AI-generated non-consensual intimate imagery (AIG-NCII) is an emerging social problem due to the advancement of AI tools. While recent incidents in middle and high schools have highlighted the urgency of this issue, there is limited understanding of what concrete supports schools need to effectively address AIG-NCII. To fill this gap, we conducted an interview study with 20 educators in the U.S. and investigated their attitudes, experiences, and practices related to AIG-NCII. Educators expressed concerns about both students' and their own vulnerability, as AIG-NCII may cause moral decline among students, while educators themselves could become victims. Nevertheless, existing practices in schools are limited, and they lack both training and systematic policies. Challenges such as a lack of resources, unclear legal boundaries, and limited knowledge of AI make implementation difficult. The findings of this paper contribute to interactive educational tool design, curriculum design, and policy-making, especially regarding the need for multi-stakeholder strategies to address issues surrounding AIG-NCII.
It is our great pleasure to introduce this issue of the Proceedings of the ACM on Human-Computer Interaction, which focuses on contributions from the research community on Supporting Group Work (GROUP). This thriving community is home to researchers within CSCW, HCI for practice-centered computing, sociotechnical studies, and interdisciplinary groups who provide theoretical, methodological, and/or conceptual contributions on collaborative technologies and practices. GROUP's research community vividly raises the awareness of dimensions of growing importance in our highly connected lives. The idea of caring through and with technology continues to be a rich and dynamic area for research, pointing to important challenges for elderly persons, parenting, and health. The increased availability of AI-based systems leads to the development of new practices that pose increasing issues for design and regulation. The domain of social media is especially concerned with fast-evolving practices and issues that raised major interest in our community. These aspects are also approached through design fiction as a way of futures-making. Workplace and hybrid work settings show also a central area where cooperation and teams are impacted. The research papers gathered in this issue account that we live in an unprecedentedly connected world, calling for more ethical reflections about the possibilities and caveats of digital technologies. The editorial board worked hard to organize this second submission round. The call for papers for this issue on GROUP attracted a total of 109 submissions from all over the world, of which 37 papers (34%) were accepted. This issue results from the dedicated volunteer effort of 36 members of the community who served as Associate Chairs (ACs) and 87 reviewers. They all lent their expertise and time to ensure high quality reviews and provide insightful feedback to all authors. The Editorial Board can be found on GROUP's track page. As Track Chairs, we are grateful for the community's collective efforts to continue shaping and sharing GROUP's contributions.
It is our great pleasure to introduce this issue of the Proceedings of the ACM on Human-Computer Interaction, which focuses on contributions from the research community on Supporting Group Work (GROUP). This thriving community is home to researchers within CSCW, HCI for practice-centered computing, sociotechnical studies, and interdisciplinary groups who provide theoretical, methodological, and/or conceptual contributions on collaborative technologies and practices. GROUP's research community vividly raises the awareness of dimensions of growing importance in our highly connected life, as exemplified by the papers included in this issue. Information sharing and moderation in and across groups and formal organisations continue to call for complex research questions. Collaborative practices that have been the object of concern in GROUP become revisited through the lenses of new technologies, as illustrated by the papers investigating recommender systems and conversational agents in collaborative contexts. More than ever, the Internet is acknowledged as a space for social relationships, see for instance the case of dating apps or mom's chat group in this issue. Reflecting on our densely computing supported practices, ethics for research and design become an essential topic for consideration. The editorial board worked hard to organize this first submission round. The call for papers for this issue on GROUP attracted a total of 31 submissions from all over the world, of which 8 papers (25.8 %) were accepted. This issue results from the dedicated volunteer effort of 23 members of the community who served as Associate Chairs (ACs). They all lent their expertise and time to provide insightful feedback to all authors. The Editorial Board can be found on GROUP's track page. As Track Chairs, we are grateful for the community's collective efforts to continue shaping and sharing GROUP's contributions.
Content creators' self-promotion strategies play a significant role in their usage of social media. While these self-promotion practices have been extensively researched, there is less known in regards to content creators who produce adult content. Our study focuses on OnlyFans, a digital patronage platform with a large user base of adult content creators. Despite its popularity, OnlyFans possesses key limitations that lead creators to other social media platforms for self-promotion and audience building. This study explores the self-promotion strategies and context collapse management among adult content creators on OnlyFans. Through semi-structured qualitative interviews with 15 OnlyFans creators, we investigated their approaches to self-promotion, audience growth, and boundary management among different social media platforms. OnlyFans creators face unique challenges compared to other creators due to the stigma associated with adult content and digital sex work. Our findings reveal the unique strategies they employ to navigate the constraints of their work in tandem with maintaining boundaries to avoid context collapse. This research contributes to a broader understanding of the nuances of impression management within under-researched, stigmatized online communities. We discuss how these motivations and strategies to build a sustainable online presence lie in tension with the risks associated with adult content creation.
As immersive social platforms like VRChat increasingly adopt generative AI (GenAI) technologies, it becomes critical to understand how community members perceive, negotiate, and utilize these tools. In this preliminary study, we conducted a qualitative analysis of VRChat-related Discord discussions, employing a deductive coding framework to identify key themes related to AI-assisted content creation, intellectual property disputes, and evolving community norms. Our findings offer preliminary insights into the complex interplay between the community's enthusiasm for AI-driven creativity and deep-rooted ethical and legal concerns. Users weigh issues of fair use, data ethics, intellectual property, and the role of community governance in establishing trust. By highlighting the tensions and trade-offs as users embrace new creative opportunities while seeking transparency, fair attribution, and equitable policies, this research offers valuable insights for designers, platform administrators, and policymakers aiming to foster responsible, inclusive, and ethically sound AI integration in future immersive virtual environments.
In online fan communities, generative AI is providing new ways for fans to engage with and produce fan content related to their favorite celebrities. In this study, we examined how people feel about AIgenerated fan art and AI-generated music covers of their favorite musical artists. Through an online survey (N=200) we explored how parasocial relationships with their favorite musicians and selfdetermination factors of autonomy, competence, and relatedness were associated with attitudes towards AI-generated fan content. Parasocial relationships were positively associated, but when these intrinsic values were taken into consideration, participants' sense of choice in controlling what they see on social media was the only factor that explained favorable sentiments towards AI-generated fan content.
Three dimensional immersive virtual spaces, also known as the metaverse, offer a new way for people to attend concerts. Virtual concerts held in the metaverse allow viewers to experience immersive visuals and interactive communications. However, viewer intentions and reasons behind attending these virtual concerts are far from clear. In this study, we proposed a conceptual model integrating Technology Acceptance Model, prior metaverse experience and parasocial relationship factors. We surveyed 519 metaverse users from South Korea. Multiple regression modeling was used to establish the relationships between the examined variables. Results suggest that perceived ease of use and perceived usefulness were significant predictors of audiences' intentions. Experienced metaverse platform users prioritize perceived ease of use, while novice users prioritize perceived usefulness. Furthermore, the desire to see the artist is an important reason behind viewers' intention of attending virtual concerts.
Selfies have become a common and popular form of communication and self-representation in the digital age, particularly for the purpose of posting on social media. While the phenomenon has been widely studied, this paper seeks to examine motivations for selfie-taking specific to Instagram through in-depth interviews with 25 young adults. We identified six key themes behind why people take selfies: emphasizing physical appearance, expressing personal identity, conveying authenticity, documenting life experiences, fostering social connections, and seeking popularity. This study sheds light on how selfies serve multiple roles, from social engagement to personal reflection, and highlights how technology continues to shape identity.
Generative AI (Gen-AI) is rapidly changing the landscape of User-Generated Content (UGC) on social media. AI tools for generating text, images, and videos, such as Large-Language Models (LLM), image generation AI, AI-powered video material tools, and deep fake technologies, are accelerating creators in obtaining content ideas, drafting outlines, and streamlining creative workflows. The capabilities of Gen-AI could introduce new opportunities to lower the bar and accelerate the pace of content creation for grassroots creators, thereby expanding the volume of AI-generated UGC on social media. However, we lack the necessary understanding of how the wide deployment of such technologies will impact the social media ecosystem. The introduction of Gen-AI can lead to both opportunities and potential challenges among different creator communities, requiring collaboration from both academia and industry. This workshop seeks to bring together experts working on relevant topics of Gen-AI and UGC, to roadmap research on important issues boldly and responsibly.
This design project arose with the purpose to intervene within the current landscape of content moderation. Our team’s primary focus is community moderators, specifically volunteer moderators for online community spaces. Community moderators play a key role in up-keeping the guidelines and culture of online community spaces, as well as managing and protecting community members against harmful content online. Yet, community moderators notably lack the official resources and training that their commercial moderator counterparts have. To address this, we present ModeratorHub, a knowledge sharing platform that focuses on community moderation. In our current design stage, we focused 2 features: (1) moderation case documentation and (2) moderation case sharing. These are our team’s initial building blocks of a larger intervention aimed to support moderators and promote social support and collaboration among end users of online community ecosystems.
Social media users may perceive moderation decisions by the platform differently, which can lead to frustration and dropout. This study investigates users' perceived justice and fairness of online moderation decisions when they are exposed to various illegal versus legal scenarios, retributive versus restorative moderation strategies, and user-moderated versus commercially moderated platforms. We conduct an online experiment on 200 American social media users of Reddit and Twitter. Results show that retributive moderation delivers higher justice and fairness for commercially moderated than for user-moderated platforms in illegal violations; restorative moderation delivers higher fairness for legal violations than illegal ones. We discuss the opportunities for platform policymaking to improve moderation system design.
This study examines the active and passive media usage behaviors of ARMY, the fanbase of the Korean pop music group BTS. Active media use includes actions such as posting, commenting, and sharing, while passive media use includes simply consuming content without actively participating. We conducted an online survey (N=262) and used Social Cognitive Theory as a framework to investigate how parasocial relationships with BTS members and other factors contribute to active and passive social media use. The results indicated that parasocial relationships were positively related to passive media use, but were not related to active use. Furthermore, guidance needs and community belonging needs were positively related to both active and passive media use, whereas social integrative needs were not related to either type of media use. These findings have implications in terms of understanding how to improve engagement and user experience in social media.
In this research, we assessed how young adults determine the accuracy of news articles and sources through a seven-day diary study. We performed a qualitative analysis on the participants’ responses and found that the participants mainly used nine different strategies to evaluate the accuracy of COVID news. The majority of respondents relied on their inherent trust and the reputation of a given news outlet instead of actively determining if the information was accurate. Young adults also used their perception of the quality of the article, personal logical reasoning, cross referencing the information, availability of data, among others. We discuss the implications of the results and propose practical suggestions.
The digital patronage model provides content creators the opportunity to receive sustained financial support directly from their fans. Patreon is a popular digital patronage platform that represents a prime site for the study of creators’ relational labor with their fans. Through in-depth interviews with 21 Patreon creators, this study investigated different types of creator–patron relationships and the perceived benefits and challenges of carrying out relational labor. We found that creators construct a variety of relationships with patrons, ranging from purely transactional to intimately familial. Creators benefit from relational labor in that it encourages patrons to treat the creator as a person rather than a product, resulting in both financial and emotional support. However, creators face difficulties in maintaining appropriate relational boundaries with patrons, some of whom control a substantial part of a creator’s income.
As each micro community centered around the streamer attempts to set its own guidelines in live streaming communities, it is common for volunteer moderators (mods) and the streamer to disagree on how to handle various situations. In this study, we conducted an online survey (N=240) with live streaming mods to explore their commitment to the streamer to grow the micro community and the different styles in which they handle conflicts with the streamer. We found that 1) mods apply more active and cooperative styles than passive and assertive styles to manage conflicts, but they might be forced to do so, and 2) mods with strong commitments to the streamer would like to apply styles showing either high concerns for the streamer or low concerns for themselves. We reflect on how these results can affect micro community development and recommend designs to mitigate conflict and strengthen commitment.
Online social spaces provide much needed connection and belonging—particularly in a context of continued lack of global mobility due to the ongoing Covid-19 pandemic and climate crisis. However, the norms of online social spaces can create environments in which toxic behaviour is normalized, tolerated or even celebrated. This can occur without consequence, leaving its members vulnerable to hate, harassment, and abuse. A vast majority of adults have experienced toxicity online and the harm is even more prevalent for members of marginalized and minoritized groups, who are more often the targets of online abuse. Although there is significant work on toxicity in the SIGCHI community, approaches and knowledge have typically been siloed by the domain of investigation (e.g., social media, multiplayer games, social VR). We argue that cross-disciplinary efforts will benefit not only the various communities and situations in which abuse occurs, but that bringing together researchers from different backgrounds and specialties will provide a robust and rich understanding of how to tackle online toxicity at scale.
Content moderation is a crucial aspect of online platforms, and it requires human moderators (mods) to repeatedly review and remove harmful content. However, this moderation process can lead to cognitive overload and emotional labor for the mods. As new platforms and designs emerge, such as live streaming space, new challenges arise due to the real-time nature of the interactions. In this study, we examined the use of ignoring as a moderation strategy by interviewing 19 Twitch mods. Our findings indicated that ignoring involves complex cognitive processes and significant invisible labor in the decision-making process. Additionally, we found that ignoring is an essential component of real-time moderation. These preliminary findings suggest that ignoring has the potential to be a valuable moderation strategy in future interactive systems, which highlights the need to design better support for ignoring in interactive live-streaming systems.
Traditionally in computer-mediated communication, technology had the simple role of mediator, or its effects could be controlled by its maker. However, we have recently witnessed a shift in the role of computers in which they are no longer neutral. To understand where computers stand in communication considering the new technological advancements, we conducted a critical literature review to understand how scholars have conceptualized new roles of the computer, particularly artificial intelligence (AI), in communication. We present the following: an overview of proliferating new terms used to describe AI involvement in communication and a classification framework of computer presence in communication based on the respective roles of computers and humans. We then discuss the challenges that researchers face when computers are integrated into, rather than mediating, communication.
BACKGROUND:The VSTEP Examination Suite is a collection of evidence-based standardized assessments for persons after stroke. It was developed by an interdisciplinary team in collaboration with clinician users. It consists of 5 standardized assessments: 2 performance-based tests using the Kinect camera (Microsoft Corp) to collect kinematics (5-Time Sit-to-Stand and 4-Square Test); 2 additional performance-based tests (10-Meter Walk Test and 6-Minute Walk Test); and 1 patient-reported outcome measure, the Activities-Specific Balance Confidence Scale.OBJECTIVE:This study aimed to describe the development of the VSTEP Examination Suite and its evaluation as an educational tool by physical therapy students and faculty to determine its usefulness and usability.METHODS:A total of 6 students from a Doctor of Physical Therapy program in the United States and 6 faculty members who teach standardized assessments in different physical therapy programs from the United States and Israel were recruited by convenience sampling to participate in the study. They interacted with the system using a talk-aloud procedure either in pairs or individually. The transcripts of the sessions were coded deductively (by 3 investigators) with a priori categories of usability and usefulness, and comments were labeled as negative or positive. The frequencies of the deductive themes of usefulness and usability were tested for differences between faculty and students using a Wilcoxon rank sum test. A second round of inductive coding was performed by 3 investigators guided by theories of technology adoption, clinical reasoning, and education.RESULTS:The faculty members' and students' positive useful comments ranged from 83% (10/12) to 100%. There were no significant differences in usefulness comments between students and faculty. Regarding usability, faculty and students had the lowest frequency of positive comments for the 10-Meter Walk Test (5/10, 50%). Students also reported a high frequency of negative comments on the 4-Square Test (9/21, 43%). Students had a statistically significantly higher number of negative usability comments compared with faculty (W=5.7; P=.02), specifically for the 5-Time Sit-to-Stand (W=5.3; P=.02). Themes emerged related to variable knowledge about the standardized tests, value as a teaching and learning tool, technology being consistent with clinical reasoning in addition to ensuring reliability, expert-to-novice clinical reasoning (students), and usability.CONCLUSIONS:The VSTEP Examination Suite was found to be useful by both faculty and students. Reasons for perceived usefulness had some overlap, but there were also differences based on role and experience. Usability testing revealed opportunities for technology refinement. The development of the technology by interdisciplinary teams and testing with multiple types of users may increase adoption.
Online harassment and content moderation have been well-documented in online communities. However, new contexts and systems always bring new ways of harassment and need new moderation mechanisms. This study focuses on hate raids, a form of group attack in real-time in live streaming communities. Through a qualitative analysis of hate raids discussion in the Twitch subreddit (r/Twitch), we found that (1) hate raids as a human-bot coordinated group attack leverages the live stream system to attack marginalized streamers and other potential groups with(out) breaking the rules, (2) marginalized streamers suffer compound harms with insufficient support from the platform, (3) moderation strategies are overwhelmingly technical, but streamers still struggle to balance moderation and participation considering their marginalization status and needs. We use affordances as a lens to explain how hate raids happens in live streaming systems and propose moderation-by-design as a lens when developing new features or systems to mitigate the potential abuse of such designs.