Hernisa Kacorri

dblp:13/8237 · DBLP profile ↗
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43ranked-venue papers
10as first author
23since 2021 · last 2026
0000-0002-7798-308XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 35 · 7 first-author · 20 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author
YearPublicationVenuePosition
2026 Say It My Way: Exploring Control in Conversational Visual Question Answering with Blind Users
abstract
Prompting and steering techniques are well established in general-purpose generative AI, yet assistive visual question answering (VQA) tools for blind users still follow rigid interaction patterns with limited opportunities for customization. User control can be helpful when system responses are misaligned with their goals and contexts, a gap that becomes especially consequential for blind users that may rely on these systems for access. We invite 11 blind users to customize their interactions with a real-world conversational VQA system. Drawing on 418 interactions, reflections, and post-study interviews, we analyze prompting-based techniques participants adopted, including those introduced in the study and those developed independently in real-world settings. VQA interactions were often lengthy: participants averaged 3 turns, sometimes up to 21, with input text typically tenfold shorter than the responses they heard. Built on state-of-the-art LLMs, the system lacked verbosity controls, was limited in estimating distance in space and time, relied on inaccessible image framing, and offered little to no camera guidance. We discuss how customization techniques such as prompt engineering can help participants work around these limitations. Alongside a new publicly available dataset, we offer insights for interaction design at both query and system levels.
Farnaz Zamiri Zeraati, Yang Trista Cao, Yuehan Qiao, Hal Daumé III, Hernisa Kacorri
CHI5
2025 Exploring Collaboration to Center the Deaf Community in Sign Language AI
abstract
Sign language processing holds great promise for advancing societal inclusivity, yet it often excludes meaningful participation from the Deaf community, raising ethical and practical concerns about the applicability of AI solutions to their needs. This paper addresses these gaps through two interrelated studies. First, surveys identify differences in priorities and expectations between machine learning (ML) practitioners and Deaf American Sign Language (ASL) signers. Second, paired co-design sessions bring ML and ASL experts together to generate guiding questions that support practices for aligning AI development with community goals. Our findings reveal critical points of friction that reflect deeper systemic and epistemic barriers to effective collaboration. By synthesizing unique and shared insights from both groups, we provide empirically grounded resources to guide collaborative frameworks that promote the agency and expertise of the Deaf community. This research paves actionable pathways toward equitable, community-centered advancements in AI.
Rie Kamikubo, Abraham Glasser, Alex Lu 0002, Hal Daumé III, Hernisa Kacorri, Danielle Bragg
ASSETS5
2025 Beyond Omakase: Designing Shared Control for Navigation Robots with Blind People
abstract
Autonomous navigation robots can increase the independence of blind people but often limit user control-following what is called in Japanese an "omakase" approach where decisions are left to the robot. This research investigates ways to enhance user control in social robot navigation, based on two studies conducted with blind participants. The first study, involving structured interviews (N=14), identified crowded spaces as key areas with significant social challenges. The second study (N=13) explored navigation tasks with an autonomous robot in these environments and identified design strategies across different modes of autonomy. Participants preferred an active role, termed the "boss" mode, where they managed crowd interactions, while the "monitor" mode helped them assess the environment, negotiate movements, and interact with the robot. These findings highlight the importance of shared control and user involvement for blind users, offering valuable insights for designing future social navigation robots.
Rie Kamikubo, Seita Kayukawa, Yuka Kaniwa, Allan Wang, Hernisa Kacorri, Hironobu Takagi, Chieko Asakawa
CHI5
2025 Tracking and its Potential for Older Adults with Memory Concerns
abstract
Much research on older people with memory concerns is focused on tracking and informed by the priorities of others. In this paper, we seek to understand the potential that people with memory concerns see in tracking. We conducted interviews with 29 participants with concerns about their memory and engaged in an affective writing approach. We find a range of potentials that can be traced to how participants are already self-tracking. Emotions associated with these potentials vary: from acceptance to resistance, and positive anticipation to aversion. Participants are emotionally motivated to foreclose possibilities in some instances and keep them open in others. While individual and unique, potential is structured by forces that include individual routines, relationships with others, and macro-level institutions and cultural contexts. We reflect on these findings in the context of research on self-tracking with older adults, designing with ambiguity, and forces that structure the experience of living with memory concerns.
Amelia Short, Norman Makoto Su, Ruipu Hu, Eun Kyoung Choe, Hernisa Kacorri, Margaret K. Danilovich, David E. Conroy, Shannon Jette, Beth Barnett, Amanda Lazar
CHI5
2024 Understanding How Blind Users Handle Object Recognition Errors: Strategies and Challenges
abstract
Object recognition technologies hold the potential to support blind and low-vision people in navigating the world around them. However, the gap between benchmark performances and practical usability remains a significant challenge. This paper presents a study aimed at understanding blind users' interaction with object recognition systems for identifying and avoiding errors. Leveraging a pre-existing object recognition system, URCam, fine-tuned for our experiment, we conducted a user study involving 12 blind and low-vision participants. Through in-depth interviews and hands-on error identification tasks, we gained insights into users' experiences, challenges, and strategies for identifying errors in camera-based assistive technologies and object recognition systems. During interviews, many participants preferred independent error review, while expressing apprehension toward misrecognitions. In the error identification task, participants varied viewpoints, backgrounds, and object sizes in their images to avoid and overcome errors. Even after repeating the task, participants identified only half of the errors, and the proportion of errors identified did not significantly differ from their first attempts. Based on these insights, we offer implications for designing accessible interfaces tailored to the needs of blind and low-vision users in identifying object recognition errors.
Jonggi Hong, Hernisa Kacorri
ASSETS2
2024 AccessShare: Co-designing Data Access and Sharing with Blind People
abstract
Blind people are often called to contribute image data to datasets for AI innovation with the hope for future accessibility and inclusion. Yet, the visual inspection of the contributed images is inaccessible. To this day, we lack mechanisms for data inspection and control that are accessible to the blind community. To address this gap, we engage 10 blind participants in a scenario where they wear smartglasses and collect image data using an AI-infused application in their homes. We also engineer a design probe, a novel data access interface called AccessShare, and conduct a co-design study to discuss participants' needs, preferences, and ideas on consent, data inspection, and control. Our findings reveal the impact of interactive informed consent and the complementary role of data inspection systems such as AccessShare in facilitating communication between data stewards and blind data contributors. We discuss how key insights can guide future informed consent and data control to promote inclusive and responsible data practices in AI.
Rie Kamikubo, Farnaz Zamiri Zeraati, Kyungjun Lee 0001, Hernisa Kacorri
ASSETS4
2024 Exploring AI Problem Formulation with Children via Teachable Machines
abstract
Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem formulation activities. To test this, we integrated problem reduction heuristics into storyboarding and invited a university-based intergenerational design team of 10 children (ages 8-13) and 9 adults to co-design a teachable machine. We find that children draw from personal experiences when formulating AI problems; they assume voice and video capabilities, explore diverse machine learning approaches, and plan for error handling. Their ideas promote human involvement in AI, though some are drawn to more autonomous systems. Their designs prioritize values like capability, logic, helpfulness, responsibility, and obedience, and a preference for a comfortable life, family security, inner harmony, and excitement as end-states. We conclude by discussing how these results can inform the design of future participatory AI activities.
Utkarsh Dwivedi, Salma Elsayed-Ali, Elizabeth M. Bonsignore, Hernisa Kacorri
CHI4
2024 Redefining Activity Tracking Through Older Adults' Reflections on Meaningful Activities
abstract
Activity tracking has the potential to promote active lifestyles among older adults. However, current activity tracking technologies may inadvertently perpetuate ageism by focusing on age-related health risks. Advocating for a personalized approach in activity tracking technology, we sought to understand what activities older adults find meaningful to track and the underlying values of those activities. We conducted a reflective interview study following a 7-day activity journaling with 13 participants. We identified various underlying values motivating participants to track activities they deemed meaningful. These values, whether competing or aligned, shape the desirability of activities. Older adults appreciate low-exertion activities, but they are difficult to track. We discuss how these activities can become central in designing activity tracking systems. Our research offers insights for creating value-driven, personalized activity trackers that resonate more fully with the meaningful activities of older adults.
Mengying Li, Young-Ho Kim, Bongshin Lee, Margaret K. Danilovich, Amanda Lazar, David E. Conroy, Hernisa Kacorri, Eun Kyoung Choe
CHI8
2024 Text to Blind Motion
abstract
People who are blind perceive the world differently than those who are sighted, which can result in distinct motion characteristics. For instance, when crossing at an intersection, blind individuals may have different patterns of movement, such as veering more from a straight path or using touch-based exploration around curbs and obstacles. These behaviors may appear less predictable to motion models embedded in technologies such as autonomous vehicles. Yet, the ability of 3D motion models to capture such behavior has not been previously studied, as existing datasets for 3D human motion currently lack diversity and are biased toward people who are sighted. In this work, we introduce BlindWays, the first multimodal motion benchmark for pedestrians who are blind. We collect 3D motion data using wearable sensors with 11 blind participants navigating eight different routes in a real-world urban setting. Additionally, we provide rich textual descriptions that capture the distinctive movement characteristics of blind pedestrians and their interactions with both the navigation aid (e.g., a white cane or a guide dog) and the environment. We benchmark state-of-the-art 3D human prediction models, finding poor performance with off-the-shelf and pre-training-based methods for our novel task. To contribute toward safer and more reliable systems that can seamlessly reason over diverse human movements in their environments, our text-and-motion benchmark is available at https://blindways.github.io/.
Hee Jae Kim, Kathakoli Sengupta, Masaki Kuribayashi, Hernisa Kacorri, Eshed Ohn-Bar
NeurIPS4
2024 HoloCamera: Advanced Volumetric Capture for Cinematic-Quality VR Applications
abstract
High-precision virtual environments are increasingly important for various education, simulation, training, performance, and entertainment applications. We present HoloCamera, an innovative volumetric capture instrument to rapidly acquire, process, and create cinematic-quality virtual avatars and scenarios. The HoloCamera consists of a custom-designed free-standing structure with 300 high-resolution RGB cameras mounted with uniform spacing spanning the four sides and the ceiling of a room-sized studio. The light field acquired from these cameras is streamed through a distributed array of GPUs that interleave the processing and transmission of 4K resolution images. The distributed compute infrastructure that powers these RGB cameras consists of 50 Jetson AGX Xavier boards, with each processing unit dedicated to driving and processing imagery from six cameras. A high-speed Gigabit Ethernet network fabric seamlessly interconnects all computing boards. In this systems paper, we provide an in-depth description of the steps involved and lessons learned in constructing such a cutting-edge volumetric capture facility that can be generalized to other such facilities. We delve into the techniques employed to achieve precise frame synchronization and spatial calibration of cameras, careful determination of angled camera mounts, image processing from the camera sensors, and the need for a resilient and robust network infrastructure. To advance the field of volumetric capture, we are releasing a high-fidelity static light-field dataset, which will serve as a benchmark for further research and applications of cinematic-quality volumetric light fields.
Jonathan Heagerty, Shuvra S. Bhattacharyya, Sujal Bista, Barbara Brawn, Brandon Yushan Feng, Susmija Jabbireddy, Joseph F. JáJá, Hernisa Kacorri, David Li 0001, Derek Yarnell, Matthias Zwicker, Amitabh Varshney
IEEE Trans. Vis. Comput. Graph.10
2023 Contributing to Accessibility Datasets: Reflections on Sharing Study Data by Blind People
abstract
To ensure that AI-infused systems work for disabled people, we need to bring accessibility datasets sourced from this community in the development lifecycle. However, there are many ethical and privacy concerns limiting greater data inclusion, making such datasets not readily available. We present a pair of studies where 13 blind participants engage in data capturing activities and reflect with and without probing on various factors that influence their decision to share their data via an AI dataset. We see how different factors influence blind participants' willingness to share study data as they assess risk-benefit tradeoffs. The majority support sharing of their data to improve technology but also express concerns over commercial use, associated metadata, and the lack of transparency about the impact of their data. These insights have implications for the development of responsible practices for stewarding accessibility datasets, and can contribute to broader discussions in this area.
Rie Kamikubo, Kyungjun Lee 0001, Hernisa Kacorri
CHI3
2023 Supporting Novices Author Audio Descriptions via Automatic Feedback
abstract
Audio descriptions (AD) make videos accessible to those who cannot see them. But many videos lack AD and remain inaccessible as traditional approaches involve expensive professional production. We aim to lower production costs by involving novices in this process. We present an AD authoring system that supports novices to write scene descriptions (SD)-textual descriptions of video scenes-and convert them into AD via text-to-speech. The system combines video scene recognition and natural language processing to review novice-written SD and feeds back what to mention automatically. To assess the effectiveness of this automatic feedback in supporting novices, we recruited 60 participants to author SD with no feedback, human feedback, and automatic feedback. Our study shows that automatic feedback improves SD's descriptiveness, objectiveness, and learning quality, without affecting qualities like sufficiency and clarity. Though human feedback remains more effective, automatic feedback can reduce production costs by 45%.
Rosiana Natalie, Joshua Tseng, Hernisa Kacorri, Kotaro Hara
CHI3
2023 Six Human-Centered Artificial Intelligence Grand Challenges
abstract
Widespread adoption of artificial intelligence (AI) technologies is substantially affecting the human condition in ways that are not yet well understood. Negative unintended consequences abound including the perpetuation and exacerbation of societal inequalities and divisions via algorithmic decision making. We present six grand challenges for the scientific community to create AI technologies that are human-centered, that is, ethical, fair, and enhance the human condition. These grand challenges are the result of an international collaboration across academia, industry and government and represent the consensus views of a group of 26 experts in the field of human-centered artificial intelligence (HCAI). In essence, these challenges advocate for a human-centered approach to AI that (1) is centered in human well-being, (2) is designed responsibly, (3) respects privacy, (4) follows human-centered design principles, (5) is subject to appropriate governance and oversight, and (6) interacts with individuals while respecting human’s cognitive capacities. We hope that these challenges and their associated research directions serve as a call for action to conduct research and development in AI that serves as a force multiplier towards more fair, equitable and sustainable societies.
Ozlem O. Garibay, Brent Winslow, Salvatore Andolina, Margherita Antona, Anja Bodenschatz, Constantinos K. Coursaris, Gregory Falco, Stephen M. Fiore, Ivan Garibay, Keri Grieman, John C. Havens, Marina Jirotka, Hernisa Kacorri, Waldemar Karwowski, Joseph T. Kider Jr., Joseph A. Konstan, Sean Koon, Mónica López-González, Iliana Maifeld-Carucci, Sean McGregor, Gavriel Salvendy, Ben Shneiderman, Constantine Stephanidis, Christina Strobel, Carolyn Ten Holter
Int. J. Hum. Comput. Interact.13
2023 Leveraging Hand-Object Interactions in Assistive Egocentric Vision
abstract
Egocentric vision holds great promise for increasing access to visual information and improving the quality of life for blind people. While we strive to improve recognition performance, it remains difficult to identify which object is of interest to the user; the object may not even be included in the frame due to challenges in camera aiming without visual feedback. Also, gaze information, commonly used to infer the area of interest in egocentric vision, is often not dependable. However, blind users tend to include their hand either interacting with the object they wish to recognize or simply placing it in proximity for better camera aiming. We propose a method that leverages the hand as the contextual information for recognizing an object of interest. In our method, the output of a pre-trained hand segmentation model is infused to later convolutional layers of our object recognition network with separate output layers for localization and classification. Using egocentric datasets from sighted and blind individuals, we show that the hand-priming achieves more accurate localization than other approaches that encode hand information. Given only object centers along with labels, our method achieves comparable classification performance to the state-of-the-art method that uses bounding boxes with labels.
Kyungjun Lee 0001, Abhinav Shrivastava, Hernisa Kacorri
IEEE Trans. Pattern Anal. Mach. Intell.3
2022 Blind Users Accessing Their Training Images in Teachable Object Recognizers
abstract
Teachable object recognizers provide a solution for a very practical need for blind people – instance level object recognition. They assume one can visually inspect the photos they provide for training, a critical and inaccessible step for those who are blind. In this work, we engineer data descriptors that address this challenge. They indicate in real time whether the object in the photo is cropped or too small, a hand is included, the photos is blurred, and how much photos vary from each other. Our descriptors are built into open source testbed iOS app, called MYCam. In a remote user study in (N = 12) blind participants’ homes, we show how descriptors, even when error-prone, support experimentation and have a positive impact in the quality of training set that can translate to model performance though this gain is not uniform. Participants found the app simple to use indicating that they could effectively train it and that the descriptors were useful. However, many found the training being tedious, opening discussions around the need for balance between information, time, and cognitive load.
Jonggi Hong, Jaina Gandhi, Ernest Essuah Mensah, Farnaz Zamiri Zeraati, Ebrima Jarjue, Kyungjun Lee 0001, Hernisa Kacorri
ASSETS7
2022 Data Representativeness in Accessibility Datasets: A Meta-Analysis
abstract
As data-driven systems are increasingly deployed at scale, ethical concerns have arisen around unfair and discriminatory outcomes for historically marginalized groups that are underrepresented in training data. In response, work around AI fairness and inclusion has called for datasets that are representative of various demographic groups. In this paper, we contribute an analysis of the representativeness of age, gender, and race & ethnicity in accessibility datasets–datasets sourced from people with disabilities and older adults—that can potentially play an important role in mitigating bias for inclusive AI-infused applications. We examine the current state of representation within datasets sourced by people with disabilities by reviewing publicly-available information of 190 datasets, we call these accessibility datasets. We find that accessibility datasets represent diverse ages, but have gender and race representation gaps. Additionally, we investigate how the sensitive and complex nature of demographic variables makes classification difficult and inconsistent (e.g., gender, race & ethnicity), with the source of labeling often unknown. By reflecting on the current challenges and opportunities for representation of disabled data contributors, we hope our effort expands the space of possibility for greater inclusion of marginalized communities in AI-infused systems.
Rie Kamikubo, Lining Wang, Crystal Marte, Amnah Mahmood, Hernisa Kacorri
ASSETS5
2022 MyMove: Facilitating Older Adults to Collect In-Situ Activity Labels on a Smartwatch with Speech
abstract
Current activity tracking technologies are largely trained on younger adults’ data, which can lead to solutions that are not well-suited for older adults. To build activity trackers for older adults, it is crucial to collect training data with them. To this end, we examine the feasibility and challenges with older adults in collecting activity labels by leveraging speech. Specifically, we built MyMove, a speech-based smartwatch app to facilitate the in-situ labeling with a low capture burden. We conducted a 7-day deployment study, where 13 older adults collected their activity labels and smartwatch sensor data, while wearing a thigh-worn activity monitor. Participants were highly engaged, capturing 1,224 verbal reports in total. We extracted 1,885 activities with corresponding effort level and timespan, and examined the usefulness of these reports as activity labels. We discuss the implications of our approach and the collected dataset in supporting older adults through personalized activity tracking technologies.
Young-Ho Kim, Diana Chou, Bongshin Lee, Margaret K. Danilovich, Amanda Lazar, David E. Conroy, Hernisa Kacorri, Eun Kyoung Choe
CHI7
2021 Accessing Passersby Proxemic Signals through a Head-Worn Camera: Opportunities and Limitations for the Blind
abstract
The spatial behavior of passersby can be critical to blind individuals to initiate interactions, preserve personal space, or practice social distancing during a pandemic. Among other use cases, wearable cameras employing computer vision can be used to extract proxemic signals of others and thus increase access to the spatial behavior of passersby for blind people. Analyzing data collected in a study with blind (N=10) and sighted (N=40) participants, we explore: (i) visual information on approaching passersby captured by a head-worn camera; (ii) pedestrian detection algorithms for extracting proxemic signals such as passerby presence, relative position, distance, and head pose; and (iii) opportunities and limitations of using wearable cameras for helping blind people access proxemics related to nearby people. Our observations and findings provide insights into dyadic behaviors for assistive pedestrian detection and lead to implications for the design of future head-worn cameras and interactions.
Kyungjun Lee 0001, Daisuke Sato 0001, Saki Asakawa, Chieko Asakawa, Hernisa Kacorri
ASSETS5
2021 Sharing Practices for Datasets Related to Accessibility and Aging
abstract
Datasets sourced from people with disabilities and older adults play an important role in innovation, benchmarking, and mitigating bias for both assistive and inclusive AI-infused applications. However, they are scarce. We conduct a systematic review of 137 accessibility datasets manually located across different disciplines over the last 35 years. Our analysis highlights how researchers navigate tensions between benefits and risks in data collection and sharing. We uncover patterns in data collection purpose, terminology, sample size, data types, and data sharing practices across communities of focus. We conclude by critically reflecting on challenges and opportunities related to locating and sharing accessibility datasets calling for technical, legal, and institutional privacy frameworks that are more attuned to concerns from these communities.
Rie Kamikubo, Utkarsh Dwivedi, Hernisa Kacorri
ASSETS3
2021 The Efficacy of Collaborative Authoring of Video Scene Descriptions
abstract
The majority of online video contents remain inaccessible to people with visual impairments due to the lack of audio descriptions to depict the video scenes. Content creators have traditionally relied on professionals to author audio descriptions, but their service is costly and not readily-available. We investigate the feasibility of creating more cost-effective audio descriptions that are also of high quality by involving novices. Specifically, we designed, developed, and evaluated ViScene, a web-based collaborative audio description authoring tool that enables a sighted novice author and a reviewer either sighted or blind to interact and contribute to scene descriptions (SDs)—text that can be transformed into audio through text-to-speech. Through a mixed-design study with N = 60 participants, we assessed the quality of SDs created by sighted novices with feedback from both sighted and blind reviewers. Our results showed that with ViScene novices could produce content that is Descriptive, Objective, Referable, and Clear at a cost of i.e., US$2.81pvm to US$5.48pvm, which is 54% to 96% lower than the professional service. However, the descriptions lacked in other quality dimensions (e.g., learning, a measure of how well an SD conveys the video’s intended message). While professional audio describers remain the gold standard, for content creators who cannot afford it, ViScene offers a cost-effective alternative, ultimately leading to a more accessible medium.
Rosiana Natalie, Jolene Loh, Huei Suen Tan, Joshua Tseng, Ian Luke Yi-Ren Chan, Ebrima Jarjue, Hernisa Kacorri, Kotaro Hara
ASSETS7
2021 Uncovering Patterns in Reviewers' Feedback to Scene Description Authors
abstract
Audio descriptions (ADs) can increase access to videos for blind people. Researchers have explored different mechanisms for generating ADs, with some of the most recent studies involving paid novices; to improve the quality of their ADs, novices receive feedback from reviewers. However, reviewer feedback is not instantaneous. To explore the potential for real-time feedback through automation, in this paper, we analyze 1,120 comments that 40 sighted novices received from a sighted or a blind reviewer. We find that feedback patterns tend to fall under four themes: (i) Quality; commenting on different AD quality variables, (ii) Speech Act; the utterance or speech action that the reviewers used, (iii) Required Action; the recommended action that the authors should do to improve the AD, and (iv) Guidance; the additional help that the reviewers gave to help the authors. We discuss which of these patterns could be automated within the review process as design implications for future AD collaborative authoring systems.
Rosiana Natalie, Jolene Loh, Huei Suen Tan, Joshua Tseng, Hernisa Kacorri, Kotaro Hara
ASSETS5
2021 Exploring Machine Teaching with Children
abstract
Iteratively building and testing machine learning models can help children develop creativity, flexibility, and comfort with machine learning and artificial intelligence. We explore how children use machine teaching interfaces with a team of 14 children (aged 7–13 years) and adult co-designers. Children trained image classifiers and tested each other's models for robustness. Our study illuminates how children reason about ML concepts, offering these insights for designing machine teaching experiences for children: (i) ML metrics (e.g. confidence scores) should be visible for experimentation; (ii) ML activities should enable children to exchange models for promoting reflection and pattern recognition; and (iii) the interface should allow quick data inspection (e.g. images vs. gestures).
Utkarsh Dwivedi, Jaina Gandhi, Raj Parikh, Merijke Coenraad, Elizabeth M. Bonsignore, Hernisa Kacorri
VL/HCC6
2021 How Content Authored by People with Dementia Affects Attitudes towards Dementia
abstract
Negative attitudes shape experiences with stigmatized conditions such as dementia, from affecting social relationships to influencing willingness to adopt technology. Consequently, attitudinal change has been identified as one lever to improve life for people with stigmatized conditions. Though recognized as a scaleable approach, social media has not been studied in terms of how it should best be designed or deployed to target attitudes and understanding of dementia. Through a mixed methods design with 123 undergraduate college students, we study the effect of being exposed to dementia-related media, including content produced by people with dementia. We selected undergraduate college students as the target of our intervention, as they represent the next generation that will work and interact with individuals with dementia. Our analysis describes changes over the period of two weeks in attitudes and understanding of the condition. The shifts in understanding of dementia that we found in our qualitative analysis were not captured by the instrument we selected to assess understanding of dementia. While small improvements in positive and overall attitudes were seen across all interventions and the control, we observe a different pattern with negative attitudes, where transcriptions of content produced by people with dementia significantly reduced negative attitudes. The discussion presents implications for supporting people with dementia as content producers, doing so in ways that best affect attitudes and understanding by drawing on research on cues and interactive media, and supporting students in changing their perspectives towards people with dementia.
Amanda Lazar, Robin Brewer, Hernisa Kacorri, Jonggi Hong, Mary Nicole Dugay Punzalan, Maisarah Mahathir, Olivia Vander Hyde, Warren Ross III
Proc. ACM Hum. Comput. Interact.3
2020 IncluSet: A Data Surfacing Repository for Accessibility Datasets
abstract
Datasets and data sharing play an important role for innovation, benchmarking, mitigating bias, and understanding the complexity of real world AI-infused applications. However, there is a scarcity of available data generated by people with disabilities with the potential for training or evaluating machine learning models. This is partially due to smaller populations, disparate characteristics, lack of expertise for data annotation, as well as privacy concerns. Even when data are collected and are publicly available, it is often difficult to locate them. We present a novel data surfacing repository, called IncluSet, that allows researchers and the disability community to discover and link accessibility datasets. The repository is pre-populated with information about 139 existing datasets: 65 made publicly available, 25 available upon request, and 49 not shared by the authors but described in their manuscripts. More importantly, IncluSet is designed to expose existing and new dataset contributions so they may be discoverable through Google Dataset Search.
Hernisa Kacorri, Utkarsh Dwivedi, Sravya Amancherla, Mayanka Jha, Riya Chanduka
ASSETS1
2020 ViScene: A Collaborative Authoring Tool for Scene Descriptions in Videos
abstract
Audio descriptions can make the visual content in videos accessible to people with visual impairments. However, the majority of the online videos lack audio descriptions due in part to the shortage of experts who can create high-quality descriptions. We present ViScene, a web-based authoring tool that taps into the larger pool of sighted non-experts to help them generate high-quality descriptions via two feedback mechanisms—succinct visualizations and comments from an expert. Through a mixed-design study with N = 6 participants, we explore the usability of ViScene and the quality of the descriptions created by sighted non-experts with and without feedback comments. Our results indicate that non-experts can produce better descriptions with feedback comments; preliminary insights also highlight the role that people with visual impairments can play in providing this feedback.
Rosiana Natalie, Ebrima Jarjue, Hernisa Kacorri, Kotaro Hara
ASSETS3
2020 Pedestrian Detection with Wearable Cameras for the Blind: A Two-way Perspective
abstract
Blind people have limited access to information about their surroundings, which is important for ensuring one's safety, managing social interactions, and identifying approaching pedestrians. With advances in computer vision, wearable cameras can provide equitable access to such information. However, the always-on nature of these assistive technologies poses privacy concerns for parties that may get recorded. We explore this tension from both perspectives, those of sighted passersby and blind users, taking into account camera visibility, in-person versus remote experience, and extracted visual information. We conduct two studies: an online survey with MTurkers (N=206) and an in-person experience study between pairs of blind (N=10) and sighted (N=40) participants, where blind participants wear a working prototype for pedestrian detection and pass by sighted participants. Our results suggest that both of the perspectives of users and bystanders and the several factors mentioned above need to be carefully considered to mitigate potential social tensions.
Kyungjun Lee 0001, Daisuke Sato 0001, Saki Asakawa, Hernisa Kacorri, Chieko Asakawa
CHI4
2020 Crowdsourcing the Perception of Machine Teaching
abstract
Teachable interfaces can empower end-users to attune machine learning systems to their idiosyncratic characteristics and environment by explicitly providing pertinent training examples. While facilitating control, their effectiveness can be hindered by the lack of expertise or misconceptions. We investigate how users may conceptualize, experience, and reflect on their engagement in machine teaching by deploying a mobile teachable testbed in Amazon Mechanical Turk. Using a performance-based payment scheme, Mechanical Turkers (N=100) are called to train, test, and re-train a robust recognition model in real-time with a few snapshots taken in their environment. We find that participants incorporate diversity in their examples drawing from parallels to how humans recognize objects independent of size, viewpoint, location, and illumination. Many of their misconceptions relate to consistency and model capabilities for reasoning. With limited variation and edge cases in testing, the majority of them do not change strategies on a second training attempt.
Jonggi Hong, Kyungjun Lee 0001, June Xu, Hernisa Kacorri
CHI4
2020 Hand-Priming in Object Localization for Assistive Egocentric Vision
abstract
Egocentric vision holds great promises for increasing access to visual information and improving the quality of life for people with visual impairments, with object recognition being one of the daily challenges for this population. While we strive to improve recognition performance, it remains difficult to identify which object is of interest to the user; the object may not even be included in the frame due to challenges in camera aiming without visual feedback. Also, gaze information, commonly used to infer the area of interest in egocentric vision, is often not dependable. However, blind users often tend to include their hand either interacting with the object that they wish to recognize or simply placing it in proximity for better camera aiming. We propose localization models that leverage the presence of the hand as the contextual information for priming the center area of the object of interest. In our approach, hand segmentation is fed to either the entire localization network or its last convolutional layers. Using egocentric datasets from sighted and blind individuals, we show that the hand-priming achieves higher precision than other approaches, such as fine-tuning, multi-class, and multi-task learning, which also encode hand-object interactions in localization.
Kyungjun Lee 0001, Abhinav Shrivastava, Hernisa Kacorri
WACV3
2019 Revisiting Blind Photography in the Context of Teachable Object Recognizers
abstract
For people with visual impairments, photography is essential in identifying objects through remote sighted help and image recognition apps. This is especially the case for teachable object recognizers, where recognition models are trained on user's photos. Here, we propose real-time feedback for communicating the location of an object of interest in the camera frame. Our audio-haptic feedback is powered by a deep learning model that estimates the object center location based on its proximity to the user's hand. To evaluate our approach, we conducted a user study in the lab, where participants with visual impairments (N=9) used our feedback to train and test their object recognizer in vanilla and cluttered environments. We found that very few photos did not include the object (2% in the vanilla and 8% in the cluttered) and the recognition performance was promising even for participants with no prior camera experience. Participants tended to trust the feedback even though they know it can be wrong. Our cluster analysis indicates that better feedback is associated with photos that include the entire object. Our results provide insights into factors that can degrade feedback and recognition performance in teachable interfaces.
Kyungjun Lee 0001, Jonggi Hong, Simone Pimento, Ebrima Jarjue, Hernisa Kacorri
ASSETS5
2019 Sign Language Recognition, Generation, and Translation: An Interdisciplinary Perspective
abstract
Developing successful sign language recognition, generation, and translation systems requires expertise in a wide range of fields, including computer vision, computer graphics, natural language processing, human-computer interaction, linguistics, and Deaf culture. Despite the need for deep interdisciplinary knowledge, existing research occurs in separate disciplinary silos, and tackles separate portions of the sign language processing pipeline. This leads to three key questions: 1) What does an interdisciplinary view of the current landscape reveal? 2) What are the biggest challenges facing the field? and 3) What are the calls to action for people working in the field? To help answer these questions, we brought together a diverse group of experts for a two-day workshop. This paper presents the results of that interdisciplinary workshop, providing key background that is often overlooked by computer scientists, a review of the state-of-the-art, a set of pressing challenges, and a call to action for the research community.
Danielle Bragg, Oscar Koller, Mary Bellard, Larwan Berke, Patrick Boudreault, Annelies Braffort, Naomi Caselli, Matt Huenerfauth, Hernisa Kacorri, Tessa Verhoef, Christian Vogler, Meredith Ringel Morris
ASSETS9
2019 #HandsOffMyADA: A Twitter Response to the ADA Education and Reform Act
abstract
Twitter continues to be used increasingly for communication related advocacy, activism, and social change. This is also the case for the disability community. In light of the recently proposed ADA Education and Reform in the United States, we investigate factors for effectiveness of sharing or retweeting messages about topics affecting the rights of people with disabilities. We perform a multifaceted study of the #HandsOffMyADA campaign against the proposed H.R.620 bill to: (1) explore how communication via Twitter compares to previous disability rights movements; (2) characterize the campaign in terms of hashtags, user groups, and content such as accessible multimedia that contribute to dissemination of campaign messages; (3) identify major themes in tweets and responses, and their variation among user groups; and (4) understand how the disability community mobilized for this campaign compared to previous Twitter initiatives.
Brooke Auxier, Cody Buntain, Paul T. Jaeger, Jennifer Golbeck, Hernisa Kacorri
CHI5
2019 Hands Holding Clues for Object Recognition in Teachable Machines
abstract
Camera manipulation confounds the use of object recognition applications by blind people. This is exacerbated when photos from this population are also used to train models, as with teachable machines, where out-of-frame or partially included objects against cluttered backgrounds degrade performance. Leveraging prior evidence on the ability of blind people to coordinate hand movements using proprioception, we propose a deep learning system that jointly models hand segmentation and object localization for object classification. We investigate the utility of hands as a natural interface for including and indicating the object of interest in the camera frame. We confirm the potential of this approach by analyzing existing datasets from people with visual impairments for object recognition. With a new publicly available egocentric dataset and an extensive error analysis, we provide insights into this approach in the context of teachable recognizers.
Kyungjun Lee 0001, Hernisa Kacorri
CHI2
2018 Environmental Factors in Indoor Navigation Based on Real-World Trajectories of Blind Users
abstract
Indoor localization technologies can enhance quality of life for blind people by enabling them to independently explore and navigate indoor environments. Researchers typically evaluate their systems in terms of localization accuracy and user behavior along planned routes. We propose two measures of path-following behavior: deviation from optimal route and trajectory variability. Through regression analysis of real-world trajectories from blind users, we identify relationships between a) these measures and b) elements of the environment, route characteristics, localization error, and instructional cues that users receive. Our results provide insights into path-following behavior for turn-by-turn indoor navigation and have implications for the design of future interactions. Moreover, our findings highlight the importance of reporting these environmental factors and route properties in similar studies. We present automated and scalable methods for their calculation and to encourage their reporting for better interpretation and comparison of results across future studies.
Hernisa Kacorri, Eshed Ohn-Bar, Kris Makoto Kitani, Chieko Asakawa
CHI1
2017 People with Visual Impairment Training Personal Object Recognizers: Feasibility and Challenges
abstract
Blind people often need to identify objects around them, from packages of food to items of clothing. Automatic object recognition continues to provide limited assistance in such tasks because models tend to be trained on images taken by sighted people with different background clutter, scale, viewpoints, occlusion, and image quality than in photos taken by blind users. We explore personal object recognizers, where visually impaired people train a mobile application with a few snapshots of objects of interest and provide custom labels. We adopt transfer learning with a deep learning system for user-defined multi-label k-instance classification. Experiments with blind participants demonstrate the feasibility of our approach, which reaches accuracies over 90% for some participants. We analyze user data and feedback to explore effects of sample size, photo-quality variance, and object shape; and contrast models trained on photos by blind participants to those by sighted participants and generic recognizers.
Hernisa Kacorri, Kris Makoto Kitani, Jeffrey P. Bigham, Chieko Asakawa
CHI1
2016 Continuous Profile Models in ASL Syntactic Facial Expression Synthesis
abstract
To create accessible content for deaf users, we investigate automatically synthesizing animations of American Sign Language (ASL), including grammatically important facial expressions and head movements. Based on recordings of humans performing various types of syntactic face and head movements (which include idiosyncratic variation), we evaluate the efficacy of Continuous Profile Models (CPMs) at identifying an essential “latent trace” of the performance, for use in producing ASL animations. A metric-based evaluation and a study with deaf users indicated that this approach was more effective than a prior method for producing animations.
Hernisa Kacorri, Matt Huenerfauth
ACL (1)1
2016 Supporting Orientation of People with Visual Impairment: Analysis of Large Scale Usage Data
abstract
In the field of assistive technology, large scale user studies are hindered by the fact that potential participants are geographically sparse and longitudinal studies are often time consuming. In this contribution, we rely on remote usage data to perform large scale and long duration behavior analysis on users of iMove, a mobile app that supports the orientation of people with visual impairments.
Hernisa Kacorri, Sergio Mascetti, Andrea Gerino, Dragan Ahmetovic, Hironobu Takagi, Chieko Asakawa
ASSETS1
2015 Demographic and Experiential Factors Influencing Acceptance of Sign Language Animation by Deaf Users
abstract
Technology to automatically synthesize linguistically accurate and natural-looking animations of American Sign Language (ASL) from an easy-to-update script would make it easier to add ASL content to websites and media, thereby increasing information accessibility for many people who are deaf. Researchers evaluate their sign language animation systems by collecting subjective judgments and comprehension-question responses from deaf participants. Through a survey (N=62) and multiple regression analysis, we identified relationships between (a) demographic and technology experience/attitude characteristics of participants and (b) the subjective and objective scores collected from them during the evaluation of sign language animation systems. This finding suggests that it would be important for researchers to collect and report these characteristics of their participants in publications about their studies, but there is currently no consensus in the field. We present a set of questions in ASL and English that can be used by researchers to measure these participant characteristics; reporting such data would enable researchers to better interpret and compare results from studies with different participant pools.
Hernisa Kacorri, Matt Huenerfauth, Sarah Ebling, Kasmira Patel, Mackenzie Willard
ASSETS1
2015 Capcap: an output-agreement game for video captioning
Hernisa Kacorri, Kaoru Shinkawa, Shin Saito
INTERSPEECH1
2014 Implementation and evaluation of animation controls sufficient for conveying ASL facial expressions
abstract
Technology to automatically synthesize linguistically accurate and natural-looking animations of American Sign Language (ASL) from an easy-to-update script would make it easier to add ASL content to websites and media, thereby increasing information accessibility for many people who are deaf. We are investigating the synthesis of ASL facial expressions, which are grammatically required and essential to the meaning of sentences. To support this research, we have enhanced a virtual human character with face controls following the MPEG-4 Facial Action Parameter standard. In a user-study, we determined that these controls were sufficient for conveying understandable animations of facial expressions.
Hernisa Kacorri, Matt Huenerfauth
ASSETS1
2014 Performance Metrics and Their Extraction Methods for Audio Rendered Mathematics
Hernisa Kacorri, Paraskevi Riga, Georgios Kouroupetroglou
ICCHP (1)1
2013 Comparing native signers' perception of American Sign Language animations and videos via eye tracking
abstract
Animations of American Sign Language (ASL) have accessibility benefits for signers with lower written-language literacy. Our lab has conducted prior evaluations of synthesized ASL animations: asking native signers to watch different versions of animations and answer comprehension and subjective questions about them. Seeking an alternative method of measuring users' reactions to animations, we are now investigating the use of eye tracking to understand how users perceive our stimuli. This study quantifies how the eye gaze of native signers varies when they view: videos of a human ASL signer or synthesized animations of ASL (of different levels of quality). We found that, when viewing videos, signers spend more time looking at the face and less frequently move their gaze between the face and body of the signer. We also found correlations between these two eye-tracking metrics and participants' responses to subjective evaluations of animation-quality. This paper provides methodological guidance for how to design user studies evaluating sign language animations that include eye tracking, and it suggests how certain eye-tracking metrics could be used as an alternative or complimentary form of measurement in evaluation studies of sign language animation.
Hernisa Kacorri, Allen Harper, Matt Huenerfauth
ASSETS1
2012 Effect of presenting video as a baseline during an american sign language animation user study
abstract
Animations of American Sign Language (ASL) have accessibility benefits for many signers with lower levels of written language literacy. Our lab has conducted several prior studies to evaluate synthesized ASL animations by asking native signers to watch different versions of animations and to answer comprehension and subjective questions about them. As an upper baseline, we used an animation of a virtual human carefully created by a human animator who is a native ASL signer. Considering whether to instead use videos of human signers as an upper baseline, we wanted to quantify how including a video upper baseline would affect how participants evaluate the ASL animations presented in a study. In this paper, we replicate a user study we conducted two years ago, with one difference: replacing our original animation upper baseline with a video of a human signer. We found that adding a human video upper baseline depressed the subjective Likert-scale scores that participants assign to the other stimuli (the synthesized animations) in the study when viewed side-by-side. This paper provides methodological guidance for how to design user studies evaluating sign language animations and facilitates comparison of studies that have used different upper baselines.
Hernisa Kacorri
ASSETS2
2010 An Open Source / Freeware Assistive Technology Software Inventory
Alexandros Pino, Georgios Kouroupetroglou, Hernisa Kacorri, Anna Sarantidou, Dimitris Spiliotopoulos
ICCHP (1)3