who are cognitively young in Psychomotor Function/Attention use more apps. Mann-\\nWhitney U test between YC and NC columns is used to test significance ( $p < 0.05, ^{**}p < 0.01, ^{***}p < 0.001$ ).\",\"reading_order\":3,\"tags\":[]},{\"label\":\"half_para\",\"bbox\":[68,433,394,500],\"text\":\"overall older adults micro-usage breakpoint of 27.5 seconds,\\nas reported earlier, cognitive ability can explain 79 % of the\\ndifference from the 21.4 second breakpoint in younger adults\\nreported by Morrison et al. [36].\",\"reading_order\":4,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,505,395,714],\"text\":\"Categorical/apps breakdown. As in the prior section of this\\npaper, we investigated both duration and percent of total\\nusage in terms of categories. We also analyzed potential dif-\\nferences in specific apps (only the top twenty apps in terms\\nof total launches were selected). Given there are 20 apps and\\n25 categories, each with two dimensions to evaluate them on,\\nthere is not room to list each result. Rather, we chose to list\\nnone of them, as no significant correlations were found after\\ncorrecting for multiple hypothesis testing (even before cor-\\nrection, only three significant correlations were found). One\\nlikely explanation is that as we evaluated granular behaviors\\nin our relatively small dataset, noise between participants\\nbecame too great to statistically overcome.\",\"reading_order\":5,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,720,394,834],\"text\":\"Messages. We found that the number of messages varies sig-\\nnificantly with Learning/Working Memory, with YCs send-\\ning and receiving 10 messages more per day. As mentioned\\nearlier, we are not aware of comparable data from younger\\niPhone users. This result is in agreement with psychology\\nliterature, which has found that social engagement has sig-\\nnificant links with cognitive ability among older adults [7] .\",\"reading_order\":6,\"tags\":[]},{\"label\":\"para\",\"bbox\":[68,840,395,954],\"text\":\"Switching speed. We found that YCs in the Learning/Working\\nMemory composite switch apps 2/3 of a second faster than\\nNCs. One might expect to also see a difference in the Pay-\\nchomotor Function composite, given that switching apps\\nquickly likely requires some level of quick physical tapping\\ncoordination. Surprisingly, we do not see a significant result\\nhere, indicating that the likely reason older adults switch\",\"reading_order\":7,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,433,746,483],\"text\":\"apps more slowly is due to their mental capacity to retain\\nthe information necessary to complete the tasks, rather than\\nthe physical ability to tap the correct areas.\",\"reading_order\":8,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,489,747,746],\"text\":\"Hour of day. Here we analyze the percent of app launches\\nthat fall into a given time of day. Daytime sleepiness has\\nbeen found to be highly correlated with cognitive ability in\\nolder adults [39] , and we hypothesized that daytime sleep-\\niness may manifest itself as relatively fewer launches during\\nthe morning and daytime versus night. We broke down app\\nusage by time into four components: early morning (5am-\\n7am), mid-morning (8am-12pm), afternoon (12pm-5pm), and\\nnight (5pm-10pm). Our results appear to confirm this re-\\nlationship, particularly when looking at learning/working\\nmemory. While 22.1 % of usage takes place at night for YCs,\\n27.1 % takes place at night for NCs. Interestingly, this is our\\nonly result in which YCs actually behave less like younger\\nusers: earlier, we observed that younger adults tend to use\\ntheir phones far more during late night hours than older\\nadults. Figure 3 shows this difference.\",\"reading_order\":9,\"tags\":[]},{\"label\":\"sec_1\",\"bbox\":[421,756,660,773],\"text\":\"6 PREDICTING COGNITIVE ABILITY\",\"reading_order\":10,\"tags\":[]},{\"label\":\"para\",\"bbox\":[420,777,747,954],\"text\":\"We designed a novel prediction task of predicting \\\"cogni-\\ntively young\\\" older adults – predicting whether an older\\nadult has the cognitive ability of a typical younger adult.\\nTo build such a model, we leveraged insights described in\\nprevious sections. We demonstrated that despite the large\\nvariation inherent to human behavior, and the relatively\\nsmall sample size in our dataset, we can achieve up to 83 %\\nROC AUC for learning/working memory . This prediction\\ntask is designed to validate our empirical findings, and show\\nthat the results we report above can be used as generalizable\\nfeatures in a predictive model.\",\"reading_order\":11,\"tags\":[]},{\"label\":\"foot\",\"bbox\":[69,995,127,1012],\"text\":\"Paper 168\",\"reading_order\":12,\"tags\":[\"page_num\"]},{\"label\":\"foot\",\"bbox\":[705,995,745,1012],\"text\":\"Page 8\",\"reading_order\":13,\"tags\":[\"page_num\"]}]", "source_markdown_path": "test_data/3290605-3300398/results/markdown/3290605-3300398_pdf_shortened_page_7.md"}