Aloha!
We are excited to welcome you to CHI 2020 in beautiful Honolulu, Hawai'i!
Although CHI has strong origins in the USA, it has never been to Hawai'i. We see this rather "unusual" location for a conference as both an acknowledgement of the role underrepresented regions play in the field of Human-Computer Interaction as well as a symbol for more outreach to the rest of the world.
The ACM CHI Conference on Human Factors in Computing Systems is the premier international conference of Human-Computer Interaction. CHI - pronounced "kai" - is a place where researchers and practitioners gather from across the world to discuss the latest in interactive technology. We are a multicultural community from highly diverse backgrounds who together investigate new and creative ways for people to interact.
CHI has a rich history of bringing together people from different disciplines, cultures, sectors, communities and backgrounds. Through CHI, designers, researchers and practitioners come together with the common purpose of creating technology that works for people and society.
We are increasingly realizing how our technology use is changing how we delineate work and pleasure, how it is advancing our productivity but at the same time threatening our wellbeing. In choosing a beautiful location like Hawai'i, we hope we highlight the importance of work-life balance and also elicit new discussions on such critical perspectives about the future of interactive technology.
Thanks to our massive numbers of volunteers and help from ACM and its SIGCHI members, we are excited to present a vibrant technical and social programme for you to experience. Over six days, participants can join and continue to engage with the CHI community and explore technology and world-class research, and engage in discussions with designers, researchers, students, and practitioners!
Ho'omalu-o means "to conserve; to use or manage wisely" in the Hawaiian language. One of our goals for CHI 2020 is to make more sustainable choices wherever we can, recognising, of course, that any travel, especially to locations like ours, has a significant impact on the environment. Working with the Sustainability Chairs, we have chosen recycled, biodegradable or eco-friendly products and engaged with local suppliers, wherever possible. We have implemented options to reduce travel related to the conference organisation by using videoconference meetings as much as possible. We have worked with the CHI Steering and Executive Committee to identify future opportunities to reduce travel and to reduce the number of meetings. We have removed the conference bag and gifts by default and encouraged the selection of more sustainable food choices (including the decision not to serve red meat). We have also chosen reusable or compostable crockery and cutlery where possible and are donating any remaining food to a homeless shelter to avoid food waste.
Furthermore, we have chosen to locate all activities in or near the Convention Centre and negotiated deals with hotels nearby to reduce the need for transportation. The Convention Centre itself is the first and only public assembly convention centre to earn LEED v.4 O+M Gold Certification in the United States. In the spirit of Ho'omaluo- , we have also decided to set the default temperature in the venue higher to reduce air condition energy usage.
A particular highlight is the Interactivity programme, which will be launched at the Reception on Monday evening, giving a live glimpse into the future with hands-on prototypes, design experiences as well as inspirational technologies.
We are also excited to continue the commitment to making CHI, and CHI content, more widely accessible. We will be live-streaming even more paper sessions. We also provide a nursing room, all-gender bathrooms, badge pronouns, a desensitization room and a prayer room.
In this work we introduce peripheral awareness as a neurological state for real-time human-computer integration, where the human is assisted by a computer to interact with the world. Changes to the field of view in peripheral awareness have been linked ...
Venous Materials is a novel concept and approach of an interactive material utilizing fluidic channels. We present a design method for fluidic mechanisms that respond to deformation by mechanical inputs from the user, such as pressure and bending. We ...
As education researchers, policymakers, and industry leaders recognize the importance of computing, many coding kits (toys and apps) have emerged to help young children learn to code at home. However, how parents perceive and support their children's ...
Interview chatbots engage users in a text-based conversation to draw out their views and opinions. It is, however, challenging to build effective interview chatbots that can handle user free-text responses to open-ended questions and deliver engaging ...
Input techniques have been drawing abiding attention along with the continual miniaturization of personal computers. In this paper, we present BlyncSync, a novel multi-modal gesture set that leverages the synchronicity of touch and blink events to ...
People with dementia face major challenges in maintaining active social interaction. Designing digital tools for social sharing within families and care facilities has been well explored by HCI research, but comparatively less work has considered ...
When sketching, we must choose between paper (expressive ease, ruler and eraser) and computational assistance (parametric support, a digital record). PHysically Assisted SKetching provides both, with a pen that displays force constraints with which the ...
Peer-to-peer energy-trading platforms (P2P) have the potential to transform the current energy system. However, research is presently scarce on how people would like to participate in, and what would they expect to gain from, such platforms. We address ...
3D printing technology can be used to rapidly prototype the look and feel of 3D objects. However, the objects produced are passive. There has been increasing interest in making these objects interactive, yet they often require assembling components or ...
This paper brings together three distinct case studies to explore how social isolation and notions of liminality shape ontological security within communities on "the edge" of society. Each case study exemplifies the differing nature of liminality in ...
Providing users with rich sensations is beneficial to enhance their immersion in Virtual Reality (VR) environments. Wetness is one such imperative sensation that affects users' sense of comfort and helps users adjust grip force when interacting with ...
Technology has transformed our physical interactions into infinitely more scalable and flexible digital ones. We can peruse an infinite number of photos, news articles, and books. However, these digital experiences lack the physical experience of paging ...
Online fraud is the well-known dark side of the modern Internet. Unsupervised fraud detection algorithms are widely used to address this problem. However, selecting features, adjusting hyperparameters, evaluating the algorithms, and eliminating false ...
There is increased interest in reducing sedentary behavior of office workers to combat the negative health effects of prolonged sitting. Walking meetings offer a promising solution to this problem as they facilitate a physically active way of working. ...
The positive effect of security information communicated to developers through API warnings has been established. However, current prototypical designs are based on security warnings for end-users. To improve security feedback for developers, we ...
We present ReCog, a mobile app that enables blind users to recognize objects by training a deep network with their own photos of such objects. This functionality is useful to differentiate personal objects, which cannot be recognized with pre-trained ...
Questionnaires are among the most common research tools in virtual reality (VR) evaluations and user studies. However, transitioning from virtual worlds to the physical world to respond to VR experience questionnaires can potentially lead to systematic ...
While developments in 3D printing have opened up opportunities for improved access to graphical information for people who are blind or have low vision (BLV), they can provide only limited detailed and contextual information. Interactive 3D printed ...
Augmented Reality (AR) has become a valuable tool for education and training processes. Meanwhile, cloud-based technologies can foster collaboration and other interaction modalities to enhance learning. We combine the cloud capabilities with AR ...
We propose mounting a downward-facing camera above the top end of a digital tablet pen. This creates a unique and practical viewing angle for capturing the pen-holding hand and the immediate surroundings which can include the other hand. The fabrication ...
Significant progress to integrate and analyse multimodal data has been carried out in the last years. Yet, little research has tackled the challenge of visualising and supporting the sensemaking of multimodal data to inform teaching and learning. It is ...
Software developers often make interface design decisions and work with designers. Therefore, computing students who seek to become developers need some education about interface design. While prior work has studied difficulties that educators face when ...
As people's offline and online lives become increasingly entwined, the sensitivity of personal information disclosed online is increasing. Disclosures often occur through structured disclosure fields (e.g., drop-down lists). Prior research suggests ...
In the course of every member's integration into an online community, a decision must be made to participate for the first time. The challenges of effective recruitment, management, and retention of new users have been extensively explored in social ...
Automatic segmentation of logs for creativity tools such as image editing systems could improve their usability and learnability by supporting such interaction use cases as smart history navigation or recommending alternative design choices. We propose ...
Data analysis is central to sports training. Today, cutting-edge digital technologies are deployed to measure and improve athletes' performance. But too often researchers focus on the technology collecting performance data at the expense of ...
Augmentative and alternative communication (AAC) technologies are widely used to help non-verbal children enable communication. For AAC-aided communication to be successful, caregivers should support children with consistent intervention strategies in ...
Learning from text is a constructive activity in which sentence-level information is combined by the reader to build coherent mental models. With increasingly complex texts, forming a mental model becomes challenging due to a lack of background ...
Despite high levels of digital technology access among college students, technology disruption remains an issue. This study was conducted to understand how technology disruption might contribute to socio-economic disparities in academic performance. ...
Although the processing speed of computers has been drastically increasing year by year, users still have to wait for computers to complete tasks or to respond. To cope with this, several studies have proposed presenting certain visual information to ...
Year | Submitted | Accepted | Rate |
---|---|---|---|
CHI '19 | 2,958 | 703 | 24% |
CHI '18 | 2,590 | 666 | 26% |
CHI '17 | 2,400 | 600 | 25% |
CHI '16 | 2,435 | 565 | 23% |
CHI '15 | 2,120 | 486 | 23% |
CHI '14 | 2,043 | 465 | 23% |
CHI '13 | 1,963 | 392 | 20% |
CHI '09 | 1,130 | 277 | 25% |
CHI '07 | 840 | 182 | 22% |
CHI '05 | 372 | 93 | 25% |
CHI '03 | 468 | 75 | 16% |
CHI '02 | 414 | 61 | 15% |
CHI '01 | 352 | 69 | 20% |
CHI '00 | 336 | 72 | 21% |
CHI '99 | 312 | 78 | 25% |
CHI '98 | 351 | 81 | 23% |
CHI '97 | 234 | 55 | 24% |
CHI '96 | 256 | 55 | 21% |
CHI '94 | 263 | 70 | 27% |
CHI '93 | 330 | 62 | 19% |
CHI '92 | 216 | 67 | 31% |
CHI '91 | 240 | 56 | 23% |
CHI '90 | 260 | 47 | 18% |
CHI '89 | 199 | 54 | 27% |
CHI '88 | 187 | 39 | 21% |
CHI '87 | 166 | 46 | 28% |
CHI '86 | 122 | 47 | 39% |
CHI '85 | 170 | 35 | 21% |
CHI '83 | 176 | 59 | 34% |
CHI '82 | 165 | 75 | 45% |
Overall | 24,068 | 5,632 | 23% |